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July 3, 2009

Detailed Frost Mage Guide (Horde Leveling Guides)

I. Introduction



I see a lot of questions regarding a frost mage and what he can and can't do. I have been a frost mage a long time, earlier in fact than I should have been. I have also tried every frost build commercially vendored. In addition I have also tried fire and arcane out. Wonderful trees both.



II. Dealing damage with Frost:



Contrary to popular belief frost can do a heck of a lot of damage with a total build. Single or multiple targets PvE and PvP frost can do comparable damage to fire. However fire can do the damage with less work and from a safer distance. Moreover fire can do it with less investment, which brings us to the very important first law of a frost mage.



FROST TIP NUMBER UNO: You do not go frost before you are 45'th level, better yet don't go frost till 55. The longer you can hold out the better. Why? Because fire is less reliant on its own talents to produce results. Frost needs every point you put in.



Damage Cont.. The damage you do with frost comes from the 2.5 second frost bolts that have a 15% frost bite proc, the shatter points you got, the ice shards you got for the 200% crits, the 6% damage bonus from the piercing ice and that frost channeling that makes you last 15% longer. Also in this package is the 35% cone of cold bonus, which if you climb this high is an absolute must for both PvE and especially PvP. However, without everything and the kitchen sink frost does less damage, in fact every point you pull lowers you damage and efficiency across the board. Note this and remember that. The less vital points to pull are the channeling, the piercing ice and nothing, every point after that comes out of your pocket.



Summary: To deal good damage with frost you need the following talents

-Improved Frost Bolt 5/5: This is the core of your damage, the frost bolt, by reducing its cast time you improve the spell in terms of flat DPS, in terms of interrupt ability and in terms of utility. This is a must for every frost build that hopes to damage with frost.

-Ice Shards: Doubles your critical damage, how much better can you get. With this you can put up great big E-peen numbers and really make a difference in your damage output.

-Improved Cone of Cold: This makes cone of cold viable as a source of damage. Before this talent the skill is very much dead weight in terms of damage per mana. After this talent it is still a hog but a beefy razorback kill you sort of hog as opposed to the fat sow it was before.

-Shatter: If you plan on soloing ever or PvP then this is an awesome talent. While it is worthless in raids and certain instance situations it is still the only way that frost can compete with fire in terms of burst.

-Piercing Ice: A gimme talent that is only to be used when all other options are exausted. Not a huge boost in terms of damage it is still worth the points invested. Used in the larger frost builds.

-Frost Bite: This one shows up under both damage and control for good reason. It can be both. PvP it is a control talent. However PvE it is a damage talent that speeds up killing of generic mobs amazingly and can allow you to solo caster elites with a great degree of success. It is basically a 10% bonus critical talent PvE. It has PvP merits as well.

-Artic Reach: Get this, period, its range, range is god.

-Frost Channeling: A better talent than Piercing ice for the points invested, it has roughly double the effect as with frost one must get away from the notion that all the damage has to be in one blow. This allows you to keep on chugging. Take it before piercing ice unless there is a pressing reason not to.



II. Control:



Control is very ice. Get it, ice instead of nice? Anyway frost has a control half to its talents. This half of frost can in fact be developed almost without the damage half, and in fact a very good build can be made doing just this. However if you choose to tackle the damage aspect of frost you have to also take a look at control. If you are going ice/arcane you can afford to neglect some of this as built in frost already has decent control. The critical control talents are as such………..artic reach…………….. Moving on to frost tip number 2



FROST TIP NUMERO DOS: Control talents are completely based off of the spec you are running in some specs artic reach is it in other specs its just the beginning. I will address this further in the talent builds section.



Summary: The control talents are a wacky bunch here is the basic lowdown on each one.

-Artic Reach: Get this, its range, range is the devil.

-Winters Chill: A decent 3 points that usually come near the end of a build. Some people love it others are iffy.

-Improved Frost Nova: Why not is the word of the day. It will make a difference and it is the gateway to the shatter effect. Any primary frost build should have this.

-Improved Blizzard: Absolutely necessary if blizzard is to have any use. Without this blizzard is an inferior flame strike, with this blizzard is a snaring monster. Max this talent unless you have a specific reason to hate yourself.

-Permafrost: For almost every frost build more than 1 point in this talent is a waste. The one point that is spent makes it such that the blizzard snare can very rarely be escaped. Under normal circumstances, resisting one of the waves allows you to escape the snare. With a 2.5 sec duration escape is impossible before the next wave.

-Frostbite: As a PvP control talent this is a godsend. A snared player even for 4 seconds is great. Since it proc s off of every blizzard wave and almost everyone in the blizzard is stuck there this roots a lot of people. PvE this talent is a liability more often than not as it breaks up packs when AoE ing. Take it as you see fit, though it does belong in any heavy duty frost build.





III.Defense: Ice block, Frost barrier. In short ice block is better than frost barrier. Ice block is essential. The minute you put one point in that blue tab you better work your way up to that or the baby Jesus will choke to death on his own vomit. In-group PvP or PvE or just in general this skill is god. In fact the truth is I made up the defense category just so I can rant about how good this is. This is what ice block does. It freezes you in place granting total immunity to everything for 10 seconds. In addition it clears you of all negative status effects save res sickness and the mark of frost antizerg debuff of Azuregos the raid ice dragon. This means that in one button push you can wipe all a priest/warlocks debuffs, give yourself 10 seconds to have timers reset, give you priest 10 seconds to heal you, drop all aggro in any PvE situation. Ignore the fact that ragnaros himself wants you dead. Remove a physical debuff like hamstring or sunder armor or save you weak mage but in group PvP because if that angry cow with a mace insists on beating you for the duration of the spell you are at a definitive advantage because while all the immunes are popping up for him, his decidedly un immune keister is getting baked. Frost barrier, if your there get it if not don't its just that simple. IF you are going for 31+ points in frost then it s a no brainer and its really handy. If you are debating 30/31 points in frost then it s your choice totally. Which way you swing is an entirely personal preference.



Summary

-Iceblock: The god talent. Get this or die.

-Ice Barrier: If you are there get it if not don t bother.

-Coldsnap: Included for sake of completeness, get it there is no reason not to as all frost builds worth their salt climb to iceblock.



IV. Talent Builds that work:



Not to be a jackass to all those people who have working talent builds that aren't in my list but I think that some builds are better than others. And this is something that deserves addressing.



46/5 Frost arcane: This build is a very cool customer…haha…I crack me up…. that said this is a very skill intensive build that is formed by simply taking everything in frost save improved frost ward then grabbing improved arcane missiles. Its advantages are that it is the best bar non in terms of damage per mana, and you are very reliable. Your blizzard, if used with skill and care can bring an entire group to its knees and by golly your damage isn't half bad either. Of course this is a difficult build to master, without IAE you are left swinging in the wind if you don't take care, and for PvE mixed mob pulls can spell the end of you without proper support. That being said a build like this does best to neglect HP and load up on nothing but Int items. If you are playing correctly the enemy should never touch you, and without the second mana bar of arcane you need a higher top end. That being said, you will in PvE last longer and do more than any other mage. What is best not mentioned to these guys is their lack of really solid instant option in PvP and their inability to win one on one. Without support they die.



Frost Talents

Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3, Improved Blizzard Rank 3, Piercing Ice Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank 5, Frost Channeling Rank 3, Cold Snap Rank 1, Ice Barrier Rank 1, Permafrost Rank 4, Frostbite Rank 5, Ice Block Rank, Winter's Chill Rank 3



Arcane Talents

Improved Arcane Missiles Rank 5





40/11 Frost arcane: A slightly less hardcore version that still is down with the whole frost thing. A usual sacrifice is piercing ice and frost channeling to get clear casting and evocation. While it does less damage this build can be considered the most efficient raid build out their. With it you are the energizer bunny of mages in places where you are expected to produce once in a while but not all the time. This build allows spamming blizzard (every wave now has a chance to proc clear casting) far more than the 46/5 build even though you frost bolt spam will be shorter. It also has a way to recover from mana burn or provide an emergency boost through evocation. Plus this has the added advantage of exploiting the clear casting system with rank 1 frost bolts.



