RSS

Category Archives: Macro

Shaman Leveling: 1-29 Enhancement

The first class I ever really tried to get into on my own was the Shaman. My first toon was a Hunter that I got to level 20, but I had no idea what I was doing and just shot things in the face until they either died or closed into melee range with me. But the Shaman was the first class that I ever did any research on to try to learn how to play it and play it well. In looking at the class my first impressions were to be Elemental or Resto because casting just seemed so much more powerful than melee back in the day, but then I eventually found out the insane burst damage of Windfury and I was sold.

I’ve leveled up a few Enhancement Shamans in my time, though none of them ever reached max level. My highest level Shaman to date was level 54, an Orc Enhancement Shaman named Belgawrath. But during Wrath my wife’s main was an Enhancement Shaman so I’m continually reading guides and blog posts about the class and spec so that I can pass on all of the important information to her.

But now the time comes once again for me to level my own, but this time I’m going all the way to 85.


Playing an Enhancement Shaman
Enhancement Shamans are a great example of a hybrid class that has a truly hybrid playstyle as well. You’re a dual wielding melee class that deals a large portion of your damage as magic damage rather than just melee. Being tied so closely to the elements also means that you have a lot of flavor in the magic that you use as well, and though it’s all elemental, it’s not all tied to a specific element.

Of the dual wielding classes you’re more closely related to the Death Knight, in my opinion, than any other. Rather than weaving diseases into your melee, you’re instead weaving bursts of elemental damage, and rather than summoning the dead for aid you call on the spirit of wolves. You’re not a sneaky Rogue, or a pansy Hunter afraid of getting hit. You might be similar to a Fury Warrior, but I’ve honestly never played one of those beyond level 14 so I can’t say from experience.

Of all the characters I’ve ever played, the Shaman gives me the strongest feeling of actually “being there” in combat. All Shamans are able to take on the form of a Ghost Wolf, but only Enhancement (early on at least) can do so instantly, and I absolutely love turning into a wolf, charging towards an opponent and unleashing my fury on them, then instantly dropping back into wolf form to charge down the next target. It might not do much for you, but I’m a huge fan.

Shamans also come with a very special class mechanic that is all their own: Totems. Totems work similar to the party/raid-wide buffs of other classes, but rather than being cast on players they are instead centered around a totem that is placed on the ground. When the totems are active, they grant their buff to a wide area. Most totems work in that fashion, providing buffs of one kind or another, but there are others that deal/heal damage or summon elemental pets for their duration as well. We’ll get into the specifics a little bit later for those you’ll actually use as Enhancement, but it deserved a mention here.

Shamans also have another special class mechanic which is their Shields. Shamans have three different Shield spells, with Lightning Shield and Water Shield available to all specs, and Earth Shield available only to Restoration Shamans. Each of these shields is built around a “charges” mechanic that has a specific effect whenever a charge is triggered to be used. Lightning Shield deals damage, Water Shield restores mana, and Earth Shield heals the target when they get hit. More on those later as well.

Enhancement-Specific Tips
As Enhancement you don’t use a whole lot of your mana during combat, and what you do use you’ll typically regenerate through your class abilities anyway. You still cast spells very frequently, but you typically don’t have to worry too much about mana. As a melee class though, you are a bit more “squishy” than many other melee classes because you only wear Leather armor until level 40 where you upgrade to Mail. But remember that Shamans are also healers, and because you’re not spending much of your mana it’s usually not a problem for you to stop the offense for the sake of casting a healing spell on yourself.

As a DPS spec you’ll typically want to use Lightning Shield to deal additional damage whenever an enemy hits you with an attack. At later levels you may occasionally switch to Water Shield instead to be sure you have adequate mana. In this level range, Lightning Shield is a passive DPS spell, dealing damage only when you’re attacked, but at higher levels you’ll also be able to trigger the charges of Lightning Shield with your attacks.

Remember that Shamans are a partially hybrid class with a very hybrid playstyle. You’re meant to be able to heal while you’re in your DPS spec, so do so. You’re not supposed to be “the healer”, but you are designed to be able to toss those heals out there when they’re needed. Shamans can be very “squishy”, taking a lot of damage in a short time, but we also pack some very efficient healing to get us through those times. At these low levels your healing spells will nearly restore you to full in a single cast. You can take that one of two ways: either you can heal in the middle of combat to be sure to make it to the end, or you can push yourself and your damage potential to be able to destroy your enemies quickly and efficiently, and then heal yourself back up to full at the end of combat.

Important Spells & Abilities
Note that all numeric values are taken from the level 29 version of the spell for the purposes of this post.

Level 1-10

  • Lightning Bolt (1): Casts a bolt of lightning at the target for 39 to 43 Nature damage.
  • Primal Strike (3): An instant weapon strike that causes 10 additional damage.
  • Strength of Earth Totem (4): This totem increases the Strength and Agility of all party and raid members within 40 yards.
  • Earth Shock (5): Instantly shocks the target with concussive force, causing 49 to 51 Nature damage and reducing melee and ranged attack speed by 20% for 8 seconds.
  • Lightning Shield (8): The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.
  • Flametongue Weapon (10): Imbue the Shaman’s Weapon with fire, increasing total spell damage by 408(?).
  • Searing Totem (10): This totem repeatedly attacks an enemy within 20 yards for fire damage. The totem will prefer to target enemies that are afflicted by your Flame Shock or Stormstrike effects. Lasts for 1 minute.

Lightning Bolt is the ability you start off with, and what you’ll be spamming for a few levels in order to kill things quickly. As you get higher in level you’ll cast this less and less until you final get a talent that allows you to cast it instantly, but that won’t happen in this level range. Primal Strike is going to be one of your best friends in this level bracket as one of the few melee attacks you have access to. If you’re in melee range then you want to use Primal Strike whenever it’s not on cooldown.

Strength of Earth Totem is your primary Earth totem now and forever. It provides both Strength and Agility to your group, both of which contribute to your primary damage stat Attack Power. I couldn’t find the exact amount that it grants you at level 29 and neither of my shamans right now is the right level to test it to see. Earth Shock is one of your bread and butter attacks, it’s an instant burst of damage which also provides a nice attack speed reduction to the target for a bit of additional survivability.

At level eight you receive Lightning Shield which is one of your primary buffs as it passively deals damage to anyone attacking you. Keeping this buff active is a bit of a pain until level 25 at which time you can add a glyph that prevents the orbs from being expended and instead turns it into a flat 10 minute buff. Flametongue Weapon is one of our most important weapon imbues at at level 10 you’ll have it on both of your weapons. Wowhead tells me that 408 Spell Power is the value at level 29, but that sounds way too high to me so I think the numbers are wrong.

Last up on the 1-10 list is Searing Totem which is your primary Fire totem for the rest of the game. It deals decent damage for now that will increase a lot more as you get higher in level and spend talent points to enhance its effect.

By choosing Enhancement as your specialization at level 10 you receive all of the following:
Lava Lash: You charge your off-hand weapon with lava, instantly dealing 200% of that weapon’s damage to an enemy target. Damage is increased by 40% if your off-hand weapon is enchanted with Flametongue.
Mental Quickness: Increases your spell power by an amount equal to 50% of your attack power, and reduces the mana cost of your instant beneficial, damaging, and totem spells by 75%.
Dual Wield: Allows one-hand and off-hand weapons to be equipped in your off-hand, allows you to parry frontal melee attacks, and increases your chance to hit by an additional 6%.
Primal Wisdom: Your melee attacks have a 40% chance to immediately restore 5% of your base mana.
Master: Enhanced Elements: Increases all Fire, Frost, and Nature damage done by 20%. Each point of Mastery increases damage by an additional 2.5%.

Lava Lash is one of our signature attacks, one that you’ll use very frequently and will be a big contribution to your overall damage. Mental Quickness is how our spell damage remains viable as a melee class that weaves spell damage into most of what we do, and it reduces spell costs by a 75% which is how we manage to cast spells as a class that doesn’t stack Intellect.

Dual Wield is another signature of our spec, allowing us to wield two weapons at once, and it’s one of the reasons I love playing this class as much as I do. Primal Wisdom relates to Mental Quickness up above, providing us with the means to regenerate our mana through melee combat so that we can continue casting spells even with a relatively small mana pool.

Enhanced Master doesn’t actually turn on until level 80, but it’s a big boost to damage once you do get access to it.

Level 11-20

  • Flametongue Totem (12): This totem increases the spell power of all party and raid members within 40 yards by 6%. Lasts 5 minutes.
  • Flame Shock (14): Instantly sears the target with fire, causing 28 Fire damage immediately and 48 Fire damage over 18 seconds.
  • Purge (12): Purges the enemy target, removing 1 beneficial Magic effect.
  • Ghost Wolf (16): Turns the Shaman into a Ghost Wolf, increaes speed by 30%. As a Ghost Wolf, the Shaman is less hindered by effects that would reduce movement speed.
  • Wind Shear (16): Disrupts the target’s concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school form being cast for 2 seconds. Also lowers your threat, making the enemy less likely to attack you.
  • Cleanse Spirit (18): Removes one Curse effect from a friendly target.
  • Earthbind Totem (18): This totem slows the movement speed of enemies within 10 yards of the totem. Lasts for 45 seconds.
  • Water Shield (20): The caster is surrounded by 3 globes of water, graning 15 mana per 5 seconds. When a spell, melee or ranged attack hits the caster, mana is restored to the caster. This expends one water globe. Only one globe will activate every few seconds. Lasts 10 minutes. Only one Elemental Shield can be active on the Shaman at any one time.

