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	<title>FREE World of Warcraft Guides &#187; WoW Battleground</title>
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		<title>WoW PvP Guide: Sub-speccing for PvP in the current Cataclysm beta</title>
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		<pubDate>Sun, 25 Jul 2010 01:57:47 +0000</pubDate>
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		<description><![CDATA[by Zach Yonzon A new, exciting build of the Cataclysm beta has been released, implementing the promised overhaul to the talent trees. It&#8217;s still raw at this point, but we get a glimpse of the direction the developers want to take. The basic or starter abilities have been defined and although some of these may [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/zach-yonzon/">Zach Yonzon</a></strong></p>
<p>A new, exciting build of the <em>Cataclysm</em> beta has been released,  implementing the promised overhaul to the talent trees. It&#8217;s still raw at this  point, but we get a glimpse of the direction the developers want to take. The  basic or starter abilities have been defined and although some of these may  change, such as <a href="http://www.wowhead.com/spell=53385">Divine Storm</a> for retribution paladins (Ghostcrawler, lead systems  designer, mentioned that <a href="http://forums.worldofwarcraft.com/thread.html?topicId=25626189921&amp;pageNo=4&amp;sid=1#65">it  would probably go back into the talent tree</a>), the changes feel solid and  refreshing. One of the ideas the developers have is that &#8220;both the 31-point and  the 10(-point) ability need to have more single-target use,&#8221; which means we  should get very good one-on-one abilities early on as well as at higher levels.  The trees are a long way off from being done, but that  shouldn&#8217;t stop us from taking a look at them and picturing the  possibilities.</p>
<p>One of the cooler, less noticeable things to come out of  this build are the one-liner descriptions about each of the talent specs,  allowing players to quickly grasp the concept of each spec. Blizzard seems  committed to keeping this model, complete with talent tree lock-outs to prevent  players from straying into other trees early on. As you might have suspected,  the real culprit (or at least the most notable one) behind this change is PvP</p>
<p><span id="more-11180"></span></p>
<p>I can&#8217;t say I disagree with that notion, although I&#8217;m pretty sure the Shockadin  spec wasn&#8217;t a sneaky build intended for PvP &#8230; To all Shockadin loyalists (yes,  all three of you), I&#8217;m sorry, but the spec is now <em>all</em> dead and not just  <em>mostly</em> dead. My condolences. Hybrid specs will become a thing of the  past, and the devs want you to embrace the concept of having one (well, two,  since you can dual spec) major spec. It&#8217;s interesting how Blizzard viewed this  method of speccing to be &#8220;breaking the rules&#8221; this whole time. In the expansion,  players wishing to dedicate to a PvP spec will need to settle for the options  provided by one tree. At best, players can invest or sub-spec up to 10 points or  two tiers deep into a secondary tree at higher levels. Looking at the new talent  trees, there are not a lot of options in that regard. Let&#8217;s take a look at what  we have so far.</p>
<p><strong>Shallow  options</strong></p>
<p>Under the new scenario, players only have until the first  two tiers to sub-spec for PvP talents. Narrowing the options makes it easier for  players to design talent trees and reduces the instances of min-maxing. It also  makes it easier for Blizzard to predict the PvP landscape instead of getting  caught with their pants down when players come up with something crazy like  healing builds using the tanking tree. Hybrid specs that cherry-pick from two  trees generally create imbalanced situations, forcing the developers to come up  with clumsy, radical solutions such as moving talents deeper into the trees  (e.g., <a href="http://www.wowhead.com/spell=49206">Summon Gargoyle</a>) to  prevent other specs from picking them up.</p>
<p>It is also almost guaranteed  that players will pick up the bottom-most talent in their chosen tree or spec,  given that it is a mere one-point investment, again making it easier for players  and developers alike to envision the PvP environment. In fact, the developers  are already planning for this, peppering the upper tiers with talents that  complement abilities exclusive to other specs such as <a href="http://cata.wowhead.com/spell=31868">Crusade</a> from the paladin  retribution tree, which helps <a href="http://cata.wowhead.com/spell=53595">Hammer of the Righteous</a> at the  bottom of protection, or <a href="http://cata.wowhead.com/spell=20473">Holy  Shock</a>, the bonus skill for the holy spec. There&#8217;s the strangely worded  first-tier restoration talent <a href="http://cata.wowhead.com/spell=17059">Furor</a>, which benefits feral and  balance druids but has no direct benefits to restoration druids. Blizzard  encourages taking talents from other trees, but it should no longer feel  mandatory. Let&#8217;s take a quick glance at some of the top-tier talents out in this  build of the beta.</p>
<p><strong>Death knight</strong> The death knight trees  along with a few other classes and specs are &#8220;nowhere near done,&#8221; according to  Blizzard. That said, there are a few talents in the upper tiers worth looking at  for PvP. There&#8217;s <a href="http://cata.wowhead.com/spell=49039">Lichborne</a> from the frost tree, moved up a tier to make it accessible to other specs, and  <a href="http://cata.wowhead.com/spell=49589">Unholy Command</a> in the unholy  tree. There&#8217;s also the runic power-generating <a href="http://www.wowhead.com/spell=49483">Butchery</a> in the blood tree, which  becomes even more attractive because of the battlegrounds, where there are lots  of killing blows to be had.</p>
<p><strong>Druid</strong> The balance tree holds  <a href="http://cata.wowhead.com/spell=16899">Lunar Justice</a>, a new and  wonderful &#8212; not to mention visually exciting &#8212; talent to have in the  battlegrounds. The downside is that it&#8217;s on the second tier of the balance tree,  and there&#8217;s nothing too compelling about the first tier other than <a href="http://cata.wowhead.com/spell=61346">Nature&#8217;s Grace</a>, which works well  for restoration. In the feral tree, the developers pulled up the awesome <a href="http://cata.wowhead.com/spell=16974">Predatory Strikes</a> from the fourth  tier to the first tier in what seems to suspiciously be an attempt to get other  specs to pick it up. <a href="http://cata.wowhead.com/spell=78785">Blessing of  the Grove</a> on the first tier of restoration improves abilities commonly used  by the other specs but seems a bit too passive to remain in its current state.  The druid trees still seem to need a lot of work, but I get the feeling that  Blizzard is once again trying to push more active, in-combat shapeshifting into  the druid playstyle. We&#8217;ll see how well that works out in the coming  weeks.</p>
<p><strong>Hunter</strong> The hunter trees seem to be a little more  fleshed out, and there are a lot of good talents in the upper tiers, especially  for PvP. In the beast mastery tree, there&#8217;s <a href="http://cata.wowhead.com/spell=82684">One with Nature</a>, which improves  the focus regeneration of <a href="http://cata.wowhead.com/spell=82661">Aspect  of the Fox</a>, a critical new ability for hunter PvP. There&#8217;s also <a href="http://cata.wowhead.com/spell=19560">Pathfinding</a> on the second tier,  which grants mobility bonuses and should come in handy for group movement in the  battlegrounds. <a href="http://cata.wowhead.com/spell=34949">Rapid Killing</a> on the first tier of marksmanship has better value with the battlegrounds being  on equal footing with arenas. <a href="http://cata.wowhead.com/spell=19388">Entrapment</a> on the second tier of  survival is extremely attractive now coupled with the <a href="http://cata.wowhead.com/spell=77769">Trap Launcher</a> ability that allows  hunters to fire traps at long range.</p>
<p><strong>Mage</strong> Although Blizzard mentioned that the arcane tree still  needs a lot of work, I should point out that a lot of very cool talents are  available in the upper tiers of arcane. On the first tier, there&#8217;s <a href="http://cata.wowhead.com/spell=12574">Arcane Concentration</a> for a  flat-out 10% chance to proc <a href="http://cata.wowhead.com/spell=12536">Clearcasting</a> every time the mage  damages a target, and <a href="http://cata.wowhead.com/spell=55340">Torment of  the Weak</a>, which increases damage done to slowed or snared targets. Both  talents work well in a battleground scenario simply because there are just a  whole lot of targets for mages to damage, and there are just going to be a lot  of snared or slowed targets courtesy of the mage&#8217;s teammates.</p>
<p>The good  stuff is in the second tier, though &#8230; like <a href="http://cata.wowhead.com/spell=31572">Arcane Potency</a> to make sense of  Arcane Concentration. But the talent that seems to jump out as truly  PvP-oriented is <a href="http://cata.wowhead.com/spell=44399">Arcane  Repulsion</a>, an awesome talent that gives mage armor a knockback effect and  another line of defense against hurtful melee. Despite Zahrym&#8217;s statement that  they would like to make the difference feel &#8220;<a href="http://forums.worldofwarcraft.com/thread.html?topicId=25626290449&amp;sid=1&amp;pageNo=1"><em>less  extreme</em></a>&#8221; between PvP and PvE builds, lessening the instance of having  two specs for two different aspects of the game, Arcane Repulsion is very much a  PvP talent with almost no use in dungeons or raids. Likewise, <a href="http://cata.wowhead.com/spell=31570">Improved Blink</a> on the same tier  has been reworked to feel much more like a PvP talent with its bonus to  mobility.</p>
<p>The fire tree&#8217;s top-tier talents aren&#8217;t all too interesting at  this point, although there&#8217;s <a href="http://cata.wowhead.com/spell=11080">Improved Fire Blast</a>, which should  work nicely with the very PvP-oriented <a href="http://cata.wowhead.com/spell=12358">Impact</a> on the second tier. The  frost tree isn&#8217;t all that better, with most of the talents in the first and  second tiers complementing frost spells, such as <a href="http://cata.wowhead.com/spell=12497">Frostbite</a> and the extremely cool  (literally and figuratively) <a href="http://cata.wowhead.com/spell=12571">Permafrost</a>. Overall, the arcane  tree seems to have the most PvP-oriented talents in the upper tiers for  now.<br />
<em><br />
</em><strong>Paladin</strong> Ghostcrawler <a href="http://forums.worldofwarcraft.com/thread.html?topicId=25969020290&amp;pageNo=1&amp;sid=1#7">has  already said</a> that &#8220;the paladin trees are the most changed in the game&#8221; and  that &#8220;there are only a few of the current beta talents that survived the, um,  cleansing,&#8221; which means that we can pretty much disregard the current trees. In  fact, during the recently  concluded Twitter developer chat, the developers revealed a new paladin  resource called holy power, which is sort of like soul shards meets combo points  meets runic power. So a whole lot will change.</p>
<p>That said, I&#8217;m going to  take a look at some of the talents they&#8217;ve reworked that look as though they  might continue in that direction. On the second tier of holy, the developers  redesigned <a href="http://cata.wowhead.com/spell=25836">Unyielding Faith</a> to  reduce the casting time of the paladin&#8217;s next spell by 100% after coming off a  fear or disorient effect. It&#8217;s a promising idea that I hope will make it out of  beta (or even this next build).</p>
<p>Most of protection changes are just  talents moved around, but the renamed <a href="http://www.wowhead.com/spell=20911">Blessing of Sanctuary</a> &#8212; now <a href="http://cata.wowhead.com/spell=84629">Sanctuary</a> &#8212; looks interesting.  None of this feels solid, though, and we&#8217;ll probably see a lot of changes in the  coming weeks. Retribution is pretty much the same, but I&#8217;d like to point out  that the <a href="http://cata.wowhead.com/spell=25988">Eye for an Eye</a> redesign seems far more interesting than the any iteration of the talent we&#8217;ve  ever seen. Blizzard will probably scrap it altogether given the state of  development, but it&#8217;s definitely a promising train of thought. There&#8217;s always  been the concern that Blizzard still doesn&#8217;t quite know where to take the  paladin class even after five years, but we&#8217;ll  see.<br />
<em><br />
</em><strong>Priest</strong> The priest trees aren&#8217;t done, but  they&#8217;ve got a good bunch of new talents all around, such as <a href="http://cata.wowhead.com/spell=81662">Evangelism</a> on the second tier of  discipline and its companion talent <a href="http://cata.wowhead.com/spell=81700">Archangel</a>. Because Evangelism  procs through <a href="http://www.wowhead.com/spell=48123">Smite</a>, it&#8217;s not  quite intended for healers but has good PvP applications on top of helping the  leveling process for discipline priests. There&#8217;s nothing too interesting in the  holy tree for other specs to pick up in the current build, and almost all the  talents with the exception of <a href="http://cata.wowhead.com/spell=15363">Inspiration</a> are passive bonuses,  so those are likely to change. Likewise, there aren&#8217;t any talents in the shadow  tree that seem complementary to the other trees at the moment, although some  good PvP talents are in there such as <a href="http://cata.wowhead.com/spell=15313">Improved Mind Blast</a> and perhaps  <a href="http://cata.wowhead.com/spell=15336">Spirit  Tap</a>.<br />
<em><br />
</em><strong>Rogue</strong> Although the assassination tree  was singled out among the rogue trees as being &#8220;far from done,&#8221; it has a few new  interesting talents such as <a href="http://cata.wowhead.com/spell=79122">Deadly  Momentum</a> and <a href="http://cata.wowhead.com/spell=79125">Blackjack</a>.  Blackjack should make <a href="http://www.wowhead.com/spell=6770">Sap</a> a  strategic part of PvP and gives rogues the real option of using Sap in the  middle of an encounter. The combat tree has <a href="http://cata.wowhead.com/spell=79008">Improved Recuperate</a>, improving on  the new ability <a href="http://cata.wowhead.com/spell=73651">Recuperate</a>,  which promises to be frequently used in PvP. <a href="http://cata.wowhead.com/spell=13867">Improved Kick</a> and <a href="http://cata.wowhead.com/spell=13743">Improved Sprint</a> &#8212; both useful  PvP talents &#8212; were moved up to the second tier, while the rest are passive  talents that might be changed. The only notable thing in the subtlety tree is  the move of <a href="http://cata.wowhead.com/spell=51696">Waylay</a> from the  eighth tier to the second, although the prerequisite <a href="http://cata.wowhead.com/spell=14080">Improved Ambush</a> is a  disincentive. More changes headed towards rogue trees for sure,  though.<br />