Frost Talents

Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3, Improved Blizzard Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank 5, Cold Snap Rank 1, Ice Barrier Rank 1, Frostbite Rank 5, Ice Block Rank 1, Winter's Chill Rank 3, 4 flex points that can go into channeling/piercing ice with the extra going to permafrost



Arcane

Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation rank 1



33/18 frost/arcane: The standard PvE/PvP build for the man not that interested in sacrificing everything for frost. he picks up damage and the utility of instant arcane explosions. A good instance build and a solid choice for those not sure of their own skills. Unlike the build before blizzard need not be the end all of damage and you still have the devastating FN+FB+CoC combo for single target damage well into 2K+ land, with the barest of luck. Your counter spell silences and overall life is good. This is a great instance PvP endgame build and I most strongly recommend it to those without a definite vision of what they want to do end game. With this build you are welcome in all places and can function well enough to enjoy yourself wherever you go. Core talents: Imp CoC, frostbite, shatter, ice shards, improved frost nova. Note that dropping 1 point into permafrost for the improved blizzard is a good idea.



Frost

Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3, Improved Blizzard Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank 5, Cold Snap Rank 1, Ice Barrier Rank 1, Frostbite Rank 5, Ice Block Rank 1,



Arcane

Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation rank 1, Imp. Arcane Explosion Rank 5, Imp. Counterspell Rank 2



30/21 frost arcane: This build is the more aggressive cousin of the 33/18. Sacrificing a few points out of frost bite for PoM. I like this one and it is the one I settled on after about 6 respecs. It retains the high damage to groups that frost is famous for and give it the PoM trick. A fireball, a frost bolt, a sheep a flame strike, versatility is good and it allows you to serve in a multitude of manners. You have the best AoE in the game and all it cost you was an ice barrier and 2 points from frostbite. It improves you in CTF and also gives you good in PvE. This build can be built two ways, one with Frost bite one without. Unfortunately there is no way to tell which way you should go, you have to see if frost bite fits your style. Both builds have imp FB, Imp CoC, Artic reach, coldsnap, imp blizzard, ice block, shatter, ice shards all maxed. The variable 3 points go to either frost bite or winters chill. Some people get channeling but the truth is this is an aggressive build so why not be aggressive.



Frost

Arctic Reach Rank 2, Improved Frost Nova Rank 2, Improved Cone of Cold Rank 3, Improved Blizzard Rank 3, Shatter Rank 5, Improved Frostbolt Rank 5, Ice Shards Rank 5, Cold Snap Rank 1, Ice Block Rank 1, 3 flex points that either go into frostbite or winters chill, your choice.



Arcane

Imp. Arcane Missiles rank 5, Arcane Concentration rank 5, Evocation rank 1, Imp. Arcane Explosion Rank 5, Imp. Counterspell Rank 2, Presense of Mind Rank 1, 2 flex points that can go into mana shield or dampen magic, your choice.



30/21 Fire/frost: This is the final oddball. IT IS THE ONLY BUILD I SUGGEST THAT HAS LESS THAN 30 POINTS IN FROST. Why you ask, because this build focuses entirely on frost for control. Remember me mentioning that a while ago? Well this is it. This is also the only build that get permafrost to the top, why because the idea is to nuke the opponent into the ground while reapplying the frost snare as far apart as possible. This is also the most inefficient frost build and the least PvE friendly. This is a PvP build, great in battlegrounds as you fire potency turns people into human candles, while your frost makes sure the ice cream doesn't melt. Its like a birthday where you get to have you cake. Of course the ramification is that in PvE you are a second stringer. If your good you can make it work… but if not you suck. The AoE you have is limited to the tricky, blizzard flame strike, blast wave nova…… repeat combo. You can make it work but if you screw up you have no panic button and unlike a full frost you don't get to plan things out as well. Still that being said you are still great as long as you can rest every fight. The real toll this build takes is it robs you of longevity. Which those who raid/AoE regularly will tell you is life. Unlike others you will find you butt rooted after every fight.



Frost

Arctic Reach Rank 2, Improved Frost Nova Rank 1, Improved Blizzard Rank 3, Improved Frostbolt Rank 5, Cold Snap Rank 1, Permafrost Rank 5, Ice Block Rank 1, Winter's Chill Rank 3



Fire

Ignite Rank 5, Critical Mass Rank 3, Improved Flamestrike Rank 3, Fire Power Rank 4, Flame Throwing Rank 2, Blast Wave Rank 1, Improved Fireball Rank 5, Impact Rank 5, Incinerate Rank 2

Note that the fire build can be modified as you like it, fire can be changed to personal preference without much fear. I like this one



29/22 Arcane/Frost: This build is the only build I have not tried out personally but it comes well recommended. The purpose is to maximize the efficiency of a mage in a raid situation where large portions of the mages talents are rendered worthless. Mashangi guarantees me, and I believe him, going on what I know that this build is unsurpassed in its ability to perform in the molten core and other raids.



Frost Tree:

5/5 Improved Frostbolt

5/5 +crit damage talent

3/3 6% more damage talent

(Sorry, doing this off top of my head, dont remember the names of the talents)

1/1 Cold Snap

2/3 Improved Blizzard (1 point because I needed another to get to the lower tier in the tree, another because I had 1 extra point leftover in the end)

3/3 Frost Channeling

2/2 Arctic Reach

1/1 Ice Block



Arcane:

5/5 Improved Arcane Missiles

5/5 Clearcasting

1/1 Evocation

5/5 Improved Arcane Explosion

5/5 Arcane Meditation (15% mana regen in combat)

4/4 +8% mana talent (Cant remember the name)

1/1 PRessence of Mind

3/3 Arcane Instability





V. PVP tips and tricks



For frost PvP is very different than for a fire/arcane mage, different classes are now dangerous and some classes that were initally feared are no longer. For PvP I would recommend using Either the 30/21 arcane/frost build, the francis to the forum trolls, or the 33/18 frost/arcane build. The latter is at a bit of a disadvantage on the alliance side due to purge cleaning ice barrier, but most of the time in real pvp priests don't have time to dispell so horde should think more about this. Unfortunately shamans are rampant so alliance is a bit….well moving on. Also here in the PvP section is 30/21 Fire/frost, but it behaves like a fire build so I will leave it be for a bit.



General Tips

1. Burst damage and you: To get burst damage against a target the best way is the FN+FB+CoC combo, if you have a little damage gear this crits for a little over 2K damage often enough, and can be relied on to produce 1.5 K. Throw in a fire blast and your looking like a fire mage. The problem is that A) you have to get close, which in a big battle is unpleasent, and B) they have to stand still for the 2.5 sec frost bolt. The solution to both of these problems, and the end to many cocky shamans and fire mages, is counterspell right after the nova. Counterspell is not on the universal cooldown so the effect is instantaneous, meaning they are snared and silenced for 4 seconds guarunteed (no resists, duh). You then Wind up the combo and let fly. If you are playing the 30/21 a PoM fireball is the next step. the 3K damage this should do with a bare minimum of effort can kill. Arcane explosion to death, since scorch is not so good.



2. Never forget fire: Fire rocks period, yoou should never allow the fire tree to grow rusty, fireblast, fire ball and scorch are core skills. Scorch is the least usefulll as your frost bolt is swift but never allow fireblast to be off cooldown for long periods of time. Fireballs are very much better as an opener against a sheeped spell caster. Level one fireballs are a must against rogues, either before or after the frost bolt. I do after but honestly I think before is better, that way he can't vanish if he is mashing the button, plus remeber that sheep disorients a player more often than not and it takes a second to get his bearing durng which he is snared. Oops Well I will say the same thing in the rogue section.



3. Group PvP: Stay back, lob snares at people who hate being snared and watch the damage rack up. If someone decides to make you his love slave then run around FN, coc and IAE, throwing fireblsts over your shoulder. Iceblock if its clear your gonna die and shout for help. Leave the ice block up for the duration, you can be healed through it.