Flametongue Totem is great for spell casters, but not a huge benefit to us as Enhancement. When I’m grouped with two or more casters I usually use this one instead of Searing Totem to benefit the group more. Flame Shock is our other bread and butter shock that we’ll use all the time. Flame Shock is best used on targets with large health pools, such as dungeon bosses, so that it will be active for the 18 seconds it takes for its full damage to take its place.

I decided to list Purge here as an offensive dispel, which I don’t often do. For the most part you’ll cast this in PvP to remove buffs from enemy targets, but there are some buffs you’ll want to remove in PvE as well. Since PvP is definitely a viable option for leveling your characters now, you’re going to see me mentioning things like this more than I used to. Ghost Wolf is a wonderful movement speed buff, allowing us to take on the form of a wolf to move faster. That second sentence in the description above means that you cannot go below 100% movement speed while in Ghost Wolf form. So you move at 130% normally with the buff, and you cannot be slowed below the 100%. Note that that applies to effects, not conditions, so you’ll still be slowed by things such as being in water.

Wind Shear is primarily used for its spell interrupting feature, though it does also reduce your threat in a group setting. I primarily use this on crowd control spells being cast on my party (like the Sleep spell cast by the Druids in Wailing Caverns) or to counter healing spells. In PvP you can use it on Player Pets that you haven’t generated threat against to cause them to stop attacking you. An experienced PvP player will quickly put them back on you, but you’d be surprised how many players don’t notice. Cleanse Spirit can remove Curse debuffs cast on you or your party, which is actually pretty common. Even though you’re playing a DPS spec it’s good practice to be in the habit of dispelling Curses as you can save your healers time and mana.

Earthbind Totem is somewhat situational. It’s a great totem for PvP, especially to slow Flag Carriers or pursuers of your Flag Carrier, or for allowing you to escape a deadly situation. In PvE it can slow mobs who run away when they’re low on health or it can be used to get some distance between you and your attackers to get a heal cast if you’re in danger of dying. Water Shield is the alternative to Lightning Shield, but not typically used by Enhancement. If you do find yourself in need of mana then you can certainly switch to Water Shield to get it back faster. I often switch to this shield in LFG in my upper-20′s as I start using more of our mana-intensive spells for AoE damage, but for soloing and questing I stick to Lightning Shield.

Level 21-29

  • Frost Shock (22): Instantly shocks the target with frost, causing 46 to 48 Frost damage and slowing movement speed by 50%. Lasts 8 seconds. Causes a high amount of threat.
  • Water Walking (24): Allows the friendly target to walk across water for 10 minutes. Any damage will cancel the effect.
  • Frostbrand Weapon (26): Imbue the Shaman’s weapon with frost. Each hit has a chance of causing additional Frost damage and slowing the target’s movement speed by 50% for 8 seconds. Lasts 30 minutes.
  • Chain Lightning (28): Hurls a lightning bolt at the enemy, dealing 55 to 61 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.
  • Fire Nova (28): Causes the shaman’s active Flametongue, Magma, or Fire Elemental Totem to emit a wave of flames, inflicting Fire damage to enemies within 10 yards of the totem.

Frost Shock is another spell that I mention primarily for its usefulness in PvP. Slowing targets is a pretty big deal in a lot of PvP matches and talent points can be spent to make it freeze your target in place instead of just slowing them as well. In PvE it’s really only useful if you need to stop runners; Earth and Flame Shocks are more useful in PvE.

Water Walking is a cool utility spell that allows you to move on water. It’s great for certain PvP Battlegrounds and has some small usefulness in certain dungeons as well. For PvE can save you a little travel time prior to having a flying mount by letting you cut across water without being slowed down. Frostbrand Weapon is one you’ll only use in PvP as all of the other imbues offer better damage, but in PvP this can be a really good enchant to roll with.

Chain Lightning is our first AoE spell, and an interesting one in that it’s more multi-target than AoE. You’ll only really use this one in LFG or perhaps in PvP, unless you’re a AoE crazed leveler like myself in which case you’ll use it all the time. If you do use this one often then you’ll want to be sure to use Water Shield to keep your mana supply high. Fire Nova is our first literal AoE spell, dealing damage in a ring around our Fire totems. Searing Totem is our primary Fire totem when soloing, but it doesn’t allow Fire Nova to be cast through it, so you’ll need to remember to plant the right totems to use it, and the nova is centered on the totem itself, so you’ll need to drop your totem near your targets for it to be useful.

Leveling an Enhancement Shaman

  • Questing Single Mob: Earth Shock, Primal Strike/Stormstrike, Lava Lash, Earth Shock
  • Questing Multi-Mob: (Totems), Flame Shock, Primal Strike/Stormstrike, (swap targets), Lava Lash, Flame Shock
  • LFG Trash Rotation: (Totems), Earth Shock, Primal Strike/Stormstrike, Lava Lash, Earth Shock [Wind Shear]
  • LFG Boss Rotations: (Totems), Flame Shock, Primal Strike/Stormstrike, Lava Lash, Earth Shock [Wind Shear]

[NOTE: At level 29 you should replace Primal Strike with Stormstrike. Remove PS from your bars completely and forget that it exists. The two share a cooldown and are designed such that Stormstrike takes its place for Enhancement. Stormstrike is a better ability in every possible way and should be used from level 29 on.]

Questing Single Mob
In this rotation you’re just going to destroy targets as fast as possible. If you’re using heirloom weapons then I definitely suggest you stick to using Earth Shock as your go-to shock spell, but if you’re not using heirlooms then you might find Flame Shock to be a better option for the opening cast as it’s DoT damage will add up over time to be even more than Earth Shock. Any shocks you cast after the first one should be Earth Shocks though, unless you missed with the Flame Shock cast.

Questing Multi-Mob
If you know that your’e going to face multiple mobs, or multiple groups of mobs, go ahead and cast your totems before you get started on the actual combat. Just remember not to drop aggressive totems (like Searing) until you’re within range for it to hit your target(s) and you’re ready for combat to start.

I don’t suggest you intentionally get into combat with multiple targets as Enhancement unless you’re using heirlooms or are over-geared for the mobs you’re facing. Shamans have some good healing spells and a lot of utility, but they’re also pretty easily killed in this level range if you’re taking sustained damage.

If you do have good gear and decent survivability though, I suggest you go with this rotation. The point here is primarily to get Flame Shock cast on all of your targets so that they’re all taking damage, and then speeding up their deaths with your melee attacks. Light one up, bash them in the face a time or two, switch targets and repeat.

If you need to heal in these situations, go ahead and do so. If you find yourself running short on mana because you’re healing go ahead and switch over to Water Shield for the mana return and switch back to Lightning Shield when your health and mana are at a more manageable level.

LFG Trash
This one is the same as solo questing, except that sometimes you might want to bother with totems and others you might not. I don’t cast my totems by default at this level when I’m doing LFG, instead I wait to see how quickly we’re progressing through the instance. If we’re moving at a fast pace then I usually don’t bother with any of them until we see a boss. If we’re going kind of slow or we have people who are /afk or something, then I’ll go ahead and drop the totems to increase everyone’s performance.

For most trash pulls though, just stick to Earth Shocks and using your melee strikes as often as possible.

Wind Shear: Deserves a special mention here though. Shamans have crazy-good spell interruption capabilities thanks to Wind Shear. If you see a mob casting spells, particularly a healer, interrupt as many of their spells as possible. If you’re in instances with caster mobs who are especially annoying (LOOKING AT YOU, WAILING CAVERNS DRUIDS!!!) then be sure to make use of Wind Shear when they’re casting the spell you don’t want to go through.

LFG Boss
For bosses you want to maximize your DPS potential. That means that you’re going to make sure Flame Shock stays active on the boss as long as possible, and that you’re going to utilize your totems for the good of your group.

Totems: Strength of Earth, Flametongue, Healing Stream

Using Searing Totem will give you a higher, personal DPS score on a boss fight, but if you have at least one caster DPS in your group then you should probably lean towards Flametongue as both they and the healer will benefit from it as will you, though to a lesser extent. If there are no caster DPS in the group then switch your Fire totem over to Searing and drop it right next to the boss when you move into melee range.

Once Flame Shock is dealing its damage you’ll start rotating through your melee attacks and casting Earth Shock as filler while you wait to refresh Flame Shock. If you time your shocks just right you can get two Earth Shocks off with almost perfect timing for your shocks to refresh just as Flame Shock ends, allowing you to reapply it immediately with no time lost.

Wind Shear will still work on many boss abilities at low levels, so be ready to use it when you get the chance as Shamans have a fairly flexible and laid back rotation at this point. Spells you want to interrupt in particular are healing spells and AoE damage spells such as Chain Lightning. I could go into specifics, but this is a class guide, not a boss guide, so just use your own judgement.

Talent Spec: 29 Enhancement Shaman

  • Focused Strikes 3/3: Increases the damage dealt by your Primal Strike and Stormstrike abilities by 45%.
  • Elemental Weapons 2/2: Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 40%, the damage of your extra attacks from Windfury Weapon by 40%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 50%.
  • Ancestral Swiftness 2/2: Reduces the cast time of your Ghost Wolf spell by 2 seconds and increases the movement speed by 15%. This does not stack with other movement speed increasing effects.
  • Flurry 3/3: Increases your attack speed by 30% for your next 3 swings after dealing a critical strike.
  • Stormstrike 1/1: [Instant cast, 8 second cooldown] Instantly strike an enemy with both weapons, dealing 125% weapon damage and granting you an additional 25% chance to critically strike the enemy with your Lightning Bolt, Chain Lightning, Lightning Shield, and Earth Shock spells for 15 seconds.