<em><br />
</em><strong>Shaman</strong> The shaman trees have some cool  new toys, although the elemental tree is mostly a reshuffling affair. It&#8217;s quite  likely that we&#8217;ll see more changes and less passive bonuses here &#8212; I&#8217;m fairly  certain <a href="http://cata.wowhead.com/spell=16544">Improved Fire Nova</a> doesn&#8217;t quite fit the developers&#8217; idea of palpable talents &#8212; so we&#8217;ll give the  elemental tree a pass. In the enhancement tree, there&#8217;s the new but otherwise  unexciting <a href="http://cata.wowhead.com/spell=77538">Focused Strikes</a> that other trees will probably skip. On the second tier is <a href="http://cata.wowhead.com/spell=16287">Ancestral Swiftness</a>, which grants  a passive bonus to movement speed making it a great choice for PvP.</p>
<p>The  restoration tree has <a href="http://cata.wowhead.com/spell=77830">Ancestral  Resolve</a> on the first tier, another passive talent but should appeal to  elemental shaman in PvP. There&#8217;s also <a href="http://cata.wowhead.com/spell=84848">Spark of Life</a>, which is sort of  like an improved version of paladin <a href="http://cata.wowhead.com/spell=63648">Divinity</a>. Finally there&#8217;s <a href="http://cata.wowhead.com/spell=77796">Focused Insight</a>, another new  spell that has a more dynamic feel to it by working through a proc. It also  appeals to both enhancement and elemental shaman because it procs off shock  spells. Restoration shaman can use it to mix things up by tossing a shock before  healing an ally. Very nice talents for shaman so far, it will be good to see  what changes take effect in later builds, especially for  elemental.</p>
<p><strong>Warlock</strong> The warlock trees feel very  unfinished at this point, with most of the talents just shuffled around. Nothing  too interesting in all the trees, which have old, passive talents which are very  likely to change as the beta moves forward. I will note, however, that Blizzard  seems to be continuing the trend of allowing <a href="http://www.wowhead.com/spell=19028">Soul Link</a> to be easily accessible  to all builds with its move up to the second tier. It seems like they really  want warlocks to have it by default, anyway, and the developers acknowledged <a href="http://forums.worldofwarcraft.com/thread.html?topicId=26137024331&amp;sid=1&amp;pageNo=1#9">considering  making the ability baseline</a>. <a href="http://cata.wowhead.com/spell=18699">Demonic Embrace</a> is a prerequisite  now, but that passive, unexciting talent is likely to be changed. There isn&#8217;t  much to see here yet, so we&#8217;ll move  along.<br />
<em><br />
</em><strong>Warrior</strong> Warriors, on the other hand,  have a bunch of new if unfinished talents such as <a href="http://cata.wowhead.com/spell=84572">War Academy</a> on the first tier of  arms. It still reeks of passive, impalpable bonuses, so that might change. Right  alongside it, though, is <a href="http://cata.wowhead.com/spell=84580">Field  Dressing</a>, which is not only an awesome ability for PvP, but it also  references first aid and bandages (check out that icon!), which is a fun bonus.  On the second tier is <a href="http://cata.wowhead.com/spell=80977">Blitz</a>, a  very cool talent which improves the already awesome <a href="http://www.wowhead.com/spell=100">Charge</a>. More rage? Check. Stun an  additional target? Check. Will probably be picked up for PvP builds?  Check.</p>
<p>The other two trees don&#8217;t have much yet aside from moved talents.  I&#8217;ll point out that <a href="http://cata.wowhead.com/spell=16492">Blood  Craze</a> in the fury tree has been moved one tier up, allowing warriors to pick  up a self-healing talent, perhaps in conjunction with Field Dressing. Protection  also doesn&#8217;t seem to invite branching out into, as most talents here seem fully  geared towards improving the protection spec and playstyle. Even the new  first-tier talent <a href="http://cata.wowhead.com/spell=84621">Hold the  Line</a> works best for protection. Some good abilities here, but expect to see  a lot more shuffling in future builds of the beta.</p>
<p><strong>A long way from  done</strong></p>
<p>It&#8217;s still too early in the beta to map out builds, but  limiting our view to the first two tiers should give us an idea of what Blizzard  will allow. Expect more talents that affect spells found exclusively in other  trees to populate the first two tiers of talent trees. Although the developers  are adamant about keeping players majorly in one spec and killing hybrid,  cherry-picking builds, they seem to encourage picking complementary talents from  the other two trees. It also gives us an insight as to what kind of playstyle  they expect from classes or specs.</p>
<p>Limiting the choices to about 10 deep  per secondary tree allows the developers to limit what kind of spells will be  available to each spec. As mentioned, this reduces a lot of the guesswork  involved in predicting the PvP landscape. Furthermore, developers can more  easily sway players to pick up certain talents because they&#8217;re so easily  accessible, such as Soul Link for PvP warlocks. The talent tree lock-out makes  it easier for new players to work through their talent choices, and having a  mere 10 points for complementary talents makes it easier to round out their  builds once the other trees become available. This change impacts PvP min-maxers  the most, but players will still have two tiers of talents in other trees to  choose from. We&#8217;ll learn more as the talents get finalized as the beta  progresses, and I&#8217;m pretty certain players will be able to pick out the most  optimal (or imbalanced) PvP talents from other trees. The only difference is  that this time around, Blizzard will be expecting it.</p>
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		<title>WoW PvP Guide: Gearing up for PvP</title>
		<link>http://freewowguide.org/wow-pvp-guide-gearing-up-for-pvp/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=wow-pvp-guide-gearing-up-for-pvp</link>
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		<pubDate>Sat, 17 Jul 2010 01:45:59 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
				<category><![CDATA[WoW Arena Guide]]></category>
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		<guid isPermaLink="false">http://freewowguide.org/?p=10765</guid>
		<description><![CDATA[by C. Christian Moore Cataclysm is still a while off, and now is as good a time as any to start PvPing. If nothing else, PvP gear is some of the best leveling gear around. The mix of offensive stats plus massive resilience gives you little downtime. Wintergrasp Do Wintergrasp every time it&#8217;s available. Wintergrasp [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/c-christian-moore/">C. Christian  Moore</a></strong></p>
<p><em>Cataclysm</em> is still a while off, and now is as good a time as any to  start PvPing. If nothing else, PvP gear is some of the best leveling gear  around. The mix of offensive stats plus massive resilience gives you little  downtime.</p>
<p><strong>Wintergrasp</strong></p>
<p>Do  Wintergrasp every time it&#8217;s available. Wintergrasp tokens can be exchanged for  honor if you aren&#8217;t going to use the gear that the tokens can buy. Several  quests award lots of honor, as well; make sure to do them each time they become  available.</p>
<p>If you are on a server where your faction is severely  outnumbered, take the time to craft a PvP spec that can take advantage of  Tenacity. For instance, if you are a warlock, you might want to consider a spec  which uses <a href="http://www.wowhead.com/spell=59672">Metamorphosis</a>. I&#8217;ve  heard of warlocks mashing <a href="http://www.wowhead.com/spell=54785">Demon  Charge</a> into <a href="http://www.wowhead.com/spell=50589">Immolation  Aura</a>, killing off 20+ players of the enemy faction and making 3,000ish honor  in the matter of 10 to 15 seconds. Seriously, I&#8217;ve seen  screenshots.</p>
<p><span id="more-10765"></span><br />
<strong>Vault of  Archavon</strong></p>
<p>Try to run both VoA 10 and VoA 25 every week &#8212; and make  sure there aren&#8217;t too many of your class inside! Also, try to purchase your legs  and hands on your main set last (just in case you get a sweet pair of S7 or S8  pants/gloves). You don&#8217;t want to waste honor that you spent in battlegrounds on  a piece of gear you can easily get from a raid boss.</p>
<p><strong>Battlegrounds</strong></p>
<p>BGs  are a necessary evil to the <em>Wrath</em> PvPer. In <em>Cataclysm</em>, we&#8217;ll  see an influx of PvPers who enjoy doing BGs &#8212; and perhaps many of us who have  grown bored with them will be interested in <em>WoW</em> PvP again.</p>
<p>Try  to form premades with other top PvPers from your server whenever possible; just  don&#8217;t go overboard on the amount you bring. Right now, the system seems to pair  you up against other premades if you bring half (or more than half) of whatever  amount of players the battleground can maximally hold.</p>
<p>For instance, if  you&#8217;re entering a Warsong Gulch (10v10), be sure to only bring three other  players so you don&#8217;t get stuck in a long queue. As long as you only have four  people in your party, you should be paired up against other non-premades, which  will put you at a distinct advantage. If you can get up to seven people, try  queuing for Arathi Basin, Eye of the Storm or Strand of the  Ancients.</p>
<p>Queuing randomly will also net you lots of additional honor,  and you should queue randomly whenever you don&#8217;t have a premade on  hand.</p>
<p><strong>Heroics</strong></p>
<p>Alternatively,  if you don&#8217;t like grinding BGs but you do have a fantastic raiding guild, you  might want to hit up some buddies and do chain heroics. Even if you aren&#8217;t a  hardcore raider, doing a few heroics can break up the monotony of battleground  after battleground.</p>
<p>I haven&#8217;t personally done the heroic grind for PvP  gear, but apparently it can be fairly easy if you&#8217;re with a good group. My  friends have chain run every single heroic in a day by taking a ICC-25 geared  tank and a lot of AoE DPS.</p>
<p><strong>Raids</strong></p>
<p>Raiding  is most important for weapons, as good PvP weapons aren&#8217;t found anywhere other  than the higher tiers of arena play. Try to get a nice ICC-10 or ICC-25 weapon  to hold you over until you can get an amazing PvP weapon.</p>
<p>The best PvP  trinkets generally come from raiding as well. Try to get a variety of trinkets  you might want to try out in PvP &#8212; that is, after you get your <a href="http://www.wowhead.com/item=51377#sold-by">Medallion of the  Alliance</a>/Horde.</p>
<p><strong>Arena</strong></p>
<p>Make  sure you meet all the requirements to get points every week! Even if you only  get 200 points a week, if you&#8217;re gearing up for four weeks by just doing  battlegrounds, heroics, raids and Wintergrasp, those 800 arena points are going  to come in handy when you start ascending the ladders.</p>
<p>You don&#8217;t have to  be exceptionally successful while you&#8217;re just gearing up. Just shoot for a goal,  attain it, set another goal and keep moving. Set your goals low at first; it&#8217;ll  help your confidence when you try to attain the next goal.</p>
<p><strong>Dual spec for  PvP</strong></p>
<p>Unless your raiding guild requires two specs from you, try to  use a secondary spec as a PvP spec. It will allow you to become better with your  class and will also give you more honor per hour (sometimes drastically  so).</p>
<p><strong>Have  fun</strong></p>
<p>The most important aspect in all of this is to have a blast.  If you&#8217;re not enjoying gearing up, just take a break and go do something else.  Come back to it when you want to own some enemies. Sure, getting gladiator is  awesome and everything, and that might be your destination when you set out to  gear up &#8212; just make sure you enjoy the journey.</p>
<p><strong>Other  tips</strong></p>
<ul>
<li>The Medallion of the Horde/Alliance is the most important piece of PvP gear  you can attain (unless you&#8217;re human). Get it first; the effect is invaluable.  Battlemaster trinkets are also good, but spending honor or badges on other  pieces of PvP gear is considered more efficient.</li>
<li>Upgrade your worst pieces of gear first. If you have all blue gear except  for your green ring, shoot to replace the ring first.</li>
<li>Get your legs/hands and battlemaster trinkets last, unless any one of them  is an enormous upgrade compared to a measly one.</li>
<li>The furious main set is usually a very good investment from triumph badges  or from honor.</li>
<li>The Wrathful neck, back, wrist and ring don&#8217;t require personal rating. The  Wrathful belt and boots only require a 1,400 rating.</li>
<li>Weapons are difficult to come by. The easiest route to a good weapon is  usually raiding Icecrown. Heroic weapons are also fine to use for the lower  ratings, but you&#8217;ll want to upgrade your weapon fairly quickly to advance to  more easily advance to higher ratings.</li>
<li>The Icecrown reputation ring (Ashen Verdict) is extremely good &#8212; look into  using it and a Wrathful ring instead of two PvP rings (it might save you some  time grinding honor or badges).</li>
</ul>
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<p><strong>World of Warcraft In-game Leveling Guides</strong></p>
<p><a title="Zygor's World of Warcraft Guides" href="http://7ba16bu5pplo6l1iqhapng0r4u.hop.clickbank.net/" target="_blank">World of Warcraft leveling take a huge leap forward with Zygor Guides 2.0, the fastest, most powerful leveling guides in the world. </a></p>
<p><a title="Joana's Wotlk 1-80 Horde Leveling Guide" href="http://519357pfkdhr0pcg36v6mfjyfk.hop.clickbank.net/" target="_blank">Leveling has NEVER been this easy!  You will be leveling so fast with this, you might think you&#8217;re cheating.  But you&#8217;re not, Joana&#8217;s leveling guide mod is 100% legal with Blizzard.</a><br />
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<p>Related posts:<ol><li><a href='http://freewowguide.org/guiderogue-gearing-up-for-pvp/' rel='bookmark' title='Permanent Link: [Guide][Rogue] Gearing up for PvP'>[Guide][Rogue] Gearing up for PvP</a> <small>Now, this is not a chronological list, it just lists...</small></li>
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		<title>WoW PvP Guide: Assembling your dream team</title>
		<link>http://freewowguide.org/wow-pvp-guide-assembling-your-dream-team/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=wow-pvp-guide-assembling-your-dream-team</link>
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		<pubDate>Fri, 02 Jul 2010 03:35:16 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