4. Movement: Alot of people back up, this is dumb, you can run sideways at full speed and still target and enemy behind you. This is true for pve too, run sideways once you FN then nuke once a ways away.



Against Classes

Rogues: Welcome to sweet revenge. Rogues are you little choir boys now. True that the greatest rogue in the world will kill you as so many have complained but 99.99999999999 percent of the time this is an auto win. I have lost once to a rogue on my server and that was because I was farming satyrs and had 150 hp and 3 mana, (I came back and killed her 4 times, not once did she hurt me). If you are 33/18 it takes a bit more skill than 30/21 but is equally doable. First the battle has two stages. Pre poly, and post poly. The first thing is to poly them once thats done its rote. First Put up a mana shield, and if you have it an ice barrier. This absorbs the first blow, which if they are smart is an ambush (big damage no stun), blink, poly morph. If they vanish run and spam level one arcane explosion, if you catch them FN, once blink timer is up again your good for another round. If you are dealing with an especially tricky rogue, he might blind you when you frost nova him the second time. If he does this Ice block through it and poly morph him. remeber that polymorph has no facing requirements, their gouge (sleep breaks on damage, no blink, you must be facing them), does, so, polymorph with you back turned once the blink goes off. If the rogue is an absolute go and you are running 30/21 PoM poly him, god is now a sheep waiting to be slaughtered. Once sheeped, level one fireball, frost bolt, repeat until he is dead. Remeber you have to be at 30 yard range for the fireball. If you have PoM Wind up the fireball then PoM the frostbolt. If he get close CoC, fireblast, FN. He is a fish in a barrel. Bottom line, you should not lose this fight, and unless he is a god and you are a tard you should win.



Warlocks: Run, or if forced to fight in a manner that isn't cheesy, cause he might spit on you afterwards. My prefered method of meeting the end well is, chain frost bolts to start. Counterspell anything that makes his hand glow black. trinket out of fear one, ice block out of fear two, let fear three end naturally. Chaining as much damage as you can to him as fast as you can is the rule. Unload everything in the begining. IF he has soul link (his health goes down half as quick) this is over run now, he can't catch you. Remove his curses as he lays them. Make sure its not a level one decoy curse, but only if you have time. If you ambush him odds are better, especially if he is fighting a mob.



Druids: That tiny chance that you had with a warlock is gone. If you can nuke him to half hitpoints, FN+silence+FB+CoC when he returns to caster form. IF you can do this before he instant heals to full you might win. If you can counter a healing spell you might win. I don't want to waste too much time talking about them as we really are screwed anyway you put it. If you ambush them, mount up and run.



Priests: Arcane missiles if he mindflays (blue beam), frost bolt if he doesn't. Move quickly, dropping his dots/fear with iceblock. When he heals himself sheep him, once he is done. Be conservative trying to force him to heal. Bandage when he is sheeped, evoc as needed. If he drops below 50% use the combo to finish him. In this case 30/21 has an advantage as a PoM fireball is a trick most preists don't expect from a frost mage. You might very well die once the fight is over but don't let that stop you. This is a tough but winnable fight. Remeber that if a priest runs towards you he wants to fear you. Open your sheeps with a fireball. One last point. If a priest is at 3/4 and is healing counter the heal and kill him. You have 10 seconds so just nuke like hell. If you ambush them sheep them, then nuke.



Hunters: Armor up, mana shield and ice barrier. Charge the hunter, blinking about 10 feet in front of him. You appear behind him, frost nova and sheep his pet. This counters the trap and takes the pet out of comabt for the next 50 seconds. He will most likely concussive shot you to disrupt the poly, ice block out and poly anyway. If you are desparate, i.e he succeds in stopping your poly, and you are 30/21 you can PoM poly his pet. The key to this battle once the pet is taken care of is not to stand on top of him, but to circle around using CoC to keep him close. IF he feigns death IAE to damage him and bring him back into combat, describe a circle around him to avoid any traps. The key is constant damage. Always hurt him so IAE till he dies, fire blast, CoC and FN. If you ambush him sheep him pet level one bolt on him to put him in combat and run towards him blinking to close ground.



Warriors: Warriors have three shots to kill you, and you have three shots to die. First things first, assuming that you are both mutually aware and he charges or he gets the drop. Remeber that the charge stun is 1 second. Don't blink. Frost Nova and run, then sheep him. If you are both mutually aware and you have time run into his range and FN, then sheep. If he breaks the nova and then intercepts this is time two to kill you, blink now and sheep him. You can PoM if your scared. Remeber have your shields up. Once sheeped, run out quick if he intercepted, run in just inside FN range if he didn't. FN, CoC FB combo and then run sideways. Here is shot three to kill you, the hamstring. If he gets a finger on you and hamstrings you block, if the timers are not up wait them out then go back to it. If he has a million hitpoints work on it, cycling blinks and FN and coc's to keep him away. Intercept is on a relatively long cooldown and if it takes that long to kill him your in trouble. If you ambush, Frost Bolt spam till he dies.



Other mages: I don't give out secrets to beating me…. but really its a huge huge things with a million permutations of what can and can't happen. Thye bottom line is Block out of the sheep right when he launches hi opener. Don't get snared against and ice mage. Use the FN silence thing and remeber that your cold snap resets the ward timers, which you want to always have up. Sheep th other guy right off the bat if fire, wait fort his sheep if frost. You don't want to have arcane countered cause the frost mage will nova you and then FB+CoC.



Paladins: For those of you out there who know these guys they are a joke. Here is a fun fact. Countering a paladin shuts down all his spells from ever school. Ain' that nifty. They have a resistance aura that matches you style so luck can do you in but the basic strategy is sheep them. I like to FN sheep and it removes any chance they will hit me. Once sheeped then back up and lob frost bolts. Even if he chain cleanses, which he will, the snare is reapplied the moment aftewards. Also remeber that if he has blessing of freedom run till its on cooldown. A good strat is run sideways throwing fireblasts over your shoulder till he is at half, counter his heal and kill. If he bubbles to heal then banadage evocate, mana gem and keep running. If he heals at 80% stop attacking while he heals, kill his mana pool.



Shamans: Shamans are a class I have never dueled. however I know what it means to face them on the battle field and I have played them. IN the end it comes down to who gets the first move. IF its you you win, if its them they win. Polymorph. Back up to max range, nuke, counter a heal, if he instant heals, PoM the polymorph or counter him, polymorph. Use the nova counter combo to kill him. Since the nature of totems is that they really can't be removed without hurting your gameplan, remeber that arcane explosion isn't absorbed by grounding totems so can be used to hurt him. Run away, toss fireblasts. Pray. This is a very difficult battle made easier by loads and loads of damage gear. My Frost bolts do 700 damage, the two I can get on hjim before he is in shocking range can be half of his life. I then nova counter, FB+CoC (pray for 2.5K) , PoM fireball for 900, fireblast, before if he is good after if he is dumb. This killl most shamans dead.



Capture the Flag



Tips:

1. 30/21 is stronger in CTF. PoM rocks. PoM sheep the runner, PoM a fireball on the priest, whatever you like



2. Level one blizzard spammed on the flag prevents rogues. With a decent mana pool you are looking at maybe 3 minutes of coverage, before you mana is low enough that you can't defend the flag well.



3. If you are defending the runner, cycle, nova, sheep, CoC as you run next to him. This can get you out of the base to where the druid, you are running a druid, can morph and run for real. Don't forget to silence incoming priests and mages who are looking to sheep, fear nova coc the runner.



4. Mages are probably better on offense than defense. Blizzarding the flag room stops the enemy defenders but for you it might miss the sprinting rogue. But the truth is you can find a good use anywhere.