Glyphs

Prime Glyphs

With Lava Lash being a staple attack and the fact that you get it at level 10, this is my first choice of Prime Glyphs, increasing its damage by 20%. Next up is Stormstike, though you don’t get that spell until level 29, as the bonus crit can be useful. Finally I have Flame Shock listed though it’s important to note that it’s really only useful in LFG boss fights or in PvP as typical mobs and dungeon trash will not live long enough for even the normal duration to matter.

Major Glyphs

Lightning Shield is overall going to be the most useful glyph for you here; it’s how you turn your Lightning Shield into a solid 10 minute buff instead of lasting only for three hits worth. Ghost Wolf is my next choice because moving faster is always a good thing, both in PvE and PvP. Frost Shock deserves a mention for those of you interested in getting into some low level PvP, though I would generally suggest Ghost Wolf above this one.

Fire Nova is probably the best investment if you’re looking to beef up your AoE ability in dungeons by increasing its radius and taking away the hassle of replanting your totems. Chain Lightning is one I haven’t used myself, but it deserves a mention for AoE if you enjoy it.

Minor Glyphs

I’m a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form. The only other Minor Glyph available at this level range is Thunderstorm which is a spell that only Elemental Shamans can use, so it’s completely worthless to you.

Gearing Up Your Shaman
As Enhancement your primary stat is Agility. Each point gives you 2 Attack Power and it also boosts your Melee Crit (and Dodge). Intellect boosts your Spell Power on a 1:1 ratio, and it also increases your Spell Crit and your mana. Strength is a decent stat for you as it still gives a 1:1 ratio for Attack Power, but it’s not something you really want to seek out unless you just cannot find any Agility pieces at all for those slots.

You also want to look for gear with Hit on it in particular since you take a penalty to melee hits for dual wielding. You don’t need a ton of Hit to get you by while you’re leveling, but if you find some good Agility pieces that also have Hit on them then be sure to pick them up.

For green gear with random enchants you’re probably most interested in “..of the Falcon” (Agility and Intellect), “..of the Tiger” (Agility and Strength), and “..of the Monkey” (Agility and Stamina).

As you get into running random dungeons you’re looking for items with the “..of Agility” and “..of the Bandit” (Agility, Stamina, and Crit) enchant on them from the Satchel of Helpful Goods.

There are two ways you can look at gearing up your low level Shaman. You can either go for maximum killing potential, which is stacking Agility above all else, or you can go with a more balanced build where you look for gear with both Agility and Stamina. I prefer maximizing my damage potential, personally, and going for good survival pieces in slots that I have no Agility piece to fill in. If you’re not used to healing on the fly as a DPS spec though, you might want to lean more towards survival.

Dungeon Gear
There are a lot of good pieces of gear that you can find in low level dungeons, some of them pretty decent and some rather outstanding. I’m not going to go into detail as far as which pieces to pair up from which dungeons to get a “best in slot” list, but I will give you a list of the items that if they dropped for me, I would consider rolling on if they were an upgrade to what I currently had.

A lot of the “good” lower level gear is tuned more towards Strength, which is still good though it’s not great. Agility is where it’s at, so don’t pass up an Agility piece for a Strength piece unless the value is at least twice that of the Agility piece.

Ragefire Chasm
Oggleflint’s Inspirer: One-handed Mace, 3 Strength, 3 Crit
Subterranean Cap: Cloak, 4 Strength, 4 Agility
Hide Vest of the Hungerer: Chest, 4 Agility, 5 Stamina, 4 Crit

The Hide Vest is a quest reward available to Horde only.

The Deadmines
Defias Leather Set: 5 piece Leather armor set (Belt, BOots, Gloves, Legs, Chest)
Cape of the Brotherhood: Cloak, 5 Agility, 3 Stamina
Smelting Pants: Legs, 8 Agility, 4 Stamina, 4 Crit
Smite’s Reaver: One-handed Axe, 2 Strength, 3 Stamina, 2 Hit
Cookie’s Tenderizer: One-handed Mace, 3 Strength, 2 Stamina, 2 Hit
Cookie’s Meat Mallet: One-handed Mace, 3 Strength, 3 Stamina
Cookie’s Table Cloth: Cloak, 3 Agility, 3 Stamina

The last two items are both quest rewards, but the same quest and rewards exist for both factions.

The Defias Leather set is a great set to have, unfortunately the Chest is no longer available in the game now that Cataclysm has replaced the final boss. The four remaining pieces are still very good, but they all have low drop rates. The good thing about this set though, is that it’s all BoE so you do have a chance of finding it on the auction house.

Wailing Caverns
Glowing Lizardscale Cloak: Cloak, 6 Agility, 2 Stamina
Embrace of the Viper Set: 5 piece Leather armor set (Belt, Boots, Gloves, Legs, Chest)
Cobrahn’s Boots: Boots, 4 Agility, 5 Stamina, 4 Crit

Cobrahn’s Boots are a quest reward, available to both factions. The Embrace of the Viper set is an example of the exceptional armor. Unlike the Defias Leathers from Deadmines, all but one of the pieces from the Embrace set are BoP, so you’ll have to farm all but the Gloves yourself if you want them, but the drop rates are significantly higher than the Defias set.

Shadowfang Keep
Wolfmaster Cape: Cloak, 5 Agility, 3 Stamina
Silverlaine’s Family Seal: Ring, 5 Strength, 3 Stamina
Butcher’s Cleaver: One-handed Axe, 3 Agility, 3 Stamina
Baron’s Scepter: On-handed Mace, 2 Strength, 3 Stamina, 2 Hit
Black Wolf Bracers: Wrists, 3 Agility, 4 Stamina, 3 Crit
Shadowfang Spaulders: Shoulders, 4 Agility, 5 Stamina, 4 Crit

Blackfathom Deeps
Naga Battle Gloves: Gloves, 7 Agility, 7 Stamina
Bands of Serra’kis: Bracers, 5 Agility, 5 Stamina
Dusk-Stained Cloak: Cloak, 5 Strength, 5 Stamina
Band of the Skull Crusher: Ring, 7 Strength
Aluwyn’s Legguards: Legs, 8 Agility, 10 Stamina

The last three items are all Alliance-only quest rewards.

The Naga Battle Gloves have a pretty high drop rate, so if you haven’t scored better gloves then these are a really good and pretty easily obtained option.

The Stockades
Hogger’s Trousers: Legs, 9 Agility, 9 Hit
Standard Issue Prisoner Shoes: Boots, 8 Agility, 5 Stamina
Rifle Commander’s Eyepatch: Helm, 8 Agility, 11 Stamina, 8 Hit

These are all really great items, especially the legs and helm. As a dual wielding class Hit rating is important because you take a penalty for wielding two weapons, and both of these pack a great amount of Hit as well as exceptional Agility and Stamina.

Gnomeregan
Charged Gear: Ring, 4 Arcane Resist, 4 Nature Resist, (Random Enchant)
Temple’s Vest: Chest, 7 Agility, 11 Stamina, 7 Crit

Temple’s Vest is an Alliance-only quest reward.

The Charged gear by itself looks pretty crappy, I know. But, the random enchant on it can be exceptional. You’re looking for “Charged Gear of..”: the Tiger (7 Agi, 7 Str), the Falcon (7 Agi, 7 Int), the Monkey (7 Agi, 7 Stam), Agility (10 Agi), or Strength (10 Str). I listed those in the order I would personally rank them, with “..of the Tiger” coming out on top as it provides a total of 21 Attack Power.

PvP Rewards
Sentinel’s Medallion: Neck, 8 Agility, 5 Stamina
Defiler’s Chain Greaves: Boots, 8 Agility, 8 Stamina, Increased Run Speed

Both of these items can be purchased with Honor, and you can get all the honor you need for them in about 2-3 Battlegrounds worth of fighting. The run speed on the boots is particularly worth looking into, even if the stats themselves aren’t as great as other boots you might already have.

There are two versions of the necklace, one for each faction. There are also multiple copies of them for different level ranges, so you can also get one of these for other level ranges, including level 19. You’ll have to travel to Ashenvale to purchase this as Alliance, and Northern Barrens as Horde since they are sold by the Warsong Gulch vendors.

The Boots come in multiple names as well as two versions of each for their respective factions. They also come in multiple level ranges just like the necklace, so you can keep coming back at different level ranges for definite upgrades, though you can’t get them for lower than the 29 bracket. To purchase these you’ll have to travel to Arathi Highlands for both factions, as the Arathi Basin vendors are the ones who sell them.

 

Tags:

Professions Macro Revisited

Back in July of 2009 I wrote a post about advertising your professions in trade chat via macro. That post still gets over 200 views every day and people still email about getting errors when they use it even though I mentioned the fix for those errors in the comments. So today I’m going to go over that macro again, this time pointing out the steps you need to take to avoid the errors.

The Macro Itself
The part that is Red is where you put the name of whatever profession you want to show up, in the example we use Enchanting, but it can be whatever profession you have (Engineering, Leatherworking, Tailoring, etc). And yes, it does have to be in double-quotes.