				<category><![CDATA[WoW Battleground]]></category>
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		<guid isPermaLink="false">http://freewowguide.org/?p=9376</guid>
		<description><![CDATA[by Zach Yonzon Today, we&#8217;ll discuss how to form our battleground dream team. Unlike battleground PUGs where we&#8217;re beggars taking scraps &#8212; figuratively, of course &#8212; we can actually choose whom to bring in our battleground premades. For a guild to earn achievements or XP, roughly 75% of the team has to belong to the [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/zach-yonzon/">Zach Yonzon</a></strong></p>
<p>Today, we&#8217;ll discuss how to form our battleground dream team. Unlike  battleground PUGs where we&#8217;re beggars taking scraps &#8212; figuratively, of course  &#8212; we can actually choose whom to bring in our battleground premades. For a  guild to earn achievements or XP, roughly 75% of the team has to belong to the  same guild. It&#8217;s still unclear as to whether rated battlegrounds will function  identically to arenas, where teams have set rosters at any given time &#8230;  although in that scenario, guild recruitment seems like an easier way to  assemble teams.</p>
<p><strong>Healers</strong></p>
<p>Healers  are the backbone of any team. Much like in arenas, raids and dungeons, healers  are a team&#8217;s glue. While one might say that healers in PvP &#8212; battleground PvP,  at that &#8212; aren&#8217;t as critical as they would be in a raid setting, make no  mistake that a team without healers will simply get trounced on the battlefield.  Full DPS teams in arenas &#8212; much less successful ones &#8212; are extremely rare. In  an environment where deaths are almost routine and everyone gets a chance to  return to play thanks to the Spirit Healer, it&#8217;s tempting to think that teams  can get by without a healer &#8230; But there are few things more dismaying than  zoning into a battleground and finding that your PUG doesn&#8217;t have a single  one.</p>
<p><span id="more-9376"></span></p>
<p>There are a few essential differences between battleground healing  and other scenarios such as raids or even arenas. For one thing, single-target  healing is situational depending on the battleground, being far more useful in,  say, Alterac Valley, where  your team needs a tank, or in Warsong Gulch, where the flag  carrier might need some focused heals. Blizzard is working to homogenize healing  in <em>Cataclysm</em> somewhat, so any healer is essentially capable of filling  any type of healing role with a few tweaks and tricks here and there. In  battlegrounds, it&#8217;s all about the role, or part in the team.</p>
<p><strong>The  pocket healer</strong> Pocket healers are probably the most common type of  premade healer (only technically a premade, since the most common ones join as a  pair) in that many players queue up in the battlegrounds with a pocket healer to  rack up some obscene killing blow numbers. Usually paired with a powerful DPS  class, even the most mediocre players become truly formidable with a healer in  their proverbial pocket. Things will change somewhat for the pocket healer in  <em>Cataclysm</em> when rated battlegrounds come in, as they settle into bigger  roles beyond propping up killing machines. Instead, teams will look to pocket  healers for specialized roles as mentioned, but especially for flag carriers in  Warsong Gulch and Twin  Peaks.</p>
<p>Paladins and discipline priests typically make excellent  pocket healers, but the more important thing is attitude and focus. A  battleground pocket healer has an assignment and sticks to it, much like those  assigned to tanks. In PUGs, healers often rendezvous with the flag carrier at  the base, after they&#8217;ve made it across the battlefield. In premades, a healer or  two will be focused on and keeping up with and keeping up the flag carrier from  start to finish.</p>
<p>Flag carrier healers are natural targets for assaulting  forces, so defensive skill is important. All healing classes have their own  defenses &#8212; the paladin&#8217;s <a href="http://www.wowhead.com/spell=63148">Divine  Shield</a> skill and <a href="http://www.wowhead.com/spell=31821">Aura  Mastery</a> talent, for example, are obvious &#8212; but what matters is the ability  to heal under duress. Staying cool and anticipating opponent movement is  important, so constant communication with the flag carrier is key, making sure  to move together as a unit. Make sure to get the most skilled player for this  role, because in Warsong Gulch and Twin Peaks, the pocket healer just might be  the most important cog in the machine.</p>
<p>Until we see the complete and  final list of abilities in the expansion, it appears that priests edge out  paladins as the best class for this role come <em>Cataclysm</em> thanks to Leap  of Faith, otherwise known as Life Grip. The ability to remove the flag carrier  from harm&#8217;s way is simply too good to ignore.</p>
<p><strong>The group  healer</strong> Maps such as Arathi Basin or Isle of Conquest are the  perfect scenarios for group healers to shine. Shamans tossing <a href="http://www.wowhead.com/spell=55459">Chain Heals</a> into the fray or a  druid using a well-timed <a href="http://www.wowhead.com/spell=48447">Tranquility</a> can mean the  difference between capturing the node or losing it. The mantra for these types  of battlegrounds is to fight on the flag, which usually results in a fun,  chaotic pileup at the heart of the node with both teams jockeying to tag the  flag. Group healing abilities or spells such as the priest&#8217;s <a href="http://www.wowhead.com/spell=48113">Prayer of Mending</a> allows your team  to outlast your opponent, all things being equal.</p>
<p>Group healing won&#8217;t be  as stressful as healing the flag carrier. After all, the task is essentially to  make the team last longer than the other. Casualties are expected here, whereas  the death of a flag carrier usually translates to the opposing team scoring a  point. Furthermore, group healers aren&#8217;t usually targeted in a battleground &#8212;  at least not in PUGs, where healers can get away with a lot by just hanging back  and tossing group heals. In smaller groups such as 10-man teams for Warsong  Gulch, group heals might be a luxury; in bigger battlegrounds, however, good  group heals can give teams the edge in skirmishes.</p>
<p>It might be good to  note that rated battlegrounds will change how teams treat enemy healers as well  as focus targets. PUG battlegrounds are mostly uncoordinated brawls, but it&#8217;s  probable that premades will call out focus targets and crowd control, so healers  of any sort should be prepared.</p>
<p>Shamans have always been ideal for this  role, and they&#8217;ll only get better at it in <em>Cataclysm</em> with the AoE  healing spell Healing Rain and Spiritwalker&#8217;s Grace, which allows them to cast  even while moving. Paladins are also getting tools to make them competitive in  this area such as Guardian of the Ancient Kings (holy version) and Healing  Hands, both AoE-type heals. We&#8217;ll see how those measure up against the shaman&#8217;s  group utility.</p>
<p><strong>Everybody  else</strong></p>
<p>In a battleground group, it&#8217;s basically healers and everybody  else. There are many roles to fill, depending on the battleground, and it&#8217;ll be  up to you to assign the players. Sometimes, some classes are better for the role  than others, but battlegrounds will tend to be forgiving of team composition as  opposed to the more restrictive arenas. Healers are the cornerstone of any good  battleground group, but how you assemble the rest of the team is pretty  important, too.</p>
<p><strong>Flag carriers</strong> Druids have traditionally  been the most ideal flag carriers in Warsong Gulch (and soon Twin Peaks) because  of their superior mobility and their ability to take a beating when in <a href="http://www.wowhead.com/spell=9634">Dire Bear Form</a>, plus they can also  heal in a pinch. With Stampeding Roar as part of their arsenal in  <em>Cataclysm</em>, druids seem a lock to become staples in capture the flag  groups. Teams can also opt to assign the role to tanks designed to withstand  focus fire. Unlike arenas, flag carriers don&#8217;t necessarily need to hit back so  they can focus on survivability and mitigation talents and gear &#8212; think of them  as raid tanks who stack on resilience and stamina. Warriors make excellent  alternatives to druids because of their mobility (clever use of <a href="http://www.wowhead.com/spell=3411">Intervene</a>) and their ability to  hamper their opponents&#8217; mobility (<a href="http://www.wowhead.com/spell=1715">Hamstring</a>) or crowd control them  (<a href="http://www.wowhead.com/spell=1715">Intimidating Shout</a>). Second to  healers, flag carriers in capture-the-flag maps are the next important piece of  the puzzle.</p>
<p><strong>Snipers</strong> Your ranged DPS are the snipers.  Hunters, mages, warlocks &#8230; your team will need a decent complement of players  who can attack from long range. The ability to engage the enemy from far away is  good to have in an environment that allows significant freedom of movement.  While hunters normally suffer in the confines of arenas, they thrive in the  battlegrounds. Although not quite a necessity in the same way as flag carriers  or healers, snipers or ranged DPS are great to have in, say, Alterac Valley.  This isn&#8217;t so much of a specialized role as it is an awareness of what ranged  DPS can do in particular maps &#8212; for example, ranged DPS can do significant  damage with little fear of retaliation attacking from the ledges in Strand of the  Ancients. Ranged DPS should also know to refrain from picking up a vehicle  lest they waste their ability to attack from inside  one.</p>
<p><strong>Drivers</strong> Speaking of vehicles, players must know how  to pilot the various vehicles in Strand of the Ancients and Isle of Conquest. A  better understanding of vehicle movement and combat, as well as fair knowledge  of the abilities should be the bare minimum for all team members. Glaive  Throwers, for example, are excellent siege vehicles and knowing how and when to  use <a href="http://www.wowhead.com/spell=68826">Glaive Throw</a> or <a href="http://www.wowhead.com/spell=67200">Blade Salvo</a> sets good teams apart  from mediocre ones. At the very least, lesser geared teammates can use vehicles  as a buffer. Use of vehicles also includes knowledge (and skill) of how to use a  stationary turret in, say, Strand of the  Ancients.</p>
<p><strong>Defenders</strong> These are the guys who stay at the  flag. More than anything, these are players who have very little ego, willing to  sacrifice their personal numbers &#8212; killing blows or whatnot &#8212; for the  unglamorous role of defending a node. This is important. Oftentimes it takes  just one or two players to stay at a node in Arathi Basin or Eye of the Storm, and  sometimes it happens that <em>nothing</em> happens. It&#8217;s far from the action,  but node or base defense is just as critical to winning the game. In Alterac  Valley, these are the guys who stay at the bunkers and towers and wait until the  thing burns down. Players who can spot enemies from a distance, such as hunters  and druids who can track humanoids on the mini-map, make excellent  defenders.</p>
<p><strong>Commandos</strong> For the most part, teams work best  when moving as one unit. Sometimes, however, there are those players who perform  exceptionally well on their own, possessing a high enough PvP IQ that they can  be left to their own devices. Rogues and druids, the classes with stealth, are  capable of moving around the battlefield without getting noticed. In some cases,  these commandos can retake a flag in Warsong Gulch after laying in wait in the  flag room while stealthed, preventing what would otherwise have been the enemy  scoring a point. These players make great scouts and can even &#8220;ninja&#8221; undefended  nodes in Arathi Basin.</p>
<p>Assembling your ideal battleground group should be  a lot of fun, and will be much less precise compared to forming arena teams.  More important is understanding the roles that one should play &#8212; and roles  change depending on the battleground, so a sturdy flag-carrying tank might be  the center of attention in Warsong Gulch or Twin Peaks, but they&#8217;ll be  remarkably less useful in other maps. The more we learn about the abilities in  <em>Cataclysm</em>, the clearer our picture will be as to what classes can  perform best in what role. By the time the game is released, we&#8217;re sure to learn  about cool abilities that should determine a class&#8217; desirability in a team and  what roles they can perform better. For now, all we can do is dream about our  perfect team.</p>
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		<title>WoW Rogue Guide: The new style of rogue PvP</title>
		<link>http://freewowguide.org/wow-rogue-guide-the-new-style-of-rogue-pvp/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=wow-rogue-guide-the-new-style-of-rogue-pvp</link>
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		<pubDate>Wed, 30 Jun 2010 03:20:11 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
				<category><![CDATA[WoW Arena Guide]]></category>
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		<guid isPermaLink="false">http://freewowguide.org/?p=9366</guid>
		<description><![CDATA[by Chase Christian I often see players talking about their experiences in PvP, sometimes in trade chat or a battleground. Almost inevitably, after a few minutes of chatting, the old stereotypes about each class start coming out. They&#8217;ll start complaining about paladins having three lives, due to Divine Shield and Lay on Hands. They&#8217;ll label [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/chase-christian/">Chase Christian</a></strong></p>
<p>I often see players talking about their experiences in PvP, sometimes in trade  chat or a battleground. Almost inevitably, after a few minutes of chatting, the  old stereotypes about each class start coming out. They&#8217;ll start complaining  about paladins having three lives, due to <a href="http://www.wowhead.com/spell=642">Divine Shield</a> and <a href="http://www.wowhead.com/spell=48788">Lay on Hands</a>. They&#8217;ll label any  arena composition with a warlock as a &#8220;drain team,&#8221; even though warlocks are  clearly capable of massive burst damage now. If there&#8217;s an arena team  composition that they don&#8217;t like to face, that comp is immediately labeled as  cheesy or unskilled.</p>