5. If you arrive late to a battle, stay on the edge and immobilize the warrior, he is 99% of the time chasing something squishy stomping on the Mortal strike button. If the opponents teamwork is good and heals are going, kill the priest but never forget that a paladin that is smart is far more deadly that a priest. Make sure he is not healing. Do a video search on the mage forum for Jamaz. Watch that and look out for that type. Also kill druids, they can heal and deserve to die.



Alterac Valley:

I will update this as I actually have yet to try it. AV is busted right now on boulder fist and the que is a couple of days long.





FAQ's that Don't fit in the rest of my little tirade



The Mob Keeps Warping, that s not fair

-They aren't, stop complaining, it just looks like they are. The mob is right where it should be, its model is standing in front of you but notice it doesn't attack until the mob, would have gotten there. Also note that if say frostbite proc's the mob 'warps' to where it should be.



Do snares stack?

-No, only one snare can be active on a target at a time, the snare that slows the target the most is the priority, which can create problems when a short powerful snare like the one attached to improved blizzard hits a target. It removes the snare you have on them and then it vanishes shortly afterwards. Attempting to apply a less powerful snare on target already more powerfully snared fails. However Ice/frost armor snares don't operate on the same scale as they also slow attack speed. So you can have the ice armor snare on a target and any other frost snare, its just the movement reduction doesn't stack.



Why doesn't Curse of the Elements work with frost?

Why does my Frost Bolt never have partial resists?

Why Do mobs start running towards me before they are snared by Blizzard?

-The answer to all three things lie in the way in which the chill and damage effects frost interacts with a target. For all frost abilities save blizzard the chill (slowing effect) is the primary, meaning it is applied first, this is why sometimes a Mob is knocked back by the frost bolt and then the damage appears. The server rechecks the mobs position then checks damage. Thus when a mob checks resistance against frost effects it checks whether or not the chill effect is resisted. Since this is a yes/no question either the entire frost effect goes through or none of it, this is a very bad thing. This means frost can't get double damage from the negative resists applied by curse of the elements. However you do get less resists overall when using curse of the elements. However since most mobs don't have much to begin with you get nothing. Blizzard is the exact opposite, the damage is primary and the snare comes second. Thus the mobs are moving in reaction to the damage, then the snare is checked, this is also bad. However curse of the elements does increase blizzard damage. I tested this on the core hound packs in the MC (I am pretty sure but this is suspect)



I popped Out of Ice Block To early, why?

I got counter spelled and couldn't Ice block. Why?

I silenced him and he Ice blocked out of it, how?

I put up Ice block and died, why?

-Pressing the Ice block Button again causes it to stop, it s a very useful trick for clearing status effects then getting back into the game. The way ice block works is it can be activated through all status effects, anything that shows up underneath the buff line, and it clears them. However counter spells work by putting a timer on all your skills in that line. This is like having ice block on cool down, you can't use it. Silences are a debuff that stop spell casting, thus can be blocked through. NOTE: You can't cold snap through status effects that prevent casting, thus if you get stunned or silence you can't reset an off timer ice block. Also note that depending on latency ice block might go up on your screen but by the time the message reaches the server another action is que'd up on you, so you die anyway. However if lag is good, you can block a projectile like pyro blast if you are quick.



I have a good Build that s not on your list, what do you say to that?

-Huzzah for you. I don't really care and unless it s a major oversight on my part I am not going to include it. The builds I have are the ones that work the best for everyone and there is no point in putting your personal build in here, it might be just right for you but if this is to be a general guide I can't include every talent permutation without destroying the impact of the ones I have.



Why does Improved Frost Ward Exist?

-To trick people into wasting talent points. Its not a very good trick.

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July 2, 2009

Joana's Horde Leveling Guide | Joanna's Horde Leveling Guide (Warcraft Leveling Guides)

wow horde Leveling guide, World Of Warcraft
World Of Warcraft, horde Leveling guide And All Other wow guides.
Source: worldofwarcraftworld.com

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Horde Leveling Guide
Don't make a mistake! We help you choose the best horde leveling guide available.
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horde and alliance leveling guide reviews Horde and Alliance leveling guide s Fellow World of Warcraft Player, We know choosing among the
Source: www.bestwowguides.org

Joanas Horde Leveling Guide
Hey, take a look at this. If you play world of warcraft and play as a horde you might want to check this out. It's called joanas horde leveling guide and it will help you level up
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Joana s Horde Leveling Guide
Joana s Horde Leveling Guide has been the premiere World of Warcraft horde guide for quite some time and now that it has been thoroughly updated for Burning
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WoW Leveling Strategy | Alliance Guides | Horde Guides
Alliance & Horde Leveling Guides. Be it you are a Horde or an Alliance member in the World of Warcraft big family of players, you can power level your character to Level 80 in
Source: wowflow.com

World of Warcraft Horde Leveling & Strategy Guide Reviews - WoW Horde
Why Warcraft Horde Guides? World of Warcraft Horde leveling guides help enhance your WoW gaming experience by eliminating the mistakes of a new player.
Source: www.warcraftguide.org

WOW Review: Joana s 1-80 Horde leveling Guide
WOW Review: Joana s 1-80 Horde leveling Guide, Free World of Warcraft Quest Guides and WOW Information
Source: www.warcraft-world.co.uk

Spugnort's Horde Leveling Guide Reviewed
Guide last updated: Updated for WotLK Review last updated: May 5, 2009 Guide suitable for: Beginner - Advanced players. Spugnort s Horde Leveling Guide is a quest-based solo
Source: www.wow-strategy.com

Top WoW Leveling Guides - Level From 1-80 In 7 Days
Find The Best Horde & Alliance WoW Leveling Guide And Learn How To Level From 1-80 In Just 7 Days. Also Find The Best WoW gold Guides And Start Making 10,000g Per Week.
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Joana's Horde Leveling Guide - JoanasWowGuide.com
So what exactly does Joana s Horde leveling guide include? It includes Joana s own step by step guide to reaching level 70.
Source: joanaswowguide.com

Joana s Horde Leveling Guide
Video game enthusiasts are sometimes criticized for succumbing to what some people brand as escapism. They argue that the world of a video game pales in comparison to its
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June 30, 2009

Class-Race Pairing Guide (Warcraft Leveling Guides)

guide for Class - Race Pairing

Index:
===================
[1] Races and Classes
[2] Race, Class Strengths
[3] Race Pros and Cons
[4] Best Race/Class to Twink
[5] Fastest Race/Class to Level
—————————–

[1] Races and Classes

horde

Troll = Rogue, Warrior, Priest, Shaman, Hunter 6/9
Blood Elf = Rogue, Priest, Hunter, Mage, Warlock, Paladin 6/9
Orc = Rogue, Warrior, Shaman, Hunter, Warlock 5/9
Undead = Warrior, Priest, Warlock, Mage, Rogue 5/9
Tauren = Warrior, Druid, Shaman, Hunter 4/9

Alliance

Human = Rogue, Warrior, Priest, Mage, Warlock, Paladin 6/9
Draeni = Warrior, Hunter, Priest, Mage, Paladin, Shaman 6/9
Night Elf = Rogue, Warrior, Priest, Hunter, Druid 5/9
Dwarf = Rogue, Warrior, Priest, Hunter, Paladin 5/9
Gnome = Rogue, Warrior, Mage, Warlock 4/9
——————————
[2] Race, Class Strengths

Troll
Because of the added Agility and Berserking that the Troll has; Troll is best played as a Melee class. Troll as a warrior provides an excellent Fury/Arms warrior, here s a spec:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4678 PvP/Grinding
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4724 Fury Shield

The Troll as a Rogue is also a great bet, because of Berserking and Agility:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7345 PvE Build

Also, Troll is an excellent Hunter class; because of the Agility bonus:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3935 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=2075 Pet Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=8639 Raid Build

Blood Elf
The most we can say about Blood Elf, is that since they have AoE silence; they will dominate all life in Azeroth if paired with a Melee class. Here s some specs for Warrior :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5126 Arms/Protection
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4724 Fury Shield

Blood Elfs make good Roges because of their AoE silence and mana tap which adds 10 energy per-use :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7410 Combat/Assass Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7345 PvE Build