The part that is Green is where you type in whatever message you want to appear along with the link. In this example I note that I have “Mongoose, Crusader, Surefooted and more” because those are enchants frequently asked for in trade chat on my server. So I try to draw a little extra attention to the link by noting those enchants. And that message also needs to be in the double-quotes.

/script CastSpellByName(“Enchanting“);SendChatMessage(“Psynister’s “..GetTradeSkillListLink()..” all Cataclysm recipes available.”,”CHANNEL”,nil,GetChannelName(“Trade – City”));CloseTradeSkill();

When you use this particular macro, the result will be this:

“/2 Trade: Psynister’s [Enchanting] all Cataclysm recipes available.”

Making the Macro Work
This is the part that everyone keeps emailing me about, saying that it gives them errors and does work. When you copy that text from my blog to your game, it will not work. I can’t tell you exactly what causes it, but I do know what the problem is and how to fix it. When you paste it into the game the double-quotes and dash characters register as the wrong characters in-game so it gives an error instead of running in.

In order to make the macro run you’ll need to go through and delete all of the double-quotes and the dash between “Trade – City” by deleting it and then just typing it right back in. You’ll be able to see the difference the copied double-quotes and your own double-quotes when you replace them, but I can’t explain exactly why it happens.

Here is another copy of the macro, exactly the same, but with all of the punctuation you need to replace highlighted in red.

/script CastSpellByName(Enchanting);SendChatMessage(Psynisters ..GetTradeSkillListLink().. all Cataclysm recipes available.,CHANNEL,nil,GetChannelName(Trade - City));CloseTradeSkill();

I don’t think you actually need to replace the single quote in “Psynister’s” in the example above, but since there’s a chance that you do I went ahead and highlighted it as well. Now obviously, you’re not going to use my name in front of your own macro, so replace that part with your own message or go ahead and remove it, and the same applies to the ” all Cataclysm recipes available.” part, either change it or delete it as needed.

 
2 Comments

Posted by on February 3, 2011 in Guide, Macro, Professions

 

Paladin Leveling: Protection 30-49

Today we’re going to take the next step in leveling a Prot Paladin, moving through most of the remaining (revamped) vanilla content and pushing ever closer to the world of crappy looking gear known as Outlands.

You get to go through this level range with the majority of your primary tanking tools. You don’t get your defensive cooldowns just yet, but most of the other things will be yours in this level range. The most welcome tool, in my opinion, is Shield of the Righteous which will finally allow you to spend your Holy Power on something other than just Word of Glory heals, which in this case is a bashing your target’s face in with your shield.

Playing a Protection Paladin
A Protection Paladin in this level range will play much like you did in the lower level range (1-29) except that you can now get much more aggressive in combat and you can likely handle larger pulls as well. This is the level range in my questing where I stopped trying to gather 3 quest mobs at once and instead bumped it up to 5-10.

With some better defense spells opening up as well as some more powerful attacks and moving into areas where you’re more likely to find undead mobs, you’re able to get a lot more aggressive and really enjoy the total power trip that only a Paladin can truly be.

Protection-Specific Tips
I already covered the basics such as Holy Power usage, Judgement and Seals, Auras and so forth in the 1 – 29 Guide if you feel you need a refresher on that, so this time we’re going to look a little closer at what you do to actually embrace the tanking spec.

First thing’s first – USE RIGHTEOUS FURY!!! If I see one more Paladin “tank” without RF on I’m going to go into an Unrighteous Fury of killing rabbits and squirrels all over the world. Do you hear me? Cute, fluffy animals will die all over Azeroth if you don’t have your Righteous Fury active! Do not test me… *cough* Alright, moving on then.

You have two abilities that generate Holy Power: Crusader Strike and Hammer of the Righteous. If you’re tanking a single target then you use Crusader Strike, otherwise you use Hammer of the Righteous. That part of the equation is really that simple (though you may prefer to use CS on 2-3 targets depending on the sitation, always an exception, so on and so forth). These general rules apply regardless of where you’re at or what you’re doing. It doesn’t matter if you’re tanking in LFG or if you’re solo questing or AoE grinding to farm mats – that’s how you do it.

At level 39 you finally have to start making a choice for how to spend your Holy Power. Just like building the Power, you have two abilities that spend the power too. You can either get a very nice heal from Word of Glory (WoG), or you can deal a very solid amount of damage to a single target with Shield of the Righteous (ShoR). Which you use, and how often, are going to depend entirely on your situation. If you need a heal and there’s not a healer with you then WoG is the obvious choice. If you need additional AoE threat then WoG can be a better solution than ShoR, even if you don’t actually need the heal. If you’re trying to burn down a particular mob, then ShoR is your best bet if you’re not in danger on the health front.

When pulling a group of mobs I follow one of two basic strategies: Body Pulling and Avenger’s Shield. Since I like to do a lot of AoE grinding the Body Pull is my most common method because I’ll body pull several groups of mobs at once. The key to successful body pulling is knowing when you can just run and when you need to strafe or back pedal. If you’re just running and mobs are trailing behind you then you lose all of your avoidance and just let the mobs spank you as you go. If you strafe away from them or walk backwards towards other mobs, then you don’t lose all of that extra protection. Pulling with Avenger’s Shield loads some threat right away as well as silencing the targets which is the much safer route in LFG.

If you’re doing LFG, don’t pull mobs with Hand of Reckoning. Never throw away your taunts to pull additional mobs before you know how the other people in your group play. You do get a second taunt in this level range that gives you a little more forgiveness if you do, but while HoR dealt damage to mobs not targeting you in previous patches it’s now just a typical taunt that sets you back on top of the threat list. Pulling with it is a waste unless you’ve got complete control of all mobs. Regardless, it’s a bad habit to get into, so save yourself some trouble later in your career by not getting into that habit early on.

Important Spells & Abilities
There are a lot of spells and abilities that come with being a Paladin, but I’m going to try to keep it simple and limited to only the most important ones for a Protection spec. There are other spells that you’ll get in this level range as well, I leave them out only because I do not find them critical to playing a Ret paladin.

Level 30-39:
Divine Protection (30): [1 minute cooldown] Reduces all damage taken by 20% for 10 sec.
Seal of Insight (32): Fills the Paladin with divine power for 30 min, giving each single-target melee attack a chance to heal the Paladin and restore 4% of the paladin’s base mana. Only one Seal can be active on the Paladin at any one time. Unleashing this Seal’s energy will deal Holy damage to an enemy and restore 15% of the Paladin’s base mana.
Righteous Defense (36): Come to the defense of a friendly target, commanding up to 3 enemies attacking the target to attack the Paladin instead.

Divine Protection is one of your best defensive tools in this early stage. It also has the wonderful added effect of not being tied to the global cooldown, meaning that you can (and should) macro this to one of your attacks so that it’s active as often as possible. I use a macro to cast this on myself when I cast Crusader Strike so that I don’t waste any of it’s uptime while I’m not engaged in melee combat.

Seal of Insight is the seal that I prefer above all others for most of my play. If you need additional threat you can get that from Seal of Truth which you get at level 44, but otherwise this is your main source of keeping your health and mana high.

Righteous Defense is the other taunt I mentioned up above. It pulls up to three mobs off of one of your party members and redirects them to you. A lot of Paladin tanks like to use this with what’s called a mouse-over macro so that you don’t have to target someone to actually cast it (thereby losing your current target), but I prefer assigning it to my Healbot addon which shows me when someone has threat. There are a lot of ways you can use this with macros and addons, so find one that works for. If I see the mobs leaving me soon enough I’ll also just cast it on one of the mobs heading towards the target and it works as though I’d cast it on the person instead, so whatever works.

Level 40-49:
Divine Plea (44): You gain 10% of your total mana over 15 sec, but the amount healed by your healing spells is reduced by 50%.
Seal of Truth (44): Fills the Paladin with holy power, causing single-target attacks to Censure the target, which deals additional Holy damage over 15 sec. Censure can stack up to 5 times. Once stacked to 5 times, each of the Paladin’s attacks also deals 9% weapon damage as additional Holy damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 min. Unleashing this Seal’s energy will deal Holy damage to an enemy, increased by 10% for each application of Censure on the target.
Hammer of Wrath (46): Hurls a hammer that strikes an enemy for 442 to 488 Holy damage. Only usable on enemies that have 20% or less health.
Divine Shield (48): Protects the paladin from all damage and spells for 8 sec, but reduces all damage you deal by 50%. Once protected, the target cannot be targeted by Divine Shield or Hand of Protection again for 2 min.

Divine Plea is another great tool for restoring your mana, and one that I’ll often use during boss fights if I switch to Seal of Truth. It’s not as useful now as it will be later on, but it doesn’t hurt to get familiar with it early. It only restores 10% of your mana, so it’s not great, but it can help. It has the drawback of reducing your healing spells by 50% which can hurt in soloing situations, so while I have my WoG set to cast in my HealBot as well, I also have a WoG macro on my action bar that cancels Divine Plea before it casts the heal so that my healing isn’t nerfed when I seriously need it.

Seal of Truth is for when you’re dealing with single targets and need to firmly establish threat. It can help while soloing group quests as well if you really need the extra damage, though I tend to use Seal of Insight for the healing and mana restoration for those personally. If you’re having threat issues on a boss though, this is your answer.

Hammer of Wrath is your execute spell. If a mob drops to 20% health or below you chuck this sucker at them to finish them off. It’s not going to kill every single target you use it on (particularly bosses), but if you use it on trash mobs or questing mobs while they’re low on health you can pretty well count on them being dead.