<p>I don&#8217;t really care if warlocks get a bum rap, it&#8217;s  up to them to convince the public that they can nuke too. What I am concerned  about is that rogues have been stereotyped since the earliest days of vanilla  <em>WoW</em>, and we need to break that cycle. If you don&#8217;t know what I&#8217;m  talking about, I would suggest watching the <a href="http://www.roguecraft.com/movies.html">World of Roguecraft films</a>.  These early pieces of <em>WoW </em>machinima firmly cemented rogues as  stunlocking gods in the minds of thousands of players. Even now, with  <em>Cataclysm </em>putting the final nails in stunlocking&#8217;s coffin, we will  still be thought of as dirty fighters that need to be nerfed.</p>
<p><span id="more-9366"></span></p>
<p>Part of the  problem with breaking the stunlock stereotype is that rogues are going to need a  replacement style of play. While every class has their own abilities and tricks,  you can boil down the role that a class plays in PvP pretty simply. The problem  is that nearly every rogue mechanic becomes a double-edged sword in PvP. While  cooldowns are great, they leave us vulnerable while not available. While  stunlocks were great, we didn&#8217;t have the survivability to live if our target  didn&#8217;t die. While stealth  is great, it is only valuable for a few seconds a game. Even resilience  worked against us, as most rogues couldn&#8217;t afford the damage loss of wearing PvP  gear.</p>
<p><strong>Toning down  cooldowns</strong></p>
<p>The first step towards establishing the PvP rogue of  <em>Cataclysm </em>is to tone down the level of invincibility that rogues can  achieve when all  cooldowns are ready. Blizzard is actually taking action on this indirectly,  by lengthening the amount of time that matches take to lessen the effect of  cooldowns. I am sure they are committed to this by looking at the life pools of  characters at level 85, I am sure a tank could top 100,000 HP if they wanted  to.</p>
<p>Extended fights not only soften the blow of our cooldowns, but they  also amplify their strategic importance. We have to be conscious of our  opponents&#8217; actions and abilities, so that we know when to use our cooldowns for  the maximum effect. The same way that you wouldn&#8217;t use <a href="http://www.wowhead.com/spell=2094">Blind </a>against someone with their  trinket up, you similarly wouldn&#8217;t use <a href="http://www.wowhead.com/spell=13750">Adrenaline Rush </a>when an enemy  rogue has Combat Readiness available.</p>
<p><strong>Rogues should be  a bad target</strong></p>
<p>Survivability has been something plaguing rogues for  years. We are the only melee class that fights in leather, as druids are able to  <a href="http://www.wowhead.com/spell=9634">shapeshift into bear form</a> if  they need to survive. Our base armor was lower than even most cloth casters, due  to <a href="http://www.wowhead.com/spell=48168">their various buffs</a> and  talents. We also had no healing spell to speak of, and no damage reduction spell  either. Rogues used to work off the idea that we could simply avoid damage  instead of trying to reduce the damage we did take. This worked in the innocent  time of vanilla <em>WoW </em>PvP, but it simply does not work in today&#8217;s  environment. When a stun can completely negate <a href="http://www.wowhead.com/spell=26669">all of our defensive abilities</a>,  you know that we&#8217;re in trouble. Every other melee class has a way to get around  evasion, <a href="http://www.wowhead.com/spell=5938">even rogues do via  Shiv</a>.</p>
<p>Reducing incoming damage is the only way for a target to stay  alive reliably in PvP. We&#8217;ve got new  talents in our <em>Cataclysm</em> trees that help us take less damage, by  boosting our armor or reducing the damage outright. We&#8217;ve got a new finisher  that not only heals us, but can be talented to do a variety of useful things.  Our new ability Combat Readiness will ensure that any team that tries to train  us will find themselves hitting for half damage. Finally, with  a working Vanish in our tool belt after many long years, we can even escape  when the time comes. We&#8217;ve come a long way from <a href="http://www.wowhead.com/spell=31230">having Cheat Death</a> as our only  survivability tool, and I think that these changes are the right direction to  making us &#8220;tanky&#8221; enough to handle PvP in a post-stunlock world.</p>
<p><strong>The stunlock is  gone</strong></p>
<p>The stunlock has been bleeding out for years. Diminishing  returns nearly killed the stunlock years ago. Taking Blind off of <a href="http://www.wowhead.com/spell=14185">Preparation</a> hurt it even further.  The stunlock has been gone for a long time, but putting <a href="http://www.wowhead.com/spell=1833">Cheap Shot</a> and <a href="http://www.wowhead.com/spell=8643">Kidney Shot</a> on the same diminishing  return category should be the last that we hear about it. With our classic Cheap  Shot into Kidney Shot combo, we&#8217;ll only be stunning our targets for 7 seconds.  That&#8217;s only a second longer than a <a href="http://www.wowhead.com/spell=10308">Hammer of Justice</a>, while ours cost  us an opener, a 5-point finisher, and tons of energy. It will actually become  better to do a reverse, that is, using Kidney Shot then <a href="http://www.wowhead.com/spell=26889">using Vanish</a> to Cheap Shot. That  would yield us an 8-second stun, though also costing us Vanish.</p>
<p><strong>Conclusion</strong></p>
<p>People  are still going to need to be stunned. Without Stealth or Vanish, our ability to  stun hasn&#8217;t really changed. The only difference is that now players will have a  chance to fight back after the stun has ended. While that may sound like the end  of the world, the fact is that people actually like to play their characters.  The other difference is that now we might actually have the survivability to  take them on after the stun wears off. We need to get away from the idea of  stunning our targets to keep ourselves alive, and we need to get away from the  idea that avoidance is better than mitigation. We need to be compatible with the  longer PvP encounters of <em>Cataclysm</em>, and it looks like our talent trees  and new abilities are pointing the right direction to get us there.</p>
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		<title>WoW Shadow Priest Guide: getting to level 20</title>
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		<pubDate>Wed, 30 Jun 2010 03:13:20 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<description><![CDATA[by Fox Van Allen This week, we&#8217;re digging a bit deeper, getting to 20, rocking some instances and doing some PvP &#8212; that&#8217;s right, life as a priest is finally ready to begin. Before you jump back into killing stuff &#8230; When we last left off, our baby priest had just hit level 10, the [...]


Related posts:<ol><li><a href='http://freewowguide.org/wow-priest-guide-leveling-shadow-priest-from-level-20-to-level-40/' rel='bookmark' title='Permanent Link: WoW Priest Guide: Leveling shadow priest from level 20 to level 40'>WoW Priest Guide: Leveling shadow priest from level 20 to level 40</a> <small>by Fox Van Allen In this latest installment of the...</small></li>
<li><a href='http://freewowguide.org/low-level-gold-making-tip/' rel='bookmark' title='Permanent Link: Low-Level Gold-Making Tip'>Low-Level Gold-Making Tip</a> <small>I was reading some articles this morning about farming. Eh,...</small></li>
<li><a href='http://freewowguide.org/wow-priest-guide-starting-a-shadow-priest-from-scratch/' rel='bookmark' title='Permanent Link: WoW Priest Guide: Starting a shadow priest from scratch'>WoW Priest Guide: Starting a shadow priest from scratch</a> <small>by Fox Van Allen Playing dress up If this priest...</small></li>
</ol>

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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/fox-van-allen/">Fox Van Allen</a></strong></p>
<p>This week, we&#8217;re digging a bit deeper, getting to 20, rocking some instances and  doing some PvP &#8212; that&#8217;s right, life as a priest is finally ready to begin.</p>
<p><strong>Before you jump back into killing stuff &#8230;</strong></p>
<p>When we last left  off, our baby priest had just hit level 10, the first major milestone to the end  game. <em>World of Warcraft </em>isn&#8217;t just about <a href="http://www.wowhead.com/npc=6466/">the wanton slaughter of the  innocent</a>. It&#8217;s also about <a href="http://www.wowhead.com/spell=51296">broiling meats</a> and <a href="http://www.wowhead.com/spell=51309">sewing dresses</a>. You&#8217;re allowed to  grab two main professions on each character. They&#8217;re a terrific source of buffs  and sellable materials.</p>
<p>A lot of you will probably pick your professions  as soon as you can (level 5), but if you haven&#8217;t yet, this is definitely the  time. If you&#8217;ve already grabbed your professions, now would be a good time to  make sure you&#8217;re up to speed. As a good rule of thumb, you should increase your  skill in each profession by five points per level. (That is, when you hit level  10, you&#8217;ll be well up to speed if your professional skills are all at 50 or  better.)</p>
<p><span id="more-9364"></span></p>
<p><strong>Fishing and Cooking</strong> You should always grab  these professions, as they don&#8217;t count against your limit of two. Fishing and  Cooking are good to level side by side, since you can usually cook what you fish  up. Eating food restores your health (and sometimes your mana), and usually puts  a <a href="http://www.wowhead.com/spell=19705">Well Fed</a> buff on you as well.  The buffs aren&#8217;t the best at these low levels, but they get increasingly  valuable as you level.</p>
<p><a href="http://www.wowhead.com/spell=45542"><strong>First Aid</strong></a> is a pretty useless skill  for a priest since we can cast healing spells. It&#8217;s also fairly expensive to  level (<a href="http://www.wowhead.com/item=2592">Wool Cloth</a> tends to be  especially expensive Horde side), so don&#8217;t put too much effort into it. If it&#8217;s  been a long time since you&#8217;ve leveled a character last, it&#8217;s worth noting that  you don&#8217;t need to find <a href="http://www.wowhead.com/item=16084">First Aid  books</a> or <a href="http://www.wowhead.com/quest=6624">complete quests</a> to  level this skill anymore &#8212; you can just visit a trainer now.</p>
<p>For our purposes here as a  leveling shadow priest, I find that the duo of Tailoring and Enchanting work  well together &#8212; you get to create the best armor for yourself as soon as it&#8217;s  available, and then improve the stats on it. Alchemy and Herbalism also work  well together &#8212; you can create <a href="http://www.wowhead.com/item=3383">long-lived spell casting buffs</a> for  yourself and sell whatever herbs you don&#8217;t need on the auction house for  profit.</p>
<p><strong>Making travel  easy</strong></p>
<p>Back in vanilla WoW, getting from place to place kinda stunk.  You&#8217;d have to take flights (some of which last upwards of ten minutes) or wait  impatiently on a dock for a ship to arrive. Nothing says fun like tabbing out of  <em>World of Warcraft</em> during a lengthy travel session to go read some  boring article on some stupid website or something.<br />
To make things a  little bit easier travel wise, offer a few gold in trade to buy a mage port to  Dalaran. You can&#8217;t go questing in Northrend yet, of course, but Dalaran has  portals to every major city of your faction. Just be sure to visit the innkeeper  at the Legerdemain Inn and set your Hearthstone so you can get back on your  own.</p>
<p><strong>Spells from level  10 to 19</strong></p>
<p>At Level 10, we have a very limited toolbox when it comes  to spells &#8212; <a href="http://www.wowhead.com/spell=585">Smite</a>, <a href="http://www.wowhead.com/spell=8092">Mind Blast</a>, and <a href="http://www.wowhead.com/spell=17">Power Word: Shield</a> are the ones we&#8217;ll  get most use of. As we head to level 20, we&#8217;ll again be learning new spells  every 2 levels. There really is something worth getting every second level, so  at the very <em>least</em>, try to visit your class trainer once every 4  levels.</p>
<ul>
<li><strong>Level 12</strong> At level 12, you learn <a href="http://www.wowhead.com/spell=25431">Inner Fire</a>, a buff that  temporarily increases your armor. From here on out, if you&#8217;re playing a priest  in <em>World of Warcraft</em>, you should have this buff active at all times.  The good news is that the added armor makes your clothie priest as resilient to  damage as a more hearty mail wearer; the bad news is that Inner Fire expires  after you take 20 hits of damage (or after 32 hits, if you put talent points in  <a href="http://www.wowhead.com/spell=14771">Improved Inner Fire</a>). You can  only cast it on yourself.</li>
<li><strong>Level 14</strong> At level 14, you learn new  ranks of Smite and Renew, boosting the power of those two respective spells. You  also learn two new spells: <a href="http://www.wowhead.com/spell=528">Cure  Disease</a> and <a href="http://www.wowhead.com/spell=10890">Psychic Scream</a>.  The former does exactly what it advertises. The latter sends enemies attacking  you in a random scatter, allowing you time to escape, regroup, or <a href="http://www.wowhead.com/spell=58984">Shadowmeld</a> (for those who are  rolling Night Elves). Psychic Scream is a must-have spell in PvP, but it should  only be used as a last resort in PvE &#8212; scattering your enemies in random  directions typically leads to them running into packs of other enemies, which  complicates matters exponentially.</li>
<li><strong>Level 16 </strong>At level 16, you learn <a href="http://www.wowhead.com/spell=2054">Heal</a>, a spell that does exactly  what you think it does. You also learn a new rank of Mind Blast.</li>
<li><strong>Level 18 </strong>The new spell you learn at  level 18 is <a href="http://www.wowhead.com/spell=988">Dispel Magic</a>, which  unfortunately does not find much use in leveling situations outside of PvP.  That&#8217;s no reason to skip visiting your trainer, though &#8212; you also get new ranks  of Power Word: Shield and <a href="http://www.wowhead.com/spell=589">Shadow  Word: Pain</a> at level 18.</li>
</ul>
<p>So, which of these spells will find their  way into your regular rotation as you make your way to level 20? Er &#8230; well &#8230;  none of them, really. We&#8217;ll mostly be using Smite and Mind Blast to attack, and  Power Word: Shield to defend ourselves through the onslaught of attacks (with  the occasional healing spell thrown in).</p>
<p><strong><br />
</strong><strong>Talent  points</strong></p>
<p>Once you hit level 10, you&#8217;ll start earning a talent point  with each new level. Now listen &#8212; I know you want to be a shadow priest because  we&#8217;re all shadowy and cool and slightly purple. But look at that flow chart  above &#8212; you&#8217;re mostly going to be casting Smite over and over again, even  through level 19. We&#8217;ll revisit our talent build at a number of points  throughout the leveling process, but for now, you really do want to consider  putting a handful of talent points into the holy tree.</p>