Since BE is the only Paladin on horde side; you have no choice:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6141 Healer/Tanking
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6103 Full Support * Priest with Plate *
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3797 Two Handed Monster

Orc
We think Orc is the hybrid race; with high stun resist and excellent rage regeneration, Orc plays out for both Melee and Magic, here are some specs for a Shaman:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6359 PvP Build *High stun resist*
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5454 Restoration Build

As an Orc Warrior, players should go with Arms/Protection because of higher starting Strength and stun resist the Orc Warrior is a more efficient one:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5126 Arms/Protection

Undead
Undead is an excellent Magic class; because of higher starting Intellect than any race in the hordish arsenal can put up, heres specs for Mages:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7234 PvE/Raiding Frost Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5738 PvP Fire/Frost Build

Undead for Warlocks are also extremely potent because of the Will of the Forsaken and higher starting Intellect, any kind of Lock is fine:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5290 Nuke/DOT Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3790 Destro Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=351 Demonology/Affliction Build

Tauren
It s a shame that we don t see many Tauren Druids around, but we should; Tauren is more of a hybrid class like the Orc, but isn t really geared toward anything particular of its four classes, so like the Tauren we recommend Druid for Tauren as with Warrior. Here s some Druid specs:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3074 Restoration Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6807 Tanking/Resto Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6667 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7328 Moonkin Build

Tauren also rolls old school with a warrior because of high starting strength it s a good pair for a hybrid class, we would recommend a Protection spec with T. Warriors:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +
============================

Human
Were to place Humans; they really don t have any strengths, they are the Alliances only hybrid race, so Anything goes for them; casters will find it easier because Alliance can use Perception and they have bonus Spirit, so caster are the way to go, but Melee is ok too.

Draeni - * We haven t hit level 30 yet *
We love this race; spent hours in BC beta playing as these guys and we can safely say go Melee. They are like Orcs for the Alliance, they have an AoE at level 1 that get more powerful every 15 levels, not sure about the final version. Rolling Melee with Draeni is a wise choice or being a Shaman is good too. We may do Draeni stuff as soon as we hit LvL 30 with one.

Night Elf
Since Night Elf has Shadowmeld and Quickness, its best to play a fragile class such as priest or you can roll hybrid with a druid. Night Elf s make OK Rogues, but that will come up later with the Gnomes as recommendation because Night Elf s have less starting Agility than the Gnomes do. Here are some specs for Priests:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7568 Shadow/Disc Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4520 Holy Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=8622 Holy Build 2

If you re planning to roll Druid; NE is the only Alliance race that can:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3074 Restoration Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6807 Tanking/Resto Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6667 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7328 Moonkin Build

Dwarf
Dwarfs are a Melee class; but they have Priests, we say do whatever you want when it comes to Dwarf. With Priests they are the same as others, but dwarf has Stoneform; which means it is resistant to what other race are vulnerable too, plus it increases armor by 10%; great for cloth wearers. Rogues need to concentrate on building Strength before Agility *that come third to Stamina*; because it s good to make advantage of the dwarfs good starting Strength and Stamina. Here s build for Priests:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4520 Holy Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7568 Shadow/Disc Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=8622 Holy Build 2

Dwarf paladins are awesome because of Stone Form and its starting strength :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6141
Healer/Tanking
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6103
Full Support * Priest with Plate *
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3797
Two Handed Monster


Dwarf Rogues should spec in either Combat/Assassination or PvP builds:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 PvP Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7410 Combat/Assass Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5966 Sword/Mace Build

Dwarf Warriors should spec Fury; because they can hit hard with their high strength and score major critical strikes; they can also roll Protection:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4678 PvP/Grinding
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4724 Fury Shield
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7680 Protection Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=4771 Tanking Build 20man +

Gnome
Gnomes have the highest in starting Agility and Intellect for the Alliance Arsenal; so naturally they should play either a Rogue or Mage, Warlock. As a Rogue they should concentrate more on Agility than Strength, working on AGL then STM then STR. Mages should work on INT and STM and SPRT as with the Warlock. Here s some build for Rogues :

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=83 Dagger Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7345 PvE Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=1423 Sword Build

Gnome mages are great because they have higher starting INT and have Escape Artist:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=7234 PvE/Raiding Frost Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5738 PvP Fire/Frost Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=6289 Arcane Build

For Warlocks it s a good idea for gnomes to run with a Destro build:

http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=5290 Nuke/DOT Build
http://wowvault.ign.com/talentcalculator/ViewTemplate.php?templateid=3790 Destro Build
==============================
[3] Race Pros and Cons

horde Pros

Troll = Berserking, Regeneration, High starting Agility
Blood Elf = Arcane Torrent, Mana Tap, Resist +5
Orc = Blood Fury, Hardiness, High starting Strength
Undead = Will of the Forsaken, Cannibalize, High starting Intellect
Tauren = War Stomp, Endurance, High starting HP

horde Cons

Troll = Inferior to Undead when it comes to Mana classes
Blood Elf = Another Melee race? Lets hope not
Orc = No real specialty when it comes to classes
Undead = Melee classes suck
Tauren = Only gives HP+ ?
————————————

Alliance Pros

Human = Perception, Diplomacy, Human Spirit
Draeni = Everything about them
Night Elf = Shadowmeld, Quickness
Dwarf = Stoneform, High starting Strength and HP
Gnome = Escape Artist, Arcane Resist, Highest starting Agility

Alliance Cons

Human = An overall weak race
Draeni = Lets hope this race isn t to overpowered
Night Elf = Low HP; mostly a Magic Class
Dwarf = Lacks the stats to backup some of its class choices
Gnome = Low HP, and they are small

============================
[4] Best Race/Class to Twink

These are the Race/Class combos that we ve found easiest to Twink with:

horde

Troll = Rogue, Hunter
Blood Elf = Rogue, Paladin
Orc = Rogue, Warrior
Undead = Mage, Warlock
Tauren = Shaman, Druid

Alliance

Human = Mage, Priest *Shadow*
Draeni = Warrior, Shaman, Mage
Night Elf = Rogue, Priest *Shadow*
Dwarf = Rogue, Warrior, Hunter
Gnome = Rogue
===========================
[5] Fastest Race/Class to Level

Here s the record setting class/race combos for leveling to level 60 soon to be 70:

Horde

Troll = Hunter
Blood Elf = Not yet recorded, we re guessing it ll be a Rogue
Orc = Warrior
Undead = Warlock and Mage both set in 5 days of play time
Tauren = Shaman


Alliance

Human = Warlock
Draeni = Not yet recorded, we re guessing it ll be Shaman or Hunter
Night Elf = Shadow Priest
Dwarf = Hunter
Gnome = Rogue

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Grinding Reputation In Silithus (Cenarion Circle) (Top World of Warcraft Guides)

I wrote this exact post on my guild site, so if you recognize it from there, I guess you know who I am :)

Many people have asked how I have ground up my reputation with the Cenarion Circle so quickly.

My rep gains and notes may be off slightly. I had to try and recall much of it, and find stuff on the net. Please check your rep gains after each, to make sure you still get rep for dukes at honored for example (because you don’t at revered)

Neutral to Friendly (3000 rep)

I would suggest just nose to the grindstone killing Twilight Cultists and gathering sets of clothes and Encrypted Text. Don’t turn them in yet. Mail them to an alt and back to yourself if needed. (When I mail them back, I mail a cowl, robe, and mantle before mailing more of another type. Just to keep them together so I can grab them quicker from the bank)

Get in any group you can that is killing cultists, templars, or dukes. A little more rep, goes faster in a group, and is more fun than solo grinding.

Killing Cultists, flamereaver, or keeper 1 rep
Killing trash mobs in AQ20 3 rep
Killing a summoned Templar 5 rep
Killing a summoned Duke 10 Rep
Killing a boss in AQ20 133 rep+

Druids can gain faction points by completing theie quests to get Bear form, Cure poison, and Aquatic form. There is also one in Maraudon from Desolace gives faction points also. The quest for DM East from Moonglade can be returned for reputation, too.