Divine Shield is the notorious Paladin bubble used for the bubble-hearth of old. It doesn’t last long enough for bubble-hearthing any more, but I never really used it for such anyway so I couldn’t care less. The good thing about this bubble though is that you’re immune to everything the game will throw at you outside of PvP. It’s total immunity to just about everything. You do take a 50% cut to your damage dealing while it’s active, but the only time you’ll really cast this is when you’re about to die anyway. Cast the bubble, heal yourself to full, and then go right back to laying the smack down.

Leveling a Protection Paladin
Multi-Target Rotation: Avenger’s Shield, Hammer of the Righteous, Holy Wrath, Hammer of the Righteous, Judgement, Hammer of the Righteous
Single-Target Rotation: Exorcism, Avenger’s Shield, Crusader Strike, Judgement, Crusader Strike, Holy Wrath, Crusader Strike, Shield of the Righteous

While you’re questing you have two options. The first is to just keep on doing single target like it’s going out of style (it’s already out of style), the second is to do multiple mobs at once. I’m still a huge fan of AoE grinding, so I like to have at least 3 mobs on me at all times.

If you’re facing a boss in LFG then you might want to switch from Seal of Insight to Seal of Truth for the additional damage and threat that goes with it, but if you’re doing single-target questing I’d stick with Seal of Insight since SoT isn’t likely to stack high enough to matter on a mob that’s not going to live long anyway. Better to keep the health and mana topped off to keep going than to save yourself 2 seconds if you’re lucky.

The one exception to ShoR being primarily used on single-target is that once you reach level 49 and place a talent point in Holy Shield, ShoR triggers Holy Shield to provide an additional 10% damage reduction from shield blocks for 20 seconds. If you’re doing very large pulls or are facing hard-hitting melee opponents, spending your first Holy Power on ShoR to trigger Holy Shield is a good way to help keep you alive. You’ll get a feel for when to cast it, and how early/often as you play more and more.

Talent Spec: Protection 49

  • Sanctuary 3/3: Reduces the chance you’ll be critically hit by melee attacks by 6% and reduces all damage taken by 10%. In addition when you block or dodge a melee attack you gain 3% of maximum mana.
  • Wrath of the Lightbringer 1/2: Increases the damage by 50% of your Crusader Strike and Judgement and increases the critical strike chance by 15% of your Holy Wrath and Hammer of Wrath.
  • Shield of the Righteous 1/1:
  • Slam the target with your shield, causing Holy damage. Consumes all charges of Holy Power to determine damage dealt.

  • Wrath of the Lightbringer (+1) 2/2: Increases the damage by 100% of your Crusader Strike and Judgement and increases the critical strike chance by 30% of your Holy Wrath and Hammer of Wrath.
  • Grand Crusader 2/2: When your Crusader Strike or Hammer of the Righteous deal damage to your primary target, they have a 20% chance of refreshing the cooldown on your next Avenger’s Shield.
  • Reckoning 1/2: You have a 10% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack.
  • Holy Shield 1/1: Using Shield of the Righteous or Inquisition increases the amount your shield blocks by an additional 10% for 20 sec.

Sanctuary is all about keeping you alive and keeping your mana topped off. It’s one of the best talents in the tree and one you definitely don’t want to pass up. Wrath of the Lightbringer is one that a lot of Paladin’s go back and forth on whether to take it or leave it. It’s purely a DPS increase, which in turn is a threat increase, so it’s nice but not required. I take it because I like to kill stuff, but you may prefer getting more points into either Reckoning for some free melee swings or perhaps Divinity back up on the first tier for increased healing if you want more survivability.

Shield or the Righteous has a higher damage potential than everything else available to you, and it’s where you’ll dump your Holy Power when you don’t need to heal. It’s also the key to triggering another one of important defensive talents, Holy Shield, which we’ll talk about in just a second.

Grand Crusader is a lot like Wrath of the Lightbringer in that it’s all about giving you additional damage, but this time in the form of resetting your Avenger’s Shield cooldown so that you can cast it more often. Since you’re leveling in this bracket I strongly suggest it as a leveling talent, though if you’re going to be a raider you’ll likely not bother with it once you reach level cap. For leveling though, especially with AoE grinding, this talent is excellent.

Reckoning is a talent I go back and forth on, I’m not sure yet whether I love it or hate it. Free attacks are free attacks, but it doesn’t appeal to me as much as it used to . I’ll leave it to you to decide whether you want to spend more or less points in this one.

Holy Shield wraps it up for this level range, providing an extra 10% damage reduction on shield blocks. While ShoR is a single target attack, Holy Shield makes casting it when fighting groups of trash worth it. In AoE grinding you might want to spend your first Holy Power on ShoR just to trigger the extra damage reduction and then refresh it every 18-20 seconds so that Holy Shield stays up as often as possible.

Glyphs
I’m going to list at least two options for each glyph type that you can choose from, and below each section I’ll mention why I choose them and under which circumstances I might change from one to another.

Prime

These are your two best choices for threat and damage. Do you want to have better threat against trash (HotR) or better threat against bosses (CS)? That’s the question, and your choice of glyph is your answer. I prefer to go with HotR because I like to AoE while I’m questing as well, so it’s just more valuable for me to take it over CS.

Major

The more I play as Prot, the more I think Consecration is a thing of the past. I just don’t need it. I do go ahead and use it when I’m doing some serious AoE grinding and pulling way more mobs than I really should be, but otherwise it’s really just a waste of a cooldown and the mana that goes with it these days. It’s good to use in LFG if you’re having threat issues, but otherwise it kind of sucks right now. If you need the threat, take it, otherwise go for Dazing Shield.

Minor

As with most classes, our minor glyphs kind of suck. Most Paladin minor glyphs right now just reduce the mana cost of spells that you’ll likely only cast outside of combat anyway, where casting your buffs and then drinking to restore your mana would negate the glyph’s use, not to mention we don’t care about mana much to begin with. But, these are the main glyphs we can use at this level range, so there you have it. If you’re going to do LFG a lot, then go with Kings since you’ll cast it more often, but if you’re going to solo/quest more then Insight will give you more “savings” in the long run since it’s duration is half as long as Kings.

Protection Macros
I don’t use a whole lot of fancy macros on my Paladin just yet, but I do have a few that are particularly useful.

#showtooltip
/startattack
/cancelaura Blessing of Protection
/cast Crusader Strike [same for Judgement, Hammer of the Righteous, etc]
/cast Divine Protection [only on the Crusader Strike and Hammer of the Righteous]

This is the one that I mentioned up above that cancels my BoP right before I attack. BoP gives you immunity to physical damage, but at the expense of not allowing you to attack. Generally you want to cast this when you need to heal yourself (if you’re targeting yourself), so after you’re finished healing it’s time to get back to combat rather than just waiting for it to end itself. Basically this one saves me the trouble of canceling the buff myself.

I use a version of this macro for all of my primary attack spells as I mention in the macro text itself. The one difference is that I only apply the Divine Protection cast to Crusader Strike and Hammer of the Righteous. I’m more likely to take a lot of damage once I close in to melee range than I am from max range for Avenger’s Shield, so I don’t want to waste some of the protection time while closing the gap. Using it on my melee abilities means it’s going to cast at the most important time and give me the most protection possible.

#showtooltip
/startattack
/cast [modifier:alt] Consecration
/castsequence reset=combat/9 Holy Wrath, Consecration, Holy Wrath

This macro I use for my AoE, just to save space on my bar. I don’t cast Consecration as often as I do Holy Wrath, and if I have an option between the two I generally go with HW unless the fight is going to last long enough for Consecration to be worth it. So using this you’ll cast Holy Wrath and for the next 9 seconds or until you cast it the button will change to cast Consecrate instead. For long fights with lots of AoE I have it cycle to another cast of Holy Wrath. You also have the option of holding Alt to force a Consecrate cast if you can’t or don’t want to use Holy Wrath.

I actually modified the version of this that I use to just be a simple HW cast by default, or a Consecrate cast if I hold Alt when I activate it just because I almost never cast Consecrate now. Consecrate used to be the spell I looked forward to getting the most, but now it’s just another crappy spell taking up space in my spellbook.

#showtooltip
/cancelaura Divine Plea
/cast Word of Glory

This is the one that I mentioned I keep on my action bars even though I have a healing addon that casts most of my heals for me. Divine Plea cuts your heals in half, so if you’ve used it to get your mana back but find yourself in sudden need of a heal this will cancel your Divine Plea, meaning you don’t get any more mana back but your heals will work fully.

Gearing Up as Protection
As a melee class we’re looking for stats that impact our melee performance such as Strength, Attack Power, Hit, Crit and Haste. As a tank though, you also want to look for survival stats such as Stamina, Dodge and Parry.

Stat Priority: Strength and Stamina, Dodge and Parry, Other melee stuff

In short, we’re going to stack Strength and Stamina first and foremost, followed by our avoidance stats of Dodge and Parry, and then on to any other DPS stats (attack power, hit, crit, haste, etc). Most of the stats that you want to cap at end game don’t even exist in the early stages, so this is really all you need to watch out for.

 
5 Comments

Posted by on December 23, 2010 in Class, Guide, Leveling, Macro, Melee, Paladin, Play Styles

 

Tags: , , ,

Paladin Leveling: Retribution 1-29

It’s been a good, long time since I last blogged about Paladins. When I first really got into blogging about leveling it was because of my previous two Paladins (both Protection). At that point in time everyone was saying that you should level as Ret, no exception, but I went with Prot and did some crazy soloing and AoE grinding on my quest to level 80, and it was honestly some of the most fun I’ve had in game.