<p>The three best talents to consider while leveling to 20  are:</p>
<ul>
<li><a href="http://www.wowhead.com/spell=15336"><strong>Spirit Tap</strong></a> (3/3): A basic shadow  tree talent to help with mana regen.</li>
<li><a href="http://www.wowhead.com/spell=15011"><strong>Holy Specialization</strong></a> (5/5): Boosts  your chance to get a critical hit with holy spells by 1% per point.</li>
<li><a href="http://www.wowhead.com/spell=18535/"><strong>Divine Fury</strong></a> (5/5): Reduces the  cast time of major holy spells by 0.1 second per point.</li>
</ul>
<p>Those three  will get you throwing out more powerful blasts of Smite quicker, with the least  amount of downtime between enemy pulls. This will not only make your early solo  questing smoother, but also give you a nice boost if you ever decide to heal one  of the early five-man instances. (More on that later.)</p>
<p><strong>Early glyphs</strong></p>
<p>At level 15, you&#8217;ll be able to further customize your  priest by choosing one major and one minor glyph to give your abilities a boost.  Your options at this low level are extremely limited &#8212; your best choices are  the <a href="http://www.wowhead.com/item=42402">Glyph of Inner Fire</a> (most  recommended) and the <a href="http://www.wowhead.com/item=42408">Glyph of Power  Word: Shield</a> (another strong choice for leveling). As for minor glyphs, the  only one worth picking up at this point is the <a href="http://www.wowhead.com/item=43371">Glyph of  Fortitude</a>.<br />
<strong><br />
</strong><strong>Where to  quest</strong></p>
<p>A large part of <em>World of Warcraft</em> is the solo  questing aspect. To get the most out of it, of course, you want to spend your  time at the areas best aligned with your current level, otherwise you either  won&#8217;t be able to pick up quests (or the quests you can pick up will be worth  virtually nothing to finish).</p>
<p>Alliance characters will find quests  available in Loch Modan (levels 10-19), Westfall (10-19), Bloodmyst Isle  (10-19), Darkshore (10-19), and Duskwood (18+). Horde players should favor the  Ghostlands (10-19), Silverpine Forest (10-19), and The Barrens (10-25). Alliance  and Horde can find things to do in Redridge Mountains (15+), Ashenvale (18+),  and Stonetalon Mountains (17+), though the first two are skewed more towards  Alliance and the latter is skewed towards Horde.</p>
<p>Remember, a lot of the  areas you&#8217;ll be visiting during this time will be experiencing grand makeovers  in <em>Cataclysm</em>, so appreciate the scenery (and the lore-rich quests) now  while you still can &#8212; they&#8217;ll only be around for another couple months.<br />
<strong><br />
</strong><strong>Trying your hand  at PvP</strong></p>
<p>Once you pass level 10, you&#8217;ll find yourself able to enter  battlegrounds with your newly minted priest &#8212; specifically, <strong>Warsong  Gulch</strong>. <a href="http://www.wowwiki.com/Warsong_Gulch">Warsong Gulch</a> is a 10 vs. 10 capture-the-flag-style game played the best three matches out of  five. The entrance to Warsong Gulch is found in <a href="http://www.wowhead.com/zone=331">Ashenvale</a>, though you can also sign  up for a battle by visiting a <a href="http://www.wowhead.com/npc=14981">Warsong  Gulch Battlemaster in a capital city</a> or pulling up your character&#8217;s PvP menu  at any time.</p>
<p>At early levels, there&#8217;s not much PvP opportunity  for shadow priests &#8212; the basic mechanics of battlegrounds encourage you to  sling heals and use Power Word: Shield. It stinks not being the hero who gets to  carry the flag, but keeping the flag carrier (or flag defender) buffed with PW:S  and Renew is just as vital a job. And don&#8217;t forget your access to Psychic Scream  &#8212; it&#8217;s a literal lifesaver in battlegrounds.</p>
<p><strong>If PvP is not your  thing, you can still take advantage of the Warsong Gulch rewards!</strong> In  last week&#8217;s edition of this guide, I suggested you have a well-off level 80 alt  send you a bind-on-account <a href="http://www.wowhead.com/item=44115">Wintergrasp Commendations</a>, worth  2000 points of honor. Once you hit level 18, you&#8217;ll be able to use that currency  to buy, equip and wear the <a href="http://www.wowhead.com/item=20431">Lorekeeper&#8217;s Ring</a> [A] / <a href="http://www.wowhead.com/item=20426">Advisor&#8217;s Ring</a> [H] and the <a href="http://www.wowhead.com/item=20428">Caretaker&#8217;s Cape</a> [A] / <a href="http://www.wowhead.com/item=20427">Battle Healer&#8217;s Cloak</a> [H]. Both are  terrific bargains at 100 honor each, and unlike level 80 PvP items, they&#8217;re  perfectly itemized for solo questing. You can get these from <a href="http://www.wowhead.com/npc=14753">Illiyana Moonblaze</a> [A] or <a href="http://www.wowhead.com/npc=14754">Kelm Hargunth</a> [H] at your faction&#8217;s  entrance to the Warsong Gulch battleground in Ashenvale. In the old days, you&#8217;d  actually need to grind multiple wins in Warsong to buy these, so take advantage  of the latest patch changes!</p>
<p>Of course, even if you don&#8217;t have access to  the &#8220;easy honor&#8221; of a level 80, grinding 100 points of honor should be a simple  affair of running a couple Warsong Gulch battlegrounds. If this is the case, you  probably don&#8217;t have heirlooms, so think about buying the caster <a href="http://www.wowhead.com/item=20425">staff</a> (500 honor) and <a href="http://www.wowhead.com/item=21566">trinket</a> (300 honor) while you&#8217;re  there.</p>
<p><strong>Instances and the  dungeon finder tool</strong></p>
<p>Patch 3.3 heralded the advent of the supremely  useful dungeon finder tool, letting you queue up to run instances even from the  safety of your own capitol city, starting at level 15. The benefits are obvious:  lots of experience, and rare quality (blue) drops, plus an extra, random blue  bind-on-pickup item if you finish a random dungeon. Oh, money too. The only  thing you don&#8217;t have lavished on you is good looks (but thankfully, yours truly  has enough of that to cover the both of us).</p>
<p>Remember, these early  dungeons are supposed to be relatively easy in difficulty, so don&#8217;t fret too  much about not having the right level of skill or gear to run these. True blue  future shadow priests will choose to queue for dungeons as DPS, though you could  cut the wait by queuing as a healer. There&#8217;s more pressure on you as a healer,  but you should probably get the hang of things quickly given how forgiving the  enemies are in these.</p>
<p>On the way to level 20, you&#8217;ll have access to five  different instances (with the minimum level at which you can enter each using  the dungeon finder tool in parentheses):</p>
<ul>
<li><a href="http://www.wowwiki.com/Ragefire_Chasm"><strong>Ragefire Chasm</strong></a> (minimum 15): Once  available almost exclusively to Horde characters, any player of appropriate  level can now try Ragefire Chasm (RFC) using the dungeon finder. Horde players  will want to pick up the quests involving RFC for extra experience, though these  are scattered in Undercity, Thunder Bluff, and Orgrimmar. Priests will be  interested in trying to grab the <a href="http://www.wowhead.com/item=14150">Robe of Evocation</a> that drops off  Jergosh the Invoker and the <a href="http://www.wowhead.com/item=14148">Crystalline Cuffs</a> that drop off  Taragaman the Hungerer. Both have high drop rates (~33%) and are easily  farmable. RFC makes for an excellent &#8220;beginners&#8221; dungeon where you can learn the  mechanics of participating in a five-man group &#8212; grabbing aggro is seldom fatal  (unless sustained).</li>
<li><a href="http://www.wowwiki.com/Deadmines"><strong>Deadmines</strong></a> (minimum 15): The  Deadmines has higher level enemies than RFC does, but the rewards are slightly  better. All available Deadmines quests are Alliance only &#8212; two are obtained in  Westfall, and <a href="http://www.wowhead.com/quest=2040">the third</a> is  obtained from Shoni the Silent in the Dwarven District of Stormwind. The prime  drops to look for as a priest are the <a href="http://www.wowhead.com/item=1156">Lavishly Jeweled Ring</a> from Gilnid,  the <a href="http://www.wowhead.com/item=5195">Gold Flecked Gloves</a> from  Sneed, and <a href="http://www.wowhead.com/item=5198">Cookie&#8217;s Stirring Rod</a> from Cookie. If you don&#8217;t have heirlooms, you&#8217;ll also want the <a href="http://www.wowhead.com/item=5201">Emberstone Staff</a> from Captain  Greenskin and the <a href="http://www.wowhead.com/item=5202">Corsair&#8217;s  Overshirt</a> from Edwin VanCleef. Alliance players should also loot VanCleef to  get <a href="http://www.wowhead.com/item=2874">An Unsent Letter</a>, which  starts a quest.</li>
<li><a href="http://www.wowwiki.com/Wailing_Caverns"><strong>Wailing Caverns</strong></a> (minimum 15):  Located in the Barrens, Wailing Caverns (WC) is similar to the Deadmines in  difficulty. Most of the quests involving WC are for Horde characters, and start  in Thunder Bluff of Crossroads, though both factions can pick up neutral quests  in Ratchet. The boss drops to look for here are the <a href="http://www.wowhead.com/item=5970">Serpent Gloves</a> off Lord Serpentis  and the <a href="http://www.wowhead.com/item=6463">Deep Fathom Ring</a> off  Mutanus the Devourer. Those without heirlooms will have interest in the <a href="http://www.wowhead.com/item=6465">Robe of the Moccasin</a> off Lord  Cobrahn, the <a href="http://www.wowhead.com/item=6461">Slime-encrusted Pads</a> (with some helpful mana regen), and Verdan the Everliving&#8217;s two-handed staff,  the <a href="http://www.wowhead.com/item=6631">Living Root</a>.</li>
<li><a href="http://www.wowwiki.com/Shadowfang_Keep"><strong>Shadowfang Keep</strong></a> (minimum 16): Most  of the Shadowfang Keep (SFK) quests are for Horde characters (starting at The  Sepulcher and Undercity), but you&#8217;ll be hard pressed to pick any of them up at  lower levels. The main drop you&#8217;ll want out of SFK is the <a href="http://www.wowhead.com/item=6392">Belt of Arugal</a> off of Archmage  Arugal himself. If you don&#8217;t have heirlooms, SFK is a goldmine of great drops:  You can grab the <a href="http://www.wowhead.com/item=6324">Robes of Arugal</a> off Archmage Arugal, Wolf Master Nandos drops the <a href="http://www.wowhead.com/item=3748">Feline Mantle</a>, and stamina-hungry  priests will like the <a href="http://www.wowhead.com/item=6226">Bloody  Apron</a> off Razorclaw the Butcher. Also keep an eye out for some great,  sellable bind-on-equip drops that you can sell on auction (or equip, like the <a href="http://www.wowhead.com/item=1484">Witching Stave</a>).</li>
<li><a href="http://www.wowwiki.com/Blackfathom_Deeps"><strong>Blackfathom Deeps</strong></a> (minimum 19):  Noted here for the sake of completeness, since you technically can get in. The  enemies in Blackfathom Deeps will be exceptionally difficult to hit before  getting to level 20, and this will be a challenge to heal if you&#8217;re under 20, as  well.</li>
</ul>
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		<title>WoW Death Knight Guide: Basic PvP tips and tricks for death knights</title>
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		<pubDate>Thu, 17 Jun 2010 07:31:36 +0000</pubDate>
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		<guid isPermaLink="false">http://freewowguide.org/?p=9192</guid>
		<description><![CDATA[by Daniel Whitcomb With Wrath more or less winding down and only the Ruby Sanctum before us at some nebulous point in the future, a lot of us are wandering around with full PvE gear and currency tabs full of emblems looking for a place to go. One easy place to let off some of [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/daniel-whitcomb/">Daniel Whitcomb</a></strong></p>
<p>With <em>Wrath </em>more or less winding down and only the Ruby Sanctum before  us at some nebulous point in the future, a lot of us are wandering around with  full PvE gear and currency tabs full of emblems looking for a place to go. One  easy place to let off some of that steam is with PvP. Be it arena, battlegrounds  or (admittedly pretty rare these days) world PvP, this article will give you  some basic tips to get yourself squared away with the gear and spec you need to  start off on the right foot.</p>
<p>This is by no means a complete guide to  absolutely every aspect of death knight PvP. This&#8217;ll help you get your feet wet  and get properly geared, but there&#8217;s always more to learn, especially in the  dynamic, ever-changing world of PvP combat strategy and tactics. Still, nothing  gives you a better start on the road to skill than a good foundation in stats  and speccing, so let&#8217;s start this up.</p>
<p><span id="more-9192"></span></p>
<p><strong><br />
</strong><strong> </strong></p>
<p><strong> </strong></p>
<p>Spec and talent  advice<strong><br />
</strong><br />
If you&#8217;re serious about PvP these days,  you&#8217;re probably going to be speccing unholy, specifically <a href="http://www.wowhead.com/talent#jZMGxzbMZfMGI00dgfuzbucqo:LbcmVz">something  close to this 0/17/54 build</a>. Unholy&#8217;s very useful because it not only gives  you extra resistance to magic damage, but also allows you to stack massive,  armor-ignoring magic damage between <a href="http://www.wowhead.com/spell=55271">Scourge Strike</a>, diseases and <a href="http://www.wowhead.com/spell=49895">Death Coil</a>, as well as giving you  an extra form of crowd control and healer harassment via the Ghoul. What&#8217;s  nearly as important, though, is how you spend points in the frost  tree.</p>
<p>In the frost tree, you&#8217;ll want to grab <a href="http://www.wowhead.com/spell=50147">Runic Power Mastery </a>so you can  churn out three Death Coils when you&#8217;re bursting down your target. <a href="http://www.wowhead.com/spell=49787">Toughness</a> will boost you to tier  2, and give you some resistance again snaring effects. In tier 2, grabbing <a href="http://www.wowhead.com/spell=55062">Icy Reach</a> will let you apply  Chains of Ice from further away, and Black Ice makes your <a href="http://www.wowhead.com/spell=49664">Death Coil</a> hit that much harder.  Of course, you&#8217;ll get what you really came here for in the next two tiers: <a href="http://www.wowhead.com/spell=49039">Lichborne</a> gives you another  get-out-of-trouble-free card and a way to self-heal with Death Coil, and <a href="http://www.wowhead.com/spell=49657">Endless Winter</a> makes your <a href="http://www.wowhead.com/spell=47528">Mind Freeze</a> free to use and gives  you some extra strength for bursting down enemies.</p>
<p><strong>Stats to  get</strong></p>
<p>In deciding which stats to get, resilience and stamina are of  course, of supreme importance. That said, you&#8217;ll get most of the stamina and  resilience you really need from the <a href="http://www.wowhead.com/itemset=-269">PvP armor sets</a>. if you&#8217;re kitting  yourself out with PvP gear, you&#8217;ll get most of what you need. Besides staying  alive, you also need to actually do damage, which means you need to focus on a  few other stats:</p>