Friendly to Honored (6000 rep)

Silithus quests and more grind killing of Cultists.
Killing Cultists, flamereaver, and keeper still gives 1 rep
Killing trash mobs in AQ20 3 rep
Killing a summoned Templar 5 rep
Killing a summoned Duke 10 Rep
Killing a boss in AQ20 133 rep+

Quests;

Armament of War 100 rep
Brann Bronzebeard’s Lost Letter 100 rep
Breaking the Code 100 rep
Deadly Desert Venom 75 rep
Dearest Natalia 100 rep
-Into the Maw of Madness 200 rep
Desert Recipe (do this if you can. Important later) 10 rep
-Sharing the Knowledge 50 rep
-Kitchen Assistance 50 rep
Dukes of the Council 50 rep
-Bor Wildmane 25 rep
Glyph Chasing 100 rep
Hive in the Tower 100 rep
-Umber Archivist 50 rep
-Uncovering Past Secrets 150 rep
Securing the Supply Lines 75 rep
-Stepping up Security 100 rep
Twilight Mystery 100 rep
-The Deserter 50 rep
-The Twilight Lexicon 100 rep
-A Terrible Purpose 100 rep
Twilight Geolords 100 rep
-Vyral the Vile 100 rep
Noggle’s Last Hope 100 rep
Noggle’s Lost Satchel 100 rep
Unraveling The Mystery 75 rep
-The Calling 200 rep
Wanted: Deathclasp 100 rep

Important to start doing the major repeatables now;

Field Duty 20 rep
Tactical, Combat, and Logistics Missions 50 rep
These are going to be needed to gather badges, which you will need for rewards.

Honored to Revered (12000 rep)

Killing Flamereaver, or Keeper 1 rep
Killing trash mobs in AQ20 3 rep
Killing a summoned Duke 10 Rep
Killing a boss in AQ20 133 rep+
Start doing the repeatable Encrypted Twilight text quest, 10 pages 100 rep
Keep doing Field Duty and repeatable Tactical, Logistic, Combat quests 20-50 rep

Revered to Exalted (21000 rep)

Killing trash mobs in AQ20 3 rep
Killing a boss in AQ20 133 rep+
Abyssal Signets Quest, one signet 150 rep first
Abyssal Signets Quest (repeated), 3 signets 100 rep
Keep doing Encrypted Twilight text quest, 10 pages 100 rep

Don’t waste crests doing abyssal crests quest. Use them to summon dukes.

By the end A LOT of it is Encrypted Twilight Texts. Pages are now going for about 1g per page (Don’t pay more…work together to keep costs down), so 10g per 100 rep. That gets damn spendy, but worth it to me. Here is how I fund it;

It costs about 17g per Duke to summon one if you bought the mats yourself. If you saved and gathered mats from all you have done up until Honored you should have a bunch to get started for free.

The big money maker is the Abyssal (leather/cloth/etc) leggings of (striking/sorcery). I am getting about 100-140g for each set, and they sell well. I turn right around and buy Encrypted Texts with this money. About each 2nd or 3rd Duke drops a set. That way one pair of leggings turned into text pages works out to about 1000-1500 rep.

The signets have also been selling quite well from killing dukes. About 30g each on my server.

I keep an alt parked in UC. I send legs to him, he auctions, buys texts, and mails them back to cut down travel time. I also use him for some mats for Logistics quests. I had a hard time finding Heavy Armor Kits on AH, so I ground his Leatherworking up to 150 and make my own. If you need any I keep him parked there for that, and will make them at cost for any conventus member.

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June 29, 2009

WoW Leveling Guide Blog (Warcraft Leveling Guides)

Devil Warcraft - wow guide - World of Warcraft 1-70 Leveling & gold
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Team iDemise 1-70 (70-80) Alliance & horde Leveling Guide
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WoW Powerleveling | WoW Guide Gold Cheat Account Tips Hack (Top Rated WoW Guide Reviews)

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World of Warcraft News, Trailers, Screenshots, Previews, Reviews
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Why Warcraft Guides? World of Warcraft gold and leveling guides help enhance your WoW gaming experience by eliminating the mistakes of a new player.
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Guides | World of Warcraft Pro
You are not authorised to copy/sell/distribute/otherwise use any of the guides posted on www.wow-pro.com without permission of the respective guide author.
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WoW Guides | WoWGrrl.com
Subscribe Now WoWGrrl's Blog Updates and New Releases List- Find out how to hire WoWGrrl as your Personal WoW Coach - FOR FREE! WoWGrrl's Raiding Cheat
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World of Warcraft Guides | WoW Guides | WoW Gold Guide
Gold Secrets for World of Warcraft has been online for more than three years, has sold thousands of copies, and is one of the best selling gold making guides on the market. The
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June 28, 2009

WoW Leveling Guides (Warcraft Leveling Guides)

wow Warlock guide
Looking for a wow Warlock guide? Find out everything you need to know to dominate the Warlock class right here!
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Top wow Leveling Guides - Alliance and horde Leveling guides reviewed
Find out the few top World of Warcraft leveling guides that crush all competition.
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Guides | World of Warcraft Pro
You are not authorised to copy/sell/distribute/otherwise use any of the guides posted on www.wow-pro.com without permission of the respective guide author.
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WoW Blacksmithing Guide 1-450 | Blacksmithing Leveling Guide
This WoW Blacksmithing Guide will help you to level your Blacksmithing skill up from 1 to 450. Free WoW Blacksmithing Leveling Guide.
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World of Warcraft FAQs, Walkthroughs, and Guides for PC - GameFAQs
For World of Warcraft on the PC, GameFAQs has 36 FAQs (game guides and walkthroughs).
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All Basic Leveling Guide — World of Warcraft: Wrath of the Lich King
World of Warcraft Vault is the Internet's most complete source for World of Warcraft: Wrath of the Lich King. You can find anything from news, screenshots, databases, guide
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World of Warcraft Guides
gold, experience and strategy guides. Quest tips, hints and secrets help you obtain the best skills, spells and items in games includingBuy our class, gold and experience guides.
Source: www.killerguides.com

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June 27, 2009

WoW Rep Grind and Rewards (Horde Leveling Guides)

Timbermaw Hold - has rewards for enchanting / tailor / leatherworker / blacksmith / alchemy
http://www.worldofwarcraft.com/info…aw/rewards.html

Grinding faction with the Timbermaw is one of the more time consuming factions to gain. There are two zones with two or three area's to kill mobs for faction.

The first zone is Felwood (http://www.thottbot.com/?z=67). Here you will kill Deadwood Avengers, Den Watchers, Gardeners, Shaman, Pathfinders, and Warriors. Each kill is worth 5 rep. One of the first quest you want to gain is 'Deadwood of the North'. This quest will require you to kill X number of Deadwood mobs. Once you have completed the quest you then get a repeatable quest to turn in 5 Deadwood Headdress Feathers. Each turn in is worth 50 rep if my memory serves me correct. Also, while killing the deadwood creatures you will come upon a unique item called 'Deadwood Ritual Totem'. Once you are neutral with the Timbermaw You can turn in the totem for even more rep.

The other location to gain Timbermaw rep is in Winterspring (http://www.thottbot.com/?z=71). Here you will kill Winterfall Totemics, Pathfinders, Den Watchers, Shaman, Ursas, Runners, and the High Chief Winterfall. The High Chief is worth 25 rep and the other mobs 5 rep. Like in Felwood you can get a quest called 'Winterfall Activity' to kill X number of Winterfalls for rep. Once you have done that quest you can do the repeatable quest to turn in Winterfall Spirit Beads. Also, just like in Felwood a unique item drops that starts a quest called Winterfall Ritual Totem. Once you are neutral with the Timbermaw you can turn in the totem for even more rep.