I managed to get my last Paladin, Lexington, up to level 78 before I switched servers and left him there never to be played again. He hasn’t seen any serious play time at all in over a year and a half now. People are always asking me to update the Prot Paladin guides and though I’ve said several times that I would I just never could manage to make myself get over there and leveling give him some play time love. So I’ll make it public here and now that there will not be a Prot Paladin guide or update until I decide to level another one, and at this point in time I’m not planning to do so until sometime in Cataclysm.

Last week I leveled a Holy Paladin to level 10 to twink him for PvP, and on Friday I had a crazy idea to turn his experience back on and raise him to 19 instead for additional healing spells. I wanted to hurry to 19 so I also gave him a respec (which cost only 40-some silver, btw) to Retribution just to hurry it along. What started as a 9 level blitz turned into 23 level joy ride of splitting heads with my axe.

As with my level 80 Druid, Hotstuffbaby, my twink names tend to bite me in the butt when I decide to level them instead. At least Hearmywords can be fun if I macro different sayings to my attacks or something, I guess.

/cast Crusader Strike
/y Can you hear me yet, %t?

/cast Templar’s Verdict
/y Can you hear me now, %t?

/cast Exorcism
/y I said… CAN. YOU. HEAR. ME.

Playing a Retribution Paladin
Ret Paladins play much like any other melee class, where you basically close in with your targets and proceed to bash their face in until they fall over and give you loot. Paladins got a change in play style from the 4.0 patch though in the form of Holy Power.

Back in the early days of 3.x I was able to solo a great deal of content with my Protection Paladin and I really did have an absolute blast leveling him up and soloing five man group quests below level and soloing at level dungeons. I’m not feeling the tanking bug right now though, so this time around I’m going for Retribution instead.

Playing a Ret Paladin in 4.0.1 is very similar to how that Prot Pally felt in 3.x – over powered. It’s even better than it was before though, because now we actually have additional attacks that we can use in early levels instead of waiting for level 30 before we had anything besides auto-attack. Solo play got even better because we now have a healing spell from level 9 on that is not only mana-free, but also instant to cast. While not as good as Lay on Hands (which we still have, and do get in this level range), it also doesn’t have a cooldown beyond the generation of Holy Power, so it’s very easy to use.

Retribution-Specific Tips
To start this section off, we’re going to look first at the perks of choosing the Retribution tree. The keystone ability you get for choosing Ret is Templar’s Verdict, an instant attack that consumes Holy Power for increased weapon damage. You also get Sheath of Light which increases your spellpower by 30% of your attack power as well as giving a 6% bonus to your Spell Hit, and Two-Handed Weapon Specialization which gives you a 20% damage bonus with two-handed weapons. And finishing off the Ret perks is Judgements of the Bold which restores 25% of your base mana over 10 seconds every time you cast Judgement.

Holy Power
Our new mechanic, Holy Power, is similar(ish) to a Rogue’s combo points. You build Holy Power by using certain abilities, primarily Crusader Strike, but they build up on you rather than on your target and they expire with time or when consumed by another ability. You can store up to three Holy Power at a time, and the abilities that use it increase in power with each point.

Rather than having finishing moves, Paladins can burn their Holy Power with either healing spells or additional attacks, and since the HP stacks on you rather than the target you can kill one enemy by building up your HP and then kill another by spending the HP built on the first target. When soloing elites or fighting bosses in a dungeon, you can also contribute a great deal of instant-cast healing by using your HP with Word of Glory. I’ll get into the details of that further down.

As I mentioned, this paladin started out as a level 10 Holy twink, and at level 10 I was able to solo level 19 casters and rare spawns with nothing more than Crusader Strike and Word of Glory. It wasn’t a quick and easy soloing due to a very high miss chance, but there was literally no chance at all that I was going to die, even when I managed to draw agro on two of them at a time. In fact, if I had been Horde instead of Alliance, and had thought to try it, I’m quite certain I could have soloed RFC at level 10.

Seals and Judgement
A Seal is a Paladin-specific buff which typically adds some sort of extra bonus to your attacks. In this level range our only Seal is Seal of Righteousness which adds some Holy damage to each of our attacks. The Seal in use also determines the power of your Judgement spell.

There used to be multiple forms of Judgement, and they used to do different things based on your seal, but now it’s all an amount of damage. Seal of Righteousness provides the single highest Judgement damage of all the Seals at this time. Note that Judgement can only be cast if you have a Seal active, so always make sure that buff is up or else you lose access to one of your most useful attack spells.

Judgement is our primary form of ranged attack or ranged pull at this level, with Exorcism being the only other option that’s not a taunt. Exorcism will eat through your mana and has a cast time, where Judgement replenishes your mana and is an instant cast spell.

Auras
Auras are another paladin-specific buff, but these apply to your whole raid as long as they are within 40 yards of you. Our aura for most of this level range is Devotion Aura which provides a nice bonus to our Armor, which you’ll typically replace at level 26 with Retribution Aura which deals damage to enemies whenever they hit you.

There are several auras to choose from as you get higher in level, but Retribution and Devotion are the two auras you’ll use most often while leveling. I generally run around in Retribution aura because the extra DPS appeals to me more than the extra survivability of Devotion, especially with Word of Glory in our tool belt now.

Important Spells & Abilities
There are a lot of spells and abilities that come with being a Paladin, but I’m going to try to keep it simple and limited to only the most important ones for a Retribution spec. There are other spells that you’ll get in this level range as well, I leave them out only because I do not find them critical to playing a Ret paladin.

Level 1-10:

  • Crusader Strike (1): An instant strike that causes 120% weapon damage.
  • Judgement (3): Unleashes the energy of a Seal to judge an enemy for Holy damage.
  • Seal of Righteousness (3): Fills the Paladin with holy spirit for 30 min, granting each single-target melee attack additional Holy damage. Only one Seal can be active on the Paladin at any one time.
  • Devotion Aura (5): Gives additional armor to party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time.
  • Hammer of Justice (7): Stuns the target for 6 sec.
  • Word of Glory (9): Consumes all Holy Power to heal a friendly target for 115 to 127 per charge of Holy Power.

Crusader Strike is basically the key to everything you do as Ret, because it’s your primary source of Holy Power. It also does a decent amount of damage, but the big thing is that HP. I’m not 100% positive but fairly close, that using it gives you HP every time you use it, even when you miss. I can’t think of a time that I’ve ever used it and not received HP for doing so. Judgement is our primary ranged attack, and also our main source of mana regeneration.

Seal of Righteousness and Devotion Aura are the two buffs that you want to have up at all times. Auras have no duration and persist through death, so the one you have active when you die will still be active when your rez. Seals are only 30 minute buffs though, and must be active in order for you to use Judgement, so be sure to have your Seal active at all times, and if it gets dispelled during combat be sure to reapply it right away.

Hammer of Justice seems mostly PvP related, but it’s also great for questing and dungeons or either stop running mobs or to interrupt an enemy spellcaster. It’s also great for stunning a mob long enough to get off a Crusader Strike followed by a Word of Glory when you’re in desperate need of a heal.

Word of Glory is an amazing spell, one of my favorite additions to the Paladin. It’s an instant cast heal that requires no mana, instead healing you for an amount based on how much Holy Power you have available. Unlike most of your other HP abilities, WoG heals you for a flat amount, multiplied by the HP used. So if it heals you for 120 with a single point of HP, then it will heal you for 360 if you have three points of HP. So if you’re in a fight for your life then you can alternate Crusader Strike-Word of Glory, or you can build up a bigger stack if healing isn’t quite so time sensitive.

Level 11-19:

  • Flash of Light (16): A quick, expensive heal that heals a friendly target for 392 to 438.
  • Lay on Hands (16): Heals a friendly target for an amount equal to the Paladin’s maximum health and restores 160 of their mana. If used on self, the Paladin cannot be targeted by Divine Shield, Divine Protection, Hand of Protection, or self-targeted Lay on Hands again for 2 min.
  • Exorcism (18): Causes Holy damage to an enemy target. If the target is Undead or Demon, it will always critically hit.
  • Hand of Protection (18): A targeted party or raid member is protected from all physical attacks for 10 sec, but during that time they cannot attack or use physical abilities. Players may only have one Hand on them per Paladin at any one time. Once protected, the target cannot be targeted by Divine Shield or Hand of Protection again for 2 min.

I mention Flash of Light rather than Holy Light because enough though FoL cost 3x as much mana as HL, the cast time is significantly reduced, and if you need a heal badly enough that you’re going to spend a cast time on it, you want to make sure it’s big enough to be worth it. If you need to heal, and you need it now, then FoL is the way to go if Word of Glory won’t cover it and/or Lay on Hands is on cooldown. Our other big heal, the top dog of all heals, Lay on Hands appears at the same level. If you, or someone else is about to die, this is a literal life saver. The strongest healing spell in the game, even on a crit, can’t top the healing potential of this bad boy.

Exorcism is one of our trademark damaging spells, dealing a solid amount of Holy damage to the target. As an added bonus, it has a guaranteed crit against demons and undead targets, and our talent points will soon give us a chance to proc the ability to use it as an instant cast spell which makes it an even better DPS tool.