<ul>
<li><strong>Hit rating</strong> 5% hit rating will let  you hit people with your two-handed weapon and your weapon strikes. Let <a href="http://www.wowhead.com/spell=49568">Virulence</a> take care of the rest as  far as spell hit goes, but you want that hit rating. Missing a key Scourge  Strike or <a href="http://www.wowhead.com/spell=47476">Strangulate</a> could  spell the difference between that priest dying or getting a heal off.</li>
<li><strong>Spell penetration </strong>You&#8217;ll want to  have approximately 130 spell penetration. Spell penetration gets your spell-like  effects past any innate or buff-granted resistances on your targets. You&#8217;ll be  glad you have it when your Strangulate hits and stops that shaman from winding  up another <a href="http://www.wowhead.com/spell=55459">Chain Heal</a>. Spell  Penetration is also a lot easier to grab than you might imagine. <a href="http://www.wowhead.com/item=40122">Four Stormy Majestic Zircons</a> will  get you a cool 100 spell penetration, and you can use <a href="http://www.wowhead.com/spell=44582">Spell Piercing</a> on your cloak to  get to 135 spell penetration.</li>
<li><strong>Strength and critical strike rating </strong>You&#8217;ll want these as well. While a death knight&#8217;s role in a PvP team is  almost always primarily utility, you&#8217;ll still be bringing a lot of DPS pain, so  you&#8217;ll want to buff your damage output as much as possible. Generally, strength  is better than critical strike rating, but get a decent balance if you can. Your  burst damage will thank you if you keep a decent critical strike rating. If  you&#8217;re not killing people fast enough, it may be time to start enchanting and  gemming for strength after spell penetration and hit, or to use PvE DPS pieces  on your rings, neck and cloak slots. However, don&#8217;t overdo it on PvE pieces.  You&#8217;ll still probably at least want your main armor slots to be PvP gear.</li>
</ul>
<p><strong>Playstyle and  general tips</strong><strong><br />
</strong><br />
Essentially, a death knight&#8217;s role  in group PvP will almost always be utility. We can dish out a decent amount of  pain, but often it&#8217;s best to leave the specifics to other DPS while we crowd  control, interrupt and otherwise harass the opposition, especially casters and  healers. Essentially, you are going to want to be read to deploy <a href="http://www.wowhead.com/spell=49576">Death Grip</a>, <a href="http://www.wowhead.com/spell=47476">Strangulate</a>, <a href="http://www.wowhead.com/spell=47528">Mind Freeze</a>, <a href="http://www.wowhead.com/spell=45524">Chains of Ice</a> and your ghoul&#8217;s <a href="http://www.wowhead.com/spell=47481">Gnaw </a>ability at any time. Once you  have that all ready to use, you&#8217;ll want to use it &#8212; but not all at once.  Consider each button precious.</p>
<p>Learn to time skill use for when it&#8217;s  most advantageous. For example, use Death Grip and Chains of Ice to wrangle in a  mage or warlock after they&#8217;ve used <a href="http://www.wowhead.com/spell=1953">Blink</a> or <a href="http://www.wowhead.com/spell=48020/demonic-circle-teleport">Demonic  Circle.</a> That way, they can&#8217;t just teleport away. Use your Ghoul&#8217;s Gnaw to  break up a stunlock by using it just as your enemy&#8217;s stun is about to wear off,  giving yourself time to get away from them or put up your own defenses before  they can recover (and in the case of rogues, use another stun). Death Grip is  also great as an emergency interrupt.</p>
<p>Likewise, don&#8217;t forget to use <a href="http://www.wowhead.com/spell=48792/icebound-fortitude">Icebound  Fortitude</a>,<a href="http://www.wowhead.com/spell=49039"> Lichborne</a> and <a href="http://www.wowhead.com/spell=48707">Anti-Magic Shell</a>. Learn what  status effects each one cancels or avoids and be ready to use them to outlast  and survive. For example, Lichborne will turn you undead, thus make you immune  to most forms of traditional crowd control, and Anti-Magic Shell not only  absorbs magic damage but poisons too, and it&#8217;ll leave you immune to negative  effects such as traps and roots as well. Plus, the shell gives you plenty of  runic power, so when it&#8217;s time to burst your target down, you have three Death  Coils ready to go.</p>
<p>Another important tool to remember for a PvP death  knight is <a href="http://www.wowhead.com/spell=47568">Empower Rune Weapon</a>.  This can give you emergency runes for a Chains of Ice or Strangulate or another  such spell, or it can be used while burst to provide you with another couple  Scourge Strikes if your first burst doesn&#8217;t finish off your target. Keep this  button handy for sure.</p>
<p>You&#8217;ll also want to learn  Ghoul control. Don&#8217;t keep your abilities on autocast. You&#8217;ll want to be able  to cast Leap, Gnaw or Huddle at a moment&#8217;s notice. You&#8217;ll especially want to get  good at using <a href="http://www.wowhead.com/spell=47484">Huddle</a> and <a href="http://www.wowhead.com/spell=47482">Leap</a> to help your Ghoul outlast or  escape if it gets focused for killing. Remember, your Ghoul can use Leap to leap  to an ally as well, which can be great for support or escape purposes.</p>
<p>As  far as which presence to use, all three have their place. <a href="http://www.wowhead.com/spell=48263">Frost Presence</a> is useful when  you&#8217;re getting focus-fired, and many arena death knights like to keep it on at  the beginning of a battle until they&#8217;re sure they aren&#8217;t going to be focused to  start off. <a href="http://www.wowhead.com/spell=48266">Blood Presence </a>is  still a good heavy hitter, but many death knights will stay in <a href="http://www.wowhead.com/spell=48265">Unholy Presence</a> in order to  squeeze out more quick burst damage thanks to the shorter global cooldown and  for the run speed increase.</p>
<p>As you fight more and more, you should start  getting a better feel for what works and what doesn&#8217;t, so keep it at it. If you know what tricks the enemy&#8217;s expecting from  you, it&#8217;s easier to figure out your own ways to counter.</p>
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		<title>WoW Healers&#8217; Guide: 15 tips for brand new healers</title>
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		<pubDate>Wed, 16 Jun 2010 06:28:44 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<guid isPermaLink="false">http://freewowguide.org/?p=9184</guid>
		<description><![CDATA[by Bethany Myers So you&#8217;re ready to venture into the thankless realm of healing? It&#8217;s not for the faint of heart. You will be begged to heal an instance you hate and blamed for deaths that aren&#8217;t your fault, only to lose gear upgrades to DPS &#8212; all in the same run! On the other [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/bethany-myers/">Bethany Myers</a></strong></p>
<p>So you&#8217;re ready to venture into the thankless realm of healing? It&#8217;s not for the  faint of heart. You will be begged to heal an instance you hate and blamed for  deaths that aren&#8217;t your fault, only to lose gear upgrades to DPS &#8212; all in the  same run! On the other hand, healing can be a nice diversion from faceroll  macro-mashing, and it&#8217;s definitely nice to have instant dungeon  queues.</p>
<p>Whether you&#8217;re changing specs at level 80 to help your guild  progression, stepping into The Deadmines as a level 18 healer or twinking out a  battleground medic &#8212; here are some helpful hints as you prepare to make those  health bars greener.</p>
<p>5-man  PvE<strong><br />
Regular dungeons, heroics and group quests in which you  are the only healer</strong><br />
<span id="more-9184"></span></p>
<ol>
<li><strong>The tank is your #1 priority.</strong> Your  tank is either a bear or the person in plate armor with the highest health. You  must keep the tank alive at all costs so that the monsters can hit him or her  instead of you. A dead tank almost always means a wipe.</li>
<li><strong>You are your #2 priority.</strong> When the  stuff hits the fan, someone might pull aggro and die. Dead DPS shouldn&#8217;t  automatically mean the fight is over; many groups can still win the with the  loss of just one DPSer. But a dead healer can&#8217;t heal the tank, and you can guess  where that will probably end.</li>
<li><strong>Learn and use your bread and butter spells. </strong>Every healing class has multiple spells designed for different  circumstances. Learn your class&#8217; abilities. Different types of spells include  HOTs, shields, short- and long-casting direct heals, multiple-target heals, AoE  heals and combinations of all of these. Though it will take practice to perfect  your timing and use of them, knowing what you&#8217;ve got is half the battle!</li>
<li><strong>Watch your mana bar.</strong> You can&#8217;t heal  without mana, so make sure you always have plenty of drinks in your bag. If  you&#8217;re out of combat and your mana bar isn&#8217;t full, drink. It could mean the  difference between a sloppy pull that wipes your group and one that doesn&#8217;t.</li>
<li><strong>Buff.</strong> Give the ones you&#8217;ve got, and  don&#8217;t be shy to ask for buffs from your party members. Also remember to ask for  a soulstone and healthstone from warlocks and conjured food and water from  mages.</li>
</ol>
<p>Raid  PvE<strong><br />
Groups of 10+ in which you must cooperate with other  healers</strong></p>
<ol>
<li><strong>Talk about healing assignments.</strong> If  the healers are grouped together, ask in party chat. If you&#8217;re not in the same  group, make a channel for healers to discuss strategy. Each healer should be  very clear on his or her specific target(s) and roles during the fight. This  helps avoid confusion, mana waste and overlapping cooldowns.</li>
<li><strong>Use the Set Focus feature.</strong> Right  click on the main tank or off tank&#8217;s portrait and select Set Focus. You can  switch back to your primary target quickly after throwing a heal on someone  else.</li>
<li><strong>Eat your consumables.</strong> Obvious  advice is obvious, but you&#8217;d be amazed at how many moochers don&#8217;t want to spend  the time and money on consumables. Bring your own if your guild doesn&#8217;t have an  assigned consumable-giver. In PUGs, it&#8217;s safest to assume that no one else will  bring the Fish Feast. At minimum, you should have a food buff and mana potions.  For progression content, you will want to add elixirs and/or flasks. Pull your  own weight and remember to buff your weakest area &#8212; if you never struggle with  mana, better to buff your throughput, and vice versa.</li>
<li><strong>Run a healing meter.</strong> Don&#8217;t obsess  about being at the top. Like your GearScore, the meter is just a tool, not the  total measure of a player. It&#8217;s much more important to perform your assigned  role (see above) and keep one person alive than to top the meter.</li>
<li><strong>Analyze the healing meter.</strong> Learn  to read it. Pay attention to your playstyle. If you tend to run out of mana  before the fight is over, look closely at your overhealing. Figure out where you  can improve.</li>
</ol>
<p>PvP<strong><br />
</strong><strong>Healing  in arenas and battlegrounds</strong></p>
<ol>
<li><strong>If you want to win, use Vent.</strong><em> </em>Arena playstyle depends totally on your team combination, so communicate  with your teammates. Likewise, premade battlegrounds benefit enormously from  voice communication.</li>
<li><strong>Don&#8217;t wander off. </strong>Battleground  play is a free-for-all. Stick close to your teammates &#8212; not many healing specs  in healing gear can last long one on one versus a DPS class. If you go off on  your own to cap a flag or whatever, you&#8217;ll probably die. Remember your support  role and bring a DPSer or two with you.</li>
<li><strong>Get a specialized UI.</strong> Special UIs  are a requirement in arenas; you need unit frames that will show you critical  information about the opposite team. Battlegrounds are the last vestige of  40-man raids &#8212; reason enough to ditch Blizzard&#8217;s cluttered raid UI. Also,  mouseover macros are incredibly helpful.</li>
<li><strong>Go on the defensive.</strong> Use your  pre-emptive healing spells (particularly shields and HOTs) to absorb damage at  the beginning, rather than waiting until everyone around you is at half health.  Be proactive, not reactive.</li>
<li><strong>Heal yourself first.</strong> If the other  team is paying attention, they will try to interrupt your casting and focus fire  you. Don&#8217;t let them. The longer you can keep yourself alive through their  attack, the longer your teammates can DPS the people targeting you.</li>
</ol>
<p>Of course, these tips don&#8217;t even begin to cover the complicated  world of <em>WoW</em> healing. There is a wealth of information out there. When  you have a question about your healer&#8217;s spec, gear, abilities or a particular  fight &#8212; do your research. The best tip I can give you is to take advantage of  the <em>WoW</em> community&#8217;s extensive resources. Know your class. Guilds and  PUGs alike will be impressed, and you will gain a reputation for being a pro  healer. Keeping your friends alive is a very rewarding job. You might even start  to love it!</p>
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		<title>WoW Hunter Guide: Transitioning to hunter PvP</title>
		<link>http://freewowguide.org/wow-hunter-guide-transitioning-to-hunter-pvp/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=wow-hunter-guide-transitioning-to-hunter-pvp</link>
		<comments>http://freewowguide.org/wow-hunter-guide-transitioning-to-hunter-pvp/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 03:59:20 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<guid isPermaLink="false">http://freewowguide.org/?p=9111</guid>
		<description><![CDATA[by Basil Berntsen Hunter PvP is fun. It&#8217;s a lot of fun. It&#8217;s also something you can jump into any time, compared to raiding where you have to be in a guild that is managing to continue running content. A lot of people are getting into it for the first time but are having trouble [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/basil-berntsen/">Basil Berntsen</a></strong></p>
<p>Hunter PvP is fun. It&#8217;s a lot of fun. It&#8217;s also something you can jump into any  time, compared to raiding where you have to be in a guild that is managing to  continue running content. A lot of people are getting into it for the first time  but are having trouble getting started.</p>
<p><strong>Start with the  gear</strong></p>