Cenarion Circle - has rewards for enchanting / leatherworker
http://www.worldofwarcraft.com/info…tions/cenarion/

I have just started working on my Cenarion Circle faction. As such this may not be a complete guide. One of the first quest that you can gain to earn faction is called 'True Believers' and 'Secret Communications'. You kill humanoids called Twilight Avengers, GeoLords, Stonecallers, etc. to find Encrypted Twilight Texts. You can continue to turn in 10 pages for faction. Each Twilight you kill also gives you 1 rep point. Once you have reached friendly with Cenarion Circle you can continue on to another quest. Here you collect a Twilight Cultist set (Robe, Cowl, Mantle) in order to gain access to a lesser summon stone I think it is. Useing the stone brings forth a level 58-60 elite. Killing the elite drops another item that you collect. Sorry, only done it once so far and can't remember the name. Collect three of these to get a token or something that is then used to move up to bigger and better summoned mobs. At the highest tier you can summon a god which is a 40 man raid boss mob.

Thorium Brotherhood - has rewards for Enchanting / Blacksmith / Leatherworking / Tailoring / Alchemy
http://www.worldofwarcraft.com/info…ium/vendor.html

Be prepared to do alot of farming or spend some $$ to gain Thorium Brotherhood faction. There are a number of quest in Searing Gorge (http://www.thottbot.com/?z=55) to get you started. Once you have done all the starter quest you can then work on a repeatable quest to get your rep up to friendly. The quest is called 'Restoring Fiery Flux Supplies' and will either use iron, heavy leather, or kingsblood. You will also need to collect Incendosaur Scales to add with the iron, heavy leather, or kingsblood when turning in the quest. Once you hit friendly status with the Brotherhood you need to start collecting Dark Iron Residue. There are three ways to collect residue. The easy way is to just buy residue from the AH. The other two ways is to mine
dark iron nodes that spawn randomly or to loot residue from the npc's in the BRD instance.

Argent Dawn
- has rewards for everyone
http://www.worldofwarcraft.com/info…ent/vendor.html

Argent Dawn rep is one of the easier factions to gain. To start there are numerous quest for both the horde and Alliance to perform. Once those are done you can continue to kill the undead in Western and Eastern Plaguelands, and the instances in those zones for 'tokens' to turn in for rep.

Major City Faction

There are three main ways to 'farm' a major city faction outside of your normal every day quest currently. First way is to turn in runecloth to gain rep with a specific city. The second way is to turn in supplies for the AQ war effort and then turn in the tokens for rep. The last way is to farm rep in AV. Each time you turn in a body part, mine supply, etc. in AV you not only get the AV rep but also +10 or more rep with a major city. So you can easily gain access to a cross-racial mount.


Additional Rewards
Texts add 100 rep per 10 turned in, on my server the usually go 20g/stack of 20. you can, as the OP said grind rep from the twilight guys (1 per kill, up to 5 for the 'twilight keeper' mobs) and collect the texts off them. turn in 10 texts and you've got a nice chunk of rep.

after you summon the Templars from the Lesser Windstones (the ones that need just the robe/cowl/mantle. also noted you can usually Duo these, get a tank and a healer and you're set.) you can turn 3 of the Crests in, along with a Large Brilliant Shard, to get an item to summon Dukes. Dukes get summoned from the Regular Windstones, and require the mantle/cowl/robe and the necklace you got from turning in the 3 crests and the LBS. they can usually be 5 manned, and you will need a warrior to hold aggro. Dukes have some very interesting loot, Soulrenders are popular for Hunters/DW Fury Warriors, etc. Dukes give roughly 25 rep per kill (i think). you kill 3 of them, with each kill you get Signets. these Blue items can be turned into CH, along with 5 LBS for a ring to summon Lords. Lord summons require the mantle/cowl/robe, the Neck from summoning the Dukes, as well as the ring you got for turning in the 3 signets and the LBS's. these lords require 20-40 people depending on your guild's skill level and gear level. they drop some REALLY good epic quality items, one per type (Fire drops a caster ring, Water drops a healer neck, Wind drops a DPS cloak, and Earth drops a warrior shield.) these, when killed, give 50 rep (i think) and give you an Abyssal Scepter. these get turned in for rep as well… i dont know how much (usually whoever supplies a majority of the mats for summoning Lords gets it)

also, if your server has opened up AQ, AQ20 is a good place to get rep. bosses give 100 CC rep per kill, trash mobs give 1-5 per kill, but theres a lot of trash in there. so if you've got a good guild together, tear up AQ20 for some fun rep grinding.

most importantly, save quests for when you're Honored or Revered, same with texts. grind the trash in Silithus until they dont give rep any more, then turn in those texts you've been saving as well as the quests you've been saving as well.


AD Rep grind: if you're high level (upper 50's to 60) theres a good spot in EPL you can grind on. Fungal Glade, on my server, is RARELY camped, and i can usually make constant circles around it solo. the NPCs up here drop Invaders Scourgestones, and give rep until you're Revered with AD. after you hit Revered, go ahead and turn in those tokens (10 Invader's gives you an honor token, which gives like 50 rep i think) and grind Scholomance (more bosses = more rep ) and turn in those quests you've been saving up.

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Main Assist - A Basic Guide (Compate top Warcraft Guides)

What is Assist?

There is a command /assist in this game, it's shortcut key is "F", and it lets you select the target of your target.

For example: if friend A is attacking mob B, you can target friend A and press F, then u get mob B as your target.

So, Assist is when you target the same mob as the person you are assisting.

Why Assist?

To assist is to gain efficiency and viability.

If you're in a battle with multiple mobs, it is logical to try to bring down the mobs one by one. In group work, to concentrate your firepower is very important. Instead of every party member tries to solo her/his mob, you will want to concentrate your firepower on one mob first, then move on to the next one when the previous one is dead. By assisting, you are killing mobs faster and therefore reducing overall damage taken.

Asssist allows also the tanks to hold aggro on the other targets which are not being attacked easier. And making the healers jobs easier as they now can concentrate on the tanks.

Assisting should be used in almost all kinds of groups. Even in a 2-man group, when you face more then one mob, the idea of assisting is still valid: you take down one mob as fast as possible, thus reduce the damage done to the group in general; in cases mobs can run, instead of two runners at the same time, you have only one runner to deal with. Even in a raid like in Strathomle, you can still assist the MA on the elites while the mages are AoEing the non-elites.

What is Main Assist (MA)?

So, who will then decide which of those mobs we should kill first and in what sequence we should kill them? More experienced players will designate a Main Assist in group works. A Main Assist (MA) will decide the target of the group.

All a Main Assist (MA) does is target your groups target. If we say a group leader is the general of a group, a MA is the true director during a fight, and MA is the most hard roll to play imo.

Example: Mob A and his buddies mob B and mob C are attacking your group, and they all look alike and stick close to each other. Mmm… what is the first target now? Wait, Bob is our MA, by selecting Bob and press F, you get Bob's target. Mob A dies fast; then Bob choose mob B, you choose Bob and press F, then start to attack mob B; Mob B dies, Bob choose mob C ….. And you know that Bob usually pick up the Main Tank's first target as his very first target.

What does an Assist macro do?

Assist macro is the way to gain nicety, so during a messy fight, you will be sure that you do choose the right target.

When the group is formed, Bob is designated as Main Assist. Each group member creates a macro as follows:
1. Press <esc>
2. Choose ‘Macros’
3. Choose name and button image
4. Edit macro text to read ‘/assist Bob’
5. Save and close

The macro can then be assigned in the key-bindings menu to ‘F’, or dragged to the toolbar as a button.

So during the fight, you do not need to select Bob to get the mob. Pressing ‘F’ or clicking the macro button is enough.

Which class or who can be a better Main Assist?

Preferably one that can take a few hits; one that does not switch target often; one who is more experienced; one that is quick-minded but still stubborn as hell and won't change target until the chosen mob us dead.

Rogues might be the best assist class. The rogue *won't* be changing targets much (otherwise he wastes combo points). They have also skill to use if they steal too much aggro from the MT.