Hand of Protection is one of the Paladin’s “bubbles”, preventing all physical damage to the friendly target that you cast it on. The good thing is, this will keep you alive against all forms of physical damage, including falling damage. The bad thing is, it does nothing at all against Magic damage and it prevents you for using any attack spells either. The best use for this, other than jumping off of cliffs, is to use it when you have no Holy Power, Lay on Hands is unavailable, and you’re being attacked by physical mobs. Pop HoP for immunity and then use your spells to heal yourself back to full. This is about the only time I bother casting Holy Light as I have the time to safely use it with its long cast time rather than spending additional mana on FoL.

One thing to note about HoP, if you’ve gotten the use out of it that you need (such as an emergency heal), you can right-click on the buff to cancel it, which will remove the restriction of attacking. I have a /cancelaura macro attached to my Crusader Strike for this purpose which I’ll have down in the macros section below.

Level 21-29:

  • Blessing of Kings (22): Places a Blessing on the friendly target, increasing Strength, Agility, Stamina, and Intellect by 5%, and all magical resistances for 1 hour. If target is in your party or raid, all party and raid members will be affected. Players may only have one Blessing on them per Paladin at any one time.
  • Consecration (24): Consecrates the land beneath the Paladin, doing Holy damage over 10 sec to enemies who enter the area.
  • Retribution Aura (26): Causes 9 Holy damage to any enemy that strikes a party or raid member within 40 yards. Players may only have one Aura on them per Paladin at any one time.
  • Holy Wrath (28): Sends bolts of holy power in all directions, causing Holy damage divided among all targets within 10 yds and stunning all Demons, Dragonkin, Elementals and Undead for 3 sec.

Blessing of Kings is another buff that you want to have up at all times, increasing your main stats by 5% and giving you some magic resistance as well. The blessing changed in 4.0.1 so that they now hit your whole party and they last for 1 hour as regular and greater blessings were combined into one.

Consecration is a decent ability to use if you’re in a big group of mobs, but the damage isn’t as good as it used to be and the mana cost is ridiculous, not to mention the cooldown was increased. I don’t recommend you use this thing for much of anything unless you’re forced to fight several mobs at once and you feel that you need the extra damage. I used to love that spell so much…

Retribution Aura is our DPS aura, allowing us to deal extra damage by getting hit. You’re now a porcupine with an axe. Holy Wrath is our new AoE spell of choice. It used to only work on undead and demons, but now it works on everything and applies a stun to specific types of mobs. The damage works for everything though and the animation actually looks cool now compared to what it was in the previous version. If you want to spend mana on AoE, do it with Holy Wrath, not Consecration.

Leveling a Retribution Paladin
Starter Rotation: Crusader Strike, Judgement, Crusader Strike
Questing Rotation 1: Judgement, Crusader Strike, Exorcism (on proc), Templar’s Verdict
LFG Trash Rotation: Judgement, Crusader Strike, Exorcism (on proc), DS/TV/Conc*
LFG Boss Rotation: Judgement, Crusader Strike**, Exorcism (on proc), Templar’s Verdict

The Starter Rotation is what you’ll use prior to level 10. Basically just switch back and forth between Crusader Strike and Judgement until everything is dead.

Once you start getting some of your other abilities you can use the other rotations instead. The “Exorcism (on proc)” refers to our level 29 talent point in The Art of War which give our auto-attack a chance to make Exorcism an instant-cast spell that costs not mana and does twice the normal damage.

*On the LFG Trash Rotation includes a “DS/TV/Conc*” at the end of it. This is where you use Divine Storm (DS) if you spent the talent point on it, Templar’s Verdict (TV) if you have a big target that needs a big hit, or Consecrate (Conc) if you have mana to spare and are fighting three or more mobs with a significant amount of health left. Right now I’m not a fan of Consecration. The damage is pretty low, the cooldown is long, and the mana cost sucks. Not that we use a whole lot of mana right now anyway, but still, I think I’d rather spend my cooldowns on Crusader Strikes and Divine Storms than Consecration.

**For the LFG Boss Rotation it’s a little more specific than what I have up there. As things stand right now in 4.0.1, bosses are just like they were in 3.5, so their health isn’t all that impressive and with all classes getting their changes most bosses are a flipping joke right now while leveling. But for a mini-spoiler, bosses that have 3,000 health right now in live have over 28,000-31,000 health in Cataclysm. So for right now you can build up one or two Holy Power and then dump it into Templar’s Verdict to deal some hate to the bosses and it’ll be over before you know it. But once Cataclysm arrives you’re going to want a full stack of Holy Power each time you unleash TV on a boss to maximize your damage. If you get an Art of War proc, fire off that Exorcism right away as you don’t want to risk losing it or missing out on another proc because the current one was still active.

Talent Spec: Retribution 29

  • Crusade 3/3: Increases the damage of your Crusader Strike, Hammer of the Righteous and Templar’s Verdict by 30% and the damage and healing of your Holy Shock by 30%.
  • Improved Judgments 2/2: Increases the range of your Judgement by 20 yards.
  • Pursuit of Justice 2/2: You have a 100% chance to gain a charge of Holy Power when struck by a Stun, Fear or Immobilize effect. In addition, increases your movement and mounted movement speed by 15%. This effect does not stack with other movement speed increasing effects.
  • Rule of Law 3/3: Increases the critical effect chance of your Crusader Strike, Hammer of the Righteous and Word of Glory by 15%.
  • The Art of War 1/3: Your autoattacks have a 7% chance to make your next Exorcism instant, free and cause 100% additional damage.
  • OR

  • Divine Storm 1/1: An instant attack that causes weapon damage to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused. Consumes all Holy Power to increase damage dealt by 22%, 74%, or 150%.

In the first tier I started off with Crusade because I saw it as the most likely contribution to my damage while leveling since Crusader Strike is my most common attack, and Templar’s Verdict my most likely use for Holy Power. Improved Judgements came next as I prefer to pull with Judgement and the more range it has the better, not to mention using it to finish off runners or pull threat for mobs chasing after my healer when the tank’s not watching.

For the second tier I decided to go for Pursuit of Justice first because of the increased speed. The holy power from stun/fear/immobilize isn’t likely to happen in this bracket outside of PvP and Wailing Caverns, but the increased run speed is a huge bonus for leveling. I then went for Rule of Law for another damage increase via crit chance for Crusader Strike, and survivability via crit for Word of Glory.

For the sole point in the third tier I chose to go with a single point in The Art of War over Divine Storm because I prefer the damage increase from instant Exorcisms to the potential AoE damage of Divine Storm. With a long cooldown and high mana cost on Consecration now, it’s just not worth it for me to try to AoE my way through all of my quests when it’s actually faster for me to just destroy things one at a time. I did take Divine Storm at level 31 for an extra AoE to use in random dungeons. I love the fact that Divine Storm now hits everything within 8 yards instead of only four targets like it did previously.

Everything here is about increasing our damage output in one way or another, with the slight exception of Pursuit of Justice which is more about decreasing our travel time which makes leveling faster.

Glyphs
I’m going to list at least two options for each glyph type that you can choose from, and below each section I’ll mention why I choose them and under which circumstances I might change from one to another.

Prime

Crusader Strike is my primary attack; It’s how I get my Holy Power and where the majority of my damage comes from outside of auto-attacks. Because of this, I went with the Crusader Strike first, increasing my crit chance by 5%. I gave a lot of thought to using Exorcism instead as it’s a flat damage increase to Exorcism, but I don’t use it quite as often as I do CS, and up to this level range it’s almost guaranteed that if I use Exo on something it’s going to be dead before that 6 second DoT effect would matter. If you’re doing a lot of LFG, then I might suggest Exo > CS for boss fights, but even then you’ll have way more uses of CS than Exo regardless.

Major

I personally went with Hammer of Justice first because I like to use PvP to help me level when I’m not in a questing/dungeon kind of mood and the extra range on a stun is pretty nice. In PvE the extra range doesn’t help a whole lot unless I pull multiple mobs and one of them happens to be a caster. Going with Divinity is more useful later in the game as mana is rarely an issue unless you’re using Exorcism or your heals more frequently. I found it to be useful in LFG, so I have been switching back and forth as needed.

Minor

As with most classes, our minor glyphs kind of suck. The only one I really say is necessary is Lay on Hands since it’s the only ability that you’re likely to use while in combat and its use can actually have a significant impact by allowing you to cast LoH more often. Every other Paladin minor glyph right now just reduces the mana cost of spells that you’ll likely only cast outside of combat anyway, where casting your buffs and then drinking to restore your mana would negate the glyph’s use, not to mention we don’t care about mana much to begin with.

Retribution Macros
I don’t use a whole lot of fancy macros on my Paladin just yet, but I do have a few that are particularly useful.

#showtooltip
/startattack
/cancelaura Blessing of Protection
/cast Crusader Strike [same for Templar's Verdict, Divine Storm, and Exorcism]

This is the one that I mentioned up above that cancels my BoP right before I attack. BoP gives you immunity to physical damage, but at the expense of not allowing you to attack. Generally you want to cast this when you need to heal yourself (if you’re targeting yourself), so after you’re finished healing it’s time to get back to combat rather than just waiting for it to end itself. Basically this one saves me the trouble of canceling the buff myself.

I use a version of this macro for all of my primary attack spells as I mention in the macro text itself.

#showtooltip
/startattack
/cast [modifier:alt] Divine Storm; Templar’s Verdict

This is a typical space saving macro. DS and TV both use your Holy Power for a melee attack. TV is a single-target attack that can do 225% weapon damage with a full stack of HP, where Divine Storm is an AoE attack that burns your HP for up to 150% weapon damage. They both work the same way and use the same kind of resource, so I use a simple macro to switch from one spell to the other when I hold the Alt key.