<p>The average hunter with a bit of PvE experience and gear will  queue up for a random battleground and get mulched. Hunters are almost as  squishy as mages, and until you get some resilience, you&#8217;re going to die a lot.  The best thing you can do while you&#8217;re in this state is to use your cooldowns to  extend your death, stick with healers and do as much damage as you can before  you croak. Hunter damage is insanely high &#8212; the phrase &#8220;it goes to 11&#8243; doesn&#8217;t  begin to cover it. The problem is that if you can die to a single warlock DoT,  you won&#8217;t be able to apply this pressure for long.</p>
<p>The process of getting  the required resilience is fairly painless, if a little long. All the ilvl 264  non-set pieces are available for honor points. Assuming you want to start in  battlegrounds, you want to aim for a balance between survivability (resilience  and stamina) and offensive pressure (agility, AP, crit, <a href="http://www.wowhead.com/spell=34484">int</a>, and to a lesser extent, ArP  and haste).</p>
<p><span id="more-9111"></span></p>
<p>First  off, take stock of your resources. The honor you have is part of it, but  remember that <a href="http://www.wowhead.com/item=43228">Stone Keeper&#8217;s  Shards</a>, old battleground marks and <a href="http://www.wowhead.com/item=43589">Wintergrasp Marks of Honor</a> are all  tradable for honor.</p>
<p>Your hit list for gear is <a href="http://www.wowhead.com/items?filter=qu=4;sl=16:18:5:8:11:10:1:7:2:3:12:6:9;minle=245;maxle=264;ub=3;cr=79:123:125;crs=1:3:3;crv=0:0:0;gb=0#0-2+1">here</a>.  Of this list, you want to focus on pieces that either replace something very  weak for PvP or have agility in addition to resilience. If you have any really  strong pieces of PvE gear, don&#8217;t replace them at all until you&#8217;re able to use  equally strong PvP gear. At the very top of your list, you want to get:</p>
<ul>
<li>the 264 <a href="http://www.wowhead.com/item=51377">PvP trinket</a></li>
<li>the 264 <a href="http://www.wowhead.com/item=51352">wrists</a></li>
<li>the 245 <a href="http://www.wowhead.com/item=41231">boots</a></li>
<li>the 245 <a href="http://www.wowhead.com/item=41236">belt</a></li>
</ul>
<p>Now  let&#8217;s talk about gear sets. PvE gear has a lot of agility, attack power and  crit, all of which are going to mean the most pressure in a fight. It&#8217;s not  worth sacrificing 264 PvE gear for 232 PvP gear unless you really need the  resilience. It is, however, worth getting at least two pieces of the <a href="http://www.wowhead.com/itemset=-219">251 PvP gear</a> for the <a href="http://www.wowhead.com/spell=56449">awesome</a> set <a href="http://www.wowhead.com/spell=71850">bonus</a>. Additionally, all the PvP  set gloves have a nifty non-stat bonus on them. In <a href="http://www.wowhead.com/item=41144">our case</a>, it&#8217;s a <a href="http://www.wowhead.com/spell=61255">reduction of our tranq shot&#8217;s  cooldown</a>. Unless you&#8217;re sporting some really awesome PvE gloves, use the PvP  ones. These 251 set pieces can be purchased with arena points and honor but have  no minimum rating requirements, so you can get them with the arena points from  winning a random BG per day.</p>
<p>Also, run VoA as often as you can. I lucked  out and picked up the <a href="http://www.wowhead.com/item=51461">270 wrathful  legs</a> that way! All the set bonuses are shared, so if you have a high-end  drop from VoA and are forced to take a lower ilevel pair of gloves, you&#8217;ll still  get the resil and attack power set bonuses.</p>
<p>It took me a couple of weeks,  but I am now sporting 730 resilience and maintain a lot of the offensive  pressure I can put out. If I ever decide to get into arena, I&#8217;ll probably start  taking some of the other 264 offset pieces out of my bank that don&#8217;t have any  agility on them and get to 1,000.</p>
<p>A few notes:</p>
<ul>
<li>Never, ever gem for resilience. I did this when I started, and it&#8217;s a  straight up loss. You sacrifice way too much pressure for the little extra  survivability you get.</li>
<li>Enchants are mostly what you&#8217;d expect for PvE; however, Jurgwena, the  outdps.com PvP writer, put together a <a href="http://outdps.com/2009/09/21/how-to-enchant-for-pvp/">pretty comprehensive  list</a> last year that you can use for reference.</li>
<li>As SV or MM, you want a little spell penetration; 75 is the magic number for  SV (which suffers from fire resist because explosive shot is fire damage), and  MM can get away with a little less. I run with a single gem as MM, giving me <a href="http://www.wowhead.com/?item=40122">25 spell penetration</a>.</li>
<li>Your wolf will not cut it for PvP. The extra utility of having a PvP pet  more than outweighs the <a href="http://www.wowhead.com/spell=64495">extra  AP</a> from the wolf. Most hunters like <a href="http://www.wowhead.com/pet=3">spiders</a> or <a href="http://www.wowhead.com/pet=8">crabs</a> (for their <a href="http://www.wowhead.com/spell=4167">Web</a> and <a href="http://www.wowhead.com/spell=53548">Pin</a>). There are other  differentiators, but what cinched my choice (spider) was that <a href="http://www.wowhead.com/spell=53497">Cornered</a> reduces all damage taken  by 60% (which can easily be combined with <a href="http://www.wowhead.com/spell=13542">Mend Pet</a> and <a href="http://www.wowhead.com/spell=1742">Cower</a> to make this pet unfairly  tough), and there is a <a href="http://www.wowhead.com/npc=31747">level 80  tameable spider in Icecrown</a>.</li>
</ul>
<p><strong>Now  what?</strong></p>
<p>Every single fight will be different. Positioning is hugely  important, but the basics remain the same. Understand each class you fight, and  use your strengths to their weaknesses. The defining attack of hunters in PvP is  <a href="http://www.wowhead.com/spell=49050">Aimed Shot</a>. Unless you have a  really good reason not to, always open with this. The healing debuff it applies  allows you to out-DPS a healer if you have people with you. All specs also have  access to <a href="http://www.wowhead.com/spell=19263">Deterrence</a>, <a href="http://www.wowhead.com/spell=781">Disengage</a> and <a href="http://www.wowhead.com/spell=19801">Tranquilizing Shot</a>. Good hunters  will learn when and how to use these.</p>
<ul>
<li>Tranq shot should be on a mouseover macro and used unless there&#8217;s a stalk of  broccoli around <a href="http://www.wowhead.com/spell=48451">lifeblooming</a> everyone.</li>
<li>The only attacks you can make when &#8220;pacified&#8221; by deterrence are traps, so  make use of them. Also, macro a &#8220;/cancelaura deterrence&#8221; somewhere for when you  need it.</li>
<li>Disengage is an amazing tool, but you&#8217;ll need to learn to aim with  your butt. It can be used to gain distance, cover distance and avoid death  from falling (as your falling damage is recalculated based on where you  disengage from).</li>
<li><a href="http://www.wowhead.com/spell=53271">Master&#8217;s Call</a> is awesome  for rooting/snaring classes and can be used with mouseover macros to save  allies.</li>
<li><a href="http://www.wowhead.com/spell=53517">Roar of Recovery</a> can be  used to recharge during a fight, so be aware of your mana.</li>
</ul>
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		<title>WoW PvP Guide: Surviving battleground PUGs</title>
		<link>http://freewowguide.org/wow-pvp-guide-surviving-battleground-pugs/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=wow-pvp-guide-surviving-battleground-pugs</link>
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		<pubDate>Thu, 10 Jun 2010 03:55:13 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
				<category><![CDATA[WoW Battleground]]></category>
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		<guid isPermaLink="false">http://freewowguide.org/?p=9109</guid>
		<description><![CDATA[by Zach Yonzon I&#8217;ve prepared a handy guide for you folks that should help you survive the wonderful world of battleground PUGs. After all, between now and Cataclysm, you just might need it. Before anything else, understand that I&#8217;m advocating a stress-free battleground environment. These aren&#8217;t the rated battlegrounds. These aren&#8217;t arenas. Battleground grinds for [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/zach-yonzon/">Zach Yonzon</a></strong></p>
<p>I&#8217;ve prepared a handy guide for you folks that should help you survive the  wonderful world of battleground PUGs. After all, between now and  <em>Cataclysm</em>, you just might need it.</p>
<p>Before anything else,  understand that I&#8217;m advocating a stress-free battleground environment. These  aren&#8217;t the rated battlegrounds. These aren&#8217;t arenas. Battleground grinds for  honor should be fun, another means to enjoy the game. While I don&#8217;t condone  ruining the experience for your fellow players by playing poorly &#8212; and by  poorly I mean whether as an obnoxious armchair general, a road fighter or an  AFKer &#8212; there&#8217;s no reason to take it so seriously. This brings me to my first  survival tip.</p>
<p><strong>Relax</strong></p>
<p>Unlike  deaths in any other area of the game, battleground deaths are largely  inconsequential. In arenas, a death is pretty much permanent and often directly  leads to your team&#8217;s defeat. In dungeons, raids and even questing, deaths burn a  hole in the pocket as well as waste everyone&#8217;s time with corpse runs or rez  resets. Battlegrounds are pretty unique in the sense that players don&#8217;t have to  treat deaths as a game-breaker. Character deaths are part of the process. I will  even go so far as to say they&#8217;re part of the <em>fun</em>.<br />
<span id="more-9109"></span></p>
<p>Taking away  the gravity of character death also takes away a lot of the pressure. This  doesn&#8217;t mean I play recklessly and carelessly, though. Every second I spend with  the Spirit Healer is a second spent away from a flag or tower. Every second I  spend dead is a second that could have been spent dealing a killing blow.  Basically, I hate dying in a battleground just as much as the next guy &#8212;  probably more &#8212; but I understand that it&#8217;s not going to impact the game in the  same way as it would in other areas of the game. This allows me to play at a  more relaxed pace because there&#8217;s a much larger room for error for individual  performance.</p>
<p>Of course, unlike dungeons or raids, there are clear winners  and losers in a battleground match. But unless you&#8217;re pursuing achievements such  as 100 wins in a battleground, losing really shouldn&#8217;t be a big deal. It will  only really matter when rated games are implemented, but otherwise, you should  be able to shrug it off and move on to the next game. Because you accrue honor  even when you lose matches, it&#8217;s never a useless endeavor. In those times when  you need a victory for your daily quest, it shouldn&#8217;t be too hard to secure at  least <em>one</em>, right? Of course, in those occasions where everything just  can&#8217;t seem to go your way, however, you can always &#8230;</p>
<p><strong>Take a  break</strong></p>
<p>The beauty of pugging is that you can play at your own pace.  The beauty of pugging a <em>battleground</em> is that you can stop any time you  want. As opposed to dungeons or raids, leaving a battleground in the middle of a  match or going AFK for a while without telling anyone won&#8217;t have disastrous  consequences. Nobody will take it against you and you won&#8217;t gain a reputation  for being a terrible party or raid member &#8212; not unless you make a habit of  bailing on teammates or being AFK for long stretches. Taking the occasional  break even while a match is ongoing is excusable. In fact, I recommend  it.</p>
<p>There are periods of inactivity during a battleground match where  your full attention won&#8217;t be required. At least, it won&#8217;t automatically spell  doom for everyone in the group if you&#8217;re not entirely there. Watching over a  flag while holding a sizable lead in Arathi Basin can bore anybody  out of their wits. Sometimes, players crave action and unwisely leave their  posts, heading elsewhere to jump into the fray. You can just as easily take a  short break during these windows of dead time, but do have the courtesy of  informing your team through the battleground chat. If you&#8217;re guarding a node  with another person, a quick tell to let them know you&#8217;re not there to get their  back should spare them the nasty surprise of finding out they&#8217;ve lost their  backup when enemy players decide to hit the node.</p>
<p>Stand up, stretch, get  yourself a cup of coffee (or in my case, some <a href="http://en.wikipedia.org/wiki/Matcha">matcha</a>), hit the toilet or even  tab out of the game to <a href="http://twitter.com/">tweet </a>or feed your  workers in <a href="http://www.playfish.com/?page=game_restaurant">Restaurant  City</a>. It&#8217;s fine. As long as you&#8217;re not deliberately handing the match over  to your opponent, taking small breaks now and then is forgivable. If matches are  going so awfully (or in some case, so awesomely that you aren&#8217;t needed), you&#8217;ll  probably need breaks to maintain your sanity. In fact, if matches have been  going so badly, you&#8217;re well within your right to AFK out of the match and stop  playing battlegrounds for a while. That&#8217;s what the /afk feature is designed  for.</p>
<p>Sometimes, you catch a really bad wave of players by queuing  immediately after a loss, kicking off a cycle of being grouped with the same bad  players over and over again. Taking a break from the queue can break that rhythm  and sometimes get you better groups. Walking away from the game for a short  while should let you shake off the bad vibes from losing games and allow you to  get pumped up for another round. Take a quick nap or drive out for a Ristretto  Grande Caffé Americano and Maple Oat Pecan Scone from Starbucks. A break can let  you catch your second wind.</p>
<p><strong>Play some  music</strong></p>
<p>I don&#8217;t always recommend music during PvP because I believe  game sounds are an important part of game play. There are specific battleground  sounds that indicate match progress, such as the capture of a flag or the  tagging of a node, that aren&#8217;t present or even necessary in other areas of the  game. I like having game sounds turned on and up during a match because I like  to know if some fool abandoned the farm and let our flag get tagged. That said,  when you just want to dive into battle and mix it up with enemies, it&#8217;s  absolutely fun to throw in a soundtrack.</p>