Paladins aren't best choice if they have to stop to heal the others sometimes. But they are great to take damage. So if there is more than 1 or 2 pallies in your group/raid, why not a pally.

A hunter can also be a very good assist, as they have a better overview of the fight, and the big hunter’s mark which can make the target clear. Provided: the hunter has no duty to get aggro off the mobs on the priest, or whatever can make them change target during the targeted fight; And, he should never try to steal aggro from the MT, as it involves too much moving between the fighting spot and the hunter. That is why I think close range melee class is better then casters.

A warriors can only be the MA if he does not MT or OT (’Off-Tank‘). A warrior has the skill to grab aggro on more than one mob, which is better used when they switch targets constantly in order to hold aggro, for example when adds comes and the OT needs to react. So, the warrior is not normally considered the MA (Main Assist) because of his possible multiple targets. Because warriors can take a lot of punishment they may engage two or three mobs at the same time, they will switch targets to gain agro if the raid or group lacks crowd control, thus tanking 2 maybe 3 mobs at a time. In a group where there is one warrior, he will usually be the MT. In a group where there are 2 or more warriors, the non MT warrior(s) still need to change target (eg to run to the priest the get the aggro off him, or aggro any add or lose mobs in situations when MT can’t react much).

Other caster classes or healing classes are not good to be a MA in a full 5-man group or raid. A Mage might need to re-sheep the sheeped mob, so he needs to change target during a fight and is not suitable to be MA, for example. But in 2-3 man grinding parties, even a preist can be the main assist: a ShadowWord:Pain is a very nice icon for the others to know which mob is the main target, works as well as a hunter's mark.

Why your Main Tank shouldn't be the Main Assist?

Provided your MT (Main Tank) has the skills to grab multiple aggro, the MT and the MA should always be 2 different people. This is because the MT will never be targeting the same mob all the time. He will need to constantly rotate between each of the mobs on him to keep building threat on each of them. If he sits there attacking the one mob that everyone else is attacking then as soon as a heal is cast every other mob will run straight at your priest.

To know this about the MT is important. This way the MT wont have his party complaining that you keep switching target and they don't know who to attack. What they need to do is to assist the MA, not the MT.

But this is not set in stone. Different groups will have you assisting in different ways. Some groups will make the main tank the focus of the assist macro, others will have a separate "main assist" character. Bottom line - You will need an assist macro. (credit: Zarek)

But how can I do an Assist macro or whatever?

Quick and dirty option:
Target the designated main assist and press F.

Better option:
Create a macro (see ‘What does a Assist macro do?’):
/assist Bob

You will replace "Bob" with the name of the designated character everyone is assisting. Then you will create a macro, and a button to use the macro. What this does is to cause your target to be the mob which the character has targeted. So if everyone uses the assist macro, everyone will be attacking the same mob. You may need to click the button several times. And you'll need to click it again after each mob dies.

At the start of a run, type "/macro" and change "Bob" to the name of the designated assist. All you need do now is to hotkey the assist macro, or drag the icon to your taskbar, and you're set.

Super option:

Get the add-on called Assist Helper.

AssistHelper makes assigning main assist and using assist effectively a lot easier. It allows you to bind a number of special functions, one of which is a key to select who you will be assisting (I use ALT-F) and another is to assist the character you have defined with the other key (I use F for this).

This saves having to edit the macro above every time your in a group and want to assist a different character than the previous day. This still leaves the original assist functionality (the F key) as it was before as long as you don't use the same key binding for one of the new abilities.

You can download Assist Helper from here: ]http://www.curse-gaming.com/mod.php?addid=227&page=2#comment

How to be a good Main Assist

Knows your MT. A MA needs to work closely to MT. MA needs to know the MT's first target, as it is the one MT has most aggro on. Trust the tank is doing his job and will take care of the adds so you don't run to them.

Set your assist macro to your MT. Dont break the sheep/cc before your MT.

A Main Assist is NOT a tank, try not to steal too much aggro from your MT.

Be quick. Target fast and target right.

Be stubborn. Stick to one target until it is dead.

Always kill the softest targets first and the hardest targets last. The softest targets usually have the highest DPS and utility (mages, etc.) and are easiest to kill. The next softest targets are healer types and then come the ranged guys and lastly the melee folk. When fighting bosses, it is usually best to kill their henchmen first then focus on the boss - these are cases when MA do not attack the MT's first target.

What you need to know to assist the Main Assist

After the fight has started and the MT has grabbed agro on the mob, everyone who is NOT the Tank should assist the Main Assist. The biggest novice mistake anyone makes is to abandon the Main Assist and start duelling with non-agro’d mobs. Grouping is not about seeing how many mobs you can fight at once. It’s about being fast, efficient, and safe. Target the mob that your main assist is attacking, and help him kill it as quickly as possible.

If the MA has not yet selected a target yet, keep /assisting him until he does. He is most likely allowing the MT time to build aggro.

After /assisting, it is worth checking the de-duff icons of the new target. If the target shows a sheep, sap, shackle or sleep de-buff, hold fire. The MA may have been tabbing through the targets to find the next one. /assist again, until the MA has selected a good target.

The Healers should look out for the Main-Assists health a bit as well.

Complains a Main Assist or everyone might get:

You are not targeting fast enough;
You have no target;
You change target too often;
You are eating popcons during a fight or talking to your wife which TV program you are gonna to watch later.

Main Assist is a culture

Using MA tactic well is a question of habit. It needs a lot practice. It is more realistic to try it among guildies or ppl you often group with. MA is a culture or tradition in a guild. No matter what, the /assist command will for sure open a new window to the game.

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June 26, 2009

Joanas 1-60 in 4 days and 20 hours | Warcraft Underground.com | Wow (Top Rated Warcraft Leveling Guides)

Joana's Wotlk horde Leveling guide Review
Blizzard has finally released Wrath of the Lich King. This was one of the best news for all World of Warcraft fans this year. At the same day Joana s 1-80 WotLK horde Leveling
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The power leveling method of Mancow/Joana is the best by far, and his guide can't be beat
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Find out more about Joana's horde leveling guide. Learn how you can increase your horde characters level in a short period of time.
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Joanas Horde Leveling Guide 3.1.42 download free - wow Joana's 1-80
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Joana's 1-80 Horde Leveling Guide is one of the best World of Warcraft guides. It contains unique leveling strategies and techniques which were used by Joana to get to the highest
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Joana s Leveling Guide | Wizkids Mania
If you're fond of playing World of Warcraft, you probably heard of Joana or Mancow. He is the famous guy who reached level 60 in 4 days and 20 hours.
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Free WoW Leveling Guide
Mobmap - Powerful Ingame Database. I ve long thought the main strength of World of Warcraft s game design lies in its ability to be easily customized.
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Joana's Horde Guide Review
I think almost every wow player has heard about Joana\'s Horde Guide (full name Joana\'s 1-70 horde leveling guide). But not everyone understand that this is not an average horde
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YouTube - JOANA'S GUIDE!! 1-80! DEATHKNIGHT GUIDE INCLUDED!!!
http://biohazz.joanaguide.h Joana's guide is a very fun and easy to use guide. Download it now and get your death knight guide with it! FREE UPDATES WITH PURCHASE!
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Joanas Horde Leveling Guide - My Gaming Review | www.cherie.org
Joanas Horde Leveling Guide began as a result of expert player Joana was being overwhelmed with requests for help. In fact the primary reason the leveling guide exists was because
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Joana's Guide is now 100% ready for Wrath of the Lich King and also includes an automated in-game guide for the 70-80 stretch (the 1-70 version if the in-game guide is on the way
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Free World of Warcraft guides! Horde, Alliance and gold Farming guides!
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This is the guide everyone has been waiting for, the Joana's Horde In - Game Leveling Guide that has lots of step-by-ste
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Wrath of the Lich King 70-80 leveling Guide Horde
Update November 13th 2008 Wahoo, The Wrath of the Lich King expansion for the World of Warcraft has arrived and it s time to level from 70 to 80 or 1-80 for you complete WOW
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