<p>Depending on my mood, I can toss in anything from <a href="http://www.youtube.com/watch?v=h_56PWFp7Fw">A Fine Frenzy</a> to <a href="http://www.youtube.com/watch?v=Gw_hAsFtcHo">Street Sweeper Social Club</a> to <a href="http://www.youtube.com/watch?v=RXK_UKTCRaY">Barcelona</a> to <a href="http://www.youtube.com/watch?v=XWyYBSQ41DI">Rico Blanco</a>. As I&#8217;d  mentioned some time ago, there&#8217;s nothing more satisfying (or embarrassing, if  your opponents ever knew about it) than bashing an opponent&#8217;s skull in to the  tune of Mika&#8217;s <a href="http://www.youtube.com/watch?v=6md5RSnVUuo">Lollipop</a>. Play music that  helps you get in the mood. Something to make you relax or fired up &#8212; it&#8217;s up to  you. Music can either get you intensely into the game or take the edge off it.  PvP videos always use some hard rock or metal, but I like my PvP to different  tunes.</p>
<p><strong>Learn how to read  &#8212; and ignore &#8212; battleground chat</strong></p>
<p>My approach to the game or the  battlegrounds has been, for the most part, to stay detached. I don&#8217;t often try  to bark out instructions on battleground chat because I think it clutters  everyone&#8217;s screen. As long as I play the battleground the right way, by  understanding the basics of the map and knowing the flow of the game, I can  pretty much go around without having to type a single thing in chat. This lets  me worry less about how the game goes and not have to manage the entire team.  It&#8217;s a PUG. I set my expectations pretty low.</p>
<p>On the other hand, it&#8217;s  important &#8212; critical, really &#8212; to learn how to filter battleground chat for  the important information such as enemy movement. Even if I&#8217;m playing relaxed, I  like to know where our defenses are weak and where the enemy is heading. This is  why I check the battleground map constantly to see player density in key  locations. This shows me if certain areas need reinforcing or if I can skip a  node because everyone and his uncle are already there. The most important lines  in battleground chat are player updates and not orders, as well as map alerts  such as when enemies have captured a node. Everything else can be ignored. There  are addons that <a href="http://www.wowinterface.com/downloads/info5782-AlarBGHelper.html">automate  battleground warnings</a>, but I sometimes prefer to type things out  myself.</p>
<p>Lead by example. Use battleground chat to inform your team of  player movement. Ask for help if you&#8217;re left alone at a node or if you see  enemies coming. If you&#8217;re caught by surprise in a rogue stunlock, use the dead  time to type for help. Don&#8217;t ever panic and don&#8217;t ever type in all caps. Players  are less likely to listen to you if you&#8217;re yelling for help or barking  expletives. Yes, there are probably morons on the battlefield, but if you go  back to my first piece of advice, you really shouldn&#8217;t worry about it. Show  everyone how it&#8217;s done by informing players in short, direct, to-the-point  messages. Always give an approximate number of how many enemies are on their way  to give your team an idea of how many should come your way for  help.</p>
<p>Don&#8217;t be frustrated if nobody listens. Again, it&#8217;s a PUG. Expect  the lowest common denominator and be surprised from there. This means you&#8217;ll  need to relax and know when to take a break. Take the game as it comes to you  and play as best you can, without getting too invested in the match&#8217;s outcome.  There&#8217;s room for competitiveness and intense play, but battleground PUGs  probably aren&#8217;t the best, ah, arenas for it.</p>
<p><strong>Learn to  PvP</strong></p>
<p>No, really, learn to PvP while doing battlegrounds! PUG  battlegrounds are about the most casual PvP experience in the game, making it  the best place to hone your skills. You won&#8217;t get the best experience through  duels and definitely not through arenas &#8212; at least, not for beginners. Players  who typically abhor PvP can learn to enjoy it through the battlegrounds, where  being under the learning curve is perfectly fine. It would serve you well to  know your way around the map, at least, and understand how the game is played,  but nobody will take you to task for not being able to trash opponents. The  nature of battleground deaths make the environment absolutely perfect for  learning. You can make mistakes on a player encounter level with minimal impact  on the match.</p>
<p>Any expert on any subject will tell you that the best way  to get better at something is to keep doing it. Treating the whole thing as a  learning experience will help you survive it. Don&#8217;t put such great expectations  on yourself or even the match if you&#8217;re not really honed or well versed in PvP.  It&#8217;s infinitely more frustrating for PvP veterans to flounder with a PUG full of  beginners than it is for beginners just finding their way around. Everything can  be a learning experience and the battlegrounds are no exception. In fact, I  would go so far as to say that battlegrounds have a conducive environment for  learning if you approach it the right way.</p>
<p>It all goes back to the first  argument. Deaths have little consequence here. The Spirit Healer mechanic plays  a significant role in shaping battleground play &#8212; it allows so much more  freedom and relaxation than players can normally expect elsewhere. Use that to  your advantage. Enjoy it. Think of it as a course where you never really get a  failing grade yet always get a chance to get a good marks, or as I&#8217;d like to put  it &#8230; even when you lose, you win.</p>
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		<title>WoW Shaman Guide: For the love of PvP</title>
		<link>http://freewowguide.org/wow-shaman-guide-for-the-love-of-pvp/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=wow-shaman-guide-for-the-love-of-pvp</link>
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		<pubDate>Tue, 08 Jun 2010 03:52:35 +0000</pubDate>
		<dc:creator>free-wow-guide</dc:creator>
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		<description><![CDATA[by Joe Perez This is for the healing shaman looking to get ready for rated battlegrounds and wondering what we have to offer besides healing. The strength of a restoration shaman is its versatility in combat. They can heal and deal some damage while still offering buffs and a wide variety of support and survivability. [...]


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			<content:encoded><![CDATA[<p>by <strong><a href="http://www.wow.com/bloggers/joe-perez/">Joe Perez</a></strong></p>
<p>This is for the healing shaman looking to get ready for rated battlegrounds and  wondering what we have to offer besides healing.</p>
<p>The strength of a restoration shaman  is its versatility in combat. They can heal and deal some damage while still  offering buffs and a wide variety of support and survivability. To that end, the  shaman class has a very versatile tool set for use in battle grounds from spells  and talents to the various totems we have at our disposal. Let&#8217;s take a look at  what we have to potentially offer besides our plethora of healing  spells</p>
<p><strong>Totems</strong></p>
<p><a href="http://www.wowhead.com/spell=2484">Earth Bind Totem</a> Mobility is one of the most important things in PvP. This totem allows you to  slow opponents down so you can help keep them in one place to be attacked by  your teammates, or so you can beat a hasty retreat and save your hide. Placement  of this totem can count for a lot, such as placing the totem on a bridge or near  the end of the bridge in <a href="http://www.wowhead.com/zone=3820">Eye of the  Storm</a>.</p>
<p><span id="more-9050"></span></p>
<p><a href="http://www.wowhead.com/spell=8143">Tremor Totem</a> A long-time PvP staple, this crowd-control-breaking totem should always be  placed for easy access.</p>
<p><a href="http://www.wowhead.com/spell=58582">Stoneclaw Totem</a> This is an easily  overlooked totem but can be useful for a few reasons. First, it places a  protective shell on your other totems, allowing them to absorb some damage.  Traditionally, our totems suffer from low health and quick death, and players  with a totem stomp macro or pet macro to target and kill them can be quite  annoying. This totem may not do much, but it may allow your other totems to live  for a few seconds more. Second, it has a chance to stun whatever is attacking  it. This may not seem useful, but I have used it to get away from a warlock pet  or hunter pet a time or two.</p>
<p><a href="http://www.wowhead.com/spell=8177">Grounding Totem</a> Another long-time  PvP staple, this totem has a short, 45-second duration and a 15-second cooldown.  Its value truly shows though when another player is launching a supercharged  spell at you or one of your friends.</p>
<p><a href="http://www.wowhead.com/spell=6495">Sentry Totem</a> Well, this totem has  largely been seen as a joke, and soon enough it will be going away for good.  However, it has still been useful in a few situations. I have found it handy for  quickly checking the tunnel to the base in Warsong Gulch when hiding out at the  top of the base with the flag carrier waiting to safely return the flag. I have  also found use for it for quickly checking behind the bases or at the bridges in  Eye of the Storm. Other than that, it is pretty useless &#8212; but hey, you never  know.</p>
<p><a href="http://www.wowhead.com/spell=58734">Magma Totem</a> This  totem can be useful when trying to check for stealth classes around you.</p>
<p><a href="http://www.wowhead.com/spell=8170">Cleansing Totem</a> This  totem is also a staple of shaman PvP and is often times considered overpowered.  Every three seconds, it will attempt to remove one disease and one poison from  party members withing 30 yards. In the heat of battle, if this totem is left  alone, it can wreak havoc on rogue poisons and warlock and priest diseases and  take some of the burden of healing off of you.</p>
<p><strong>Talents and  spells</strong></p>
<p><a href="http://www.wowhead.com/spell=16293">Guardian  Totems</a> This talent increases armor from Stoneskin Totem by 20%, but it also  reduces the cooldown of grounding totem by two seconds. That may not seem like a  lot, but in the fast-paced combat of PvP, two seconds can be life or death.<br />
<a href="http://www.wowhead.com/spell=16130"><br />
Earth&#8217;s Grasp</a> Increasing the health of Stoneclaw Totem is nice, but increasing that radius of  Earthbind Totem and reducing the cooldown can potentially come in handy.</p>
<p><a href="http://www.wowhead.com/spell=16287">Improved Ghost Wolf</a> This talent is often overlooked by healers. It can be extremely useful in many  PvP situations simply because you cannot mount while in combat. Being able to  get out of Dodge quickly can be all the difference between staying alive or  getting stomped into the dirt.</p>
<p><a href="http://www.wowhead.com/spell=29191">Healing Grace</a> Helps keep your  heals like <a href="http://www.wowhead.com/spell=61301">Riptide</a> and <a href="http://www.wowhead.com/spell=49284">Earth Shield</a> up on your targets  longer improving their effectiveness.</p>
<p><a href="http://www.wowhead.com/spell=16209">Improved Reincarnation</a> You will  die in PvP; it is an inevitability. Sometimes though, as a shaman, you can give  your opponents a surprise and rise back up to keep healing your friends.  Reducing the cooldown of the <a href="http://www.wowhead.com/spell=20608">Reincarnation</a>, while increasing  the amount of health and mana you return to life with, can be very useful in  PvP.</p>
<p><a href="http://www.wowhead.com/spell=30866">Focused Mind</a> Reducing the duration of Silence and interrupt effects can be quite useful. When  facing off in PvP, there are a number of spell and abilities that people will  potentially stun you or lock you out from spell casting. The quicker you can  shrug these effects without using a PvP trinket, the sooner you can go back to  healing and keeping you and your teammates alive.</p>
<p><a href="http://www.wowhead.com/spell=30886">Nature&#8217;s Guardian</a> Not only can  shaman rise from the dead, but you can have a chance to make yourself just a  little bit harder to kill. The previous incarnations of Nature&#8217;s Guardian had a  chance to heal you when you an attack brought you below 30% health. Now,  however, it increases your health by 15% at maximum level, very similar to how  the <a href="http://www.wowhead.com/item=42130">Battlemaster&#8217;s trinkets</a> increase your maximum health. This will increase any effect that restores a  percentage of your health and possibly help keep you alive just a little bit  longer on your path to victory.</p>
<p><a href="http://www.wowhead.com/spell=57994">Wind Shear</a> This interrupts your  targets&#8217; spellcasting and locks them out of the school of whatever spell you  interrupted for a time. This can be handy or stopping opponents&#8217; heals or  interrupting a spell aimed at you.</p>
<p><a href="http://www.wowhead.com/spell=49231">Earth Shock</a> Even as a healer, you  have access to all of your shocks. The benefit of this one is that it reduces  the melee speed of your target by 10%. That might not seem like a lot, but even  a few fractions of a second you can buy with this can help keep yourself or your  teammates alive.</p>
<p><a href="http://www.wowhead.com/spell=49236">Frost  Shock</a> This deals damage and slows the target&#8217;s movement speed down.  Combining this with Earthbind Totem can be a great way to get away from your  aggressors.</p>
<p><a href="http://www.wowhead.com/spell=8012">Purge</a> Purge  removes two beneficial magic effects from the affected target. This can be  insanely useful for removing HoTs, buffs and bonuses from the target and can  help your teammates bring their target down.</p>
<p><a href="http://www.wowhead.com/spell=51514">Hex</a> This is a shaman&#8217;s form of <a href="http://www.wowhead.com/spell=61721">Polymorph</a> and is often a forgotten  spell in our arsenal. Even as a healer, you can use this spell to transform an  opponent into a harmless toad. The real benefit to this is that it can withstand  some damage before it breaks. This means if your teammates are waling on an  opponent and you cast this, they may get another couple swings in while your  opponent is unable to defend himself. This can also be very handy for use as an  interrupt, and unlike the mage spell, the target does not regenerate health  while in toad form.</p>
<p>So as you can see, we have a lot of things that we  can do in a fight, and it is this versatility that will be incredibly handy in  those rated battlegrounds on the horizon.</p>
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<p><strong>World of Warcraft In-game Leveling Guides</strong></p>
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<p><a title="Joana's Wotlk 1-80 Horde Leveling Guide" href="http://519357pfkdhr0pcg36v6mfjyfk.hop.clickbank.net/" target="_blank">Leveling has NEVER been this easy!  You will be leveling so fast with this, you might think you&#8217;re cheating.  But you&#8217;re not, Joana&#8217;s leveling guide mod is 100% legal with Blizzard.</a><br />
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