Gearing Up as Retribution
As a melee class we’re looking for stats that impact our melee performance such as Strength, Attack Power, Hit, Crit, and Haste. We know from our Two-Handed Weapon Specialization that we’re meant to use two-handed weapons, and the general rules apply there; the slower the weapon, the higher the damage.

Stat Priority: Strength, Attack Power, Crit, Haste, Hit, Expertise

In short, we’re going to stack Strength. Crit and Haste are both great stats when you can find them, though Crit is much easier to find than Haste at these levels. Hit and Expertise are both good, but again they’ll play a bigger role at later levels than they do now.

If you have access to heirloom gear and want to know which ones to use:
Bloodied Arcanite Reaper with the Crusader enchant
Polished Breastplate of Valor with the Greater Stats enchant (+4 all)
Polished Spaulders of Valor
Swift Hand of Justice probably two of these

If you don’t have access to BoA items then you want to look for gear via dungeons. Here is a short list of items that come to mind for me:

Ragefire Chasm
Subterranean Cape Cloak, +4 Str, +4 Agi

Deadmines
Rockslicer 2H Axe, 18.4 DPS, +11 Str
Smite’s Mighty Hammer 2H Mace, 19.8 DPS, +11 Str, +4 Agi

Wailing Caverns
Cobrahn’s Grasp Mail Belt, +8 Str, +3 Agi

Shadowfang Keep
Silverlaine’s Family Crest +7 Str, +3 Stam
Arced War Axe 2H Axe, 21.8 DPS, +10 Str, +9 Stam
Phantom Armor Mail Chest, +3 Str, +11 Stam, +5 Crit

Blackrock Depths
Reef Axe 2H Axe, 22.4 DPS, +10 Stam, +20 Attack Power
Algae Fists Mail Gloves, +10 Str, +4 Stam

Razorfen Kraul
Tusken Helm Mail Helm, +12 Str, +12 Agi
Corpsemaker 2H Axe, 29.0 DPS, +15 Str, +8 Stam

Gnomeregan
Thermaplugg’s Left Arm 2H Axe, 32.6 DPS, +18 Str, +7 Stam
Grubbis Paws Mail Gloves, +6 Str, +5 Agi, +9 Stam
Manual Crowd Pummeler 2H Mace, 29.0 DPS, +16 Str, +5 Agi, Use: +500 Haste for 30 seconds (1 hour cooldown).

 
6 Comments

Posted by on October 27, 2010 in Class, Guide, Leveling, Macro, Melee, Paladin, Play Styles, Professions

 

Tags: , ,

BoA Warrior Leveling: Prot DPS 1-29

If you’ve read my blog for a while, or especially if you follow me on Twitter, then you’ll know that I have a long standing hatred for this class. Why do I hate Warriors? Because I (used to) suck at playing Warriors. Of all the different resource mechanics in WoW, Rage is the one that I hate the most and I could never grasp how to use it.

I don’t like starting with nothing, building my way up, and then having it all bleed out of me again when I’m done. It’s like building a sandcastle on the beach even though you know that wave’s going to come in any second now and completely destroy everything you just built.

Those people are you, the Warrior. That shapeless mound of sand in front of you was your full Rage bar, but your Rage just got owned by the Wave of Inactivity. If you’re not either taking or receiving damage, then you don’t have Rage. You, the player, might have rage at your character’s lack of Rage, but that won’t get you anywhere.

How do you fight a wave? With a big, friggin’ axe and the light of the Crusaders flowing through your veins, that’s how.

By using BoA weapons and taking advantage of the Enchanting profession of my main character, I’ve turned a class that I hate playing into one of the most enjoyable leveling experiences I’ve had in a long time. Interestingly enough, I also did it by using the traditional tanking tree as a DPS tree because of the way that it plays.

What Is a BoA Warrior?
When I’m talking about a BoA Warrior, I’m talking about a PvE Twink; a character that has very powerful gear for their level so that they’re able to achieve more than a player with normal gear for their level and situation. BoA of course refers specifically to heirloom gear which is part of that powerful gear that we’re giving them. It’s not just the gear by itself though, we’re also going to enchant that gear with the best enchants we can find for it and we may even throw in some extra buffs via potions and scrolls if we’re feeling especially power hungry.

As I said, I don’t like leveling Warriors because I think Rage sucks and I hate having to deal with it. When you power your Warrior above and beyond his level though, Rage isn’t an issue. With a normal Warrior just getting the gear that drops for me or that I start with, I want to hoard my Rage and never let it go. With a PvE twinked Warrior though I can go from empty to full in about 5 seconds, so I don’t mind unloading on a single mob because I know the one standing just a few yards away will fill me back up.

I’m using the term “twink” here which typically makes people who aren’t PvP-friendly cringe a bit. I’m not talking about doing full PvP twinking here though where you’re farming the AH for rare blues and leveling engineering for goggles, because we’re not looking for very specific gear for every single slot. A PvE twink is going to level, not stick to a certain level cap like a PvP twink, so we’re only looking at getting the best gear for certain key areas.

Necessary Gear
If you’re going to roll a BoA Warrior, then you need to know which items you’ll need and which enchants you need to put on them. If you want to look at basic enchanting for BoA items in general, or ones that aren’t Warrior-specific, then I’ll point you to my Enchanting Heirlooms post for details. But for now, we’re talking about specifics for your BoA Warrior.

Weapons
Bloodied Arcanite Reaper: (two-hand) Strength, Stamina, Crit
Venerable Mass of McGowan: (one-hand) Agility, Stamina, Crit, Attack Power
Enchants: Crusader

Charmed Ancient Bone Bow: (ranged) Hit, Crit, Attack Power

The best way to generate a lot of rage is to deal a lot of damage. To do that, you’ll want a big weapon with which to bash mobs in the face. For this build and this play style, Crusader is the only enchant worth considering. Fiery Weapon may help you burn through mobs really fast in your first 10-15 levels, but Crusader not only procs for 200 Attack Power (100 Str), it also heals you. This build is going to be chain pulling mobs with a DPS spec from level 8 on, so that heal is extra helpful.

We don’t care about the enchant to our ranged weapon because we’re rarely (if ever) going to use the thing. We’re just interested in the stats that it gives us.

Armor
Polished Breastplate of Valor: Strength, Stamina, Crit, +10% Experience
Enchants: Greater Stats +4 All stats

Strengthened Stockade Pauldrons: Strength, Stamina, Resilience, +10% Experience
Enchants: Greater Inscription of the Gladiator 30 Stam, 15 Resil

Dread Pirate Ring: Stamina, Hit, Crit, +5% Experience
Enchants: Assault: +40 Attack Power

We do want health, but we’re not obsessed with it above all others. Because of that we want +4 Stats over +100 Health on our chest. In this case it’s better to get a decent amount of health and attack power from one enchant than just straight health.

The shoulder enchants aren’t super important because you’ll have to be at least level 70 before you can even benefit from them. I’m going to recommend the PvP enchant that costs 10,000 Honor because it’s easy to get, very helpful (once you can use it), and it’s the best option you’ve got until you hit level 80 or become an Inscriptionist.

If you have the ring, and you want to enchant it, then Assault is the one that you want. The ring is great if you have it, but don’t worry about it if you don’t. I don’t have one and I’m doing just fine.

Trinkets
Swift Hand of Justice: Haste, Heal per kill

There’s only one trinket worth considering here, and you want two of them if you can get them. The haste is great because we’re dealing with a big, slow weapon here. The faster we swing it, the more death and destruction we can leave behind. The real reason we’re using these though is the heal. Every time you kill something that rewards honor or experience you’ll heal yourself for 2% of your total health. If you’re using two of them, then you get 4% of your total health. Yes, the pair of these stack.

Extra Gear: Optional
There are some other gear options that you might want to consider and you might not. It’s gear that only someone like me would bother dealing with, and it’s what I call “Sparkley Whites”. Sparkley Whites are low level, white-quality items that you enchant to make your fresh toons more powerful. Since my main character is and always will be an enchanter, I have a full set of white gear to cover all non-BoA slots with the best enchants for each type of class.

You can either get ones with no level requirement at all, which can be purchased in the starting zone of each race for around 10 copper each, or you can get them with low level requirements for around 45-60 copper each. I personally go for the ones that require level 5 to use so those are the ones I’ll link you to below.

Mail Boots (70 Armor)
Light Chain Boots, Light Mail Boots
Enchant: Minor Run Speed Minor speed increase

These boots are found in your secondary towns, the ones you’ll go to right after your initial starting zones; places like Brill or Goldshire, or sometimes they’ll be found in racial capitals such as Silvermoon City or Stormwind.

I suggest the Minor Run Speed enchant over a +7 Stamina enchant because of that stupid sand castle I talked about at the beginning of this article. Losing Rage sucks, and the best way to not lose it is to not waste it between battles because you’re moving so slow. You can go with either of those two enchants, I just personally like the movement speed and use it as the enchant on every type of armor that I do this for.

Gloves (64 Armor)
Light Chain Gloves, Light Mail Gloves
Enchant: Greater Strength +7 Strength

If this were a PvP twink then I would be suggesting +15 Agility instead of +7 Strength for the enchant, but we’re not looking for constant crits so much as we are constant, solid damage increases. While the Agility enchant would also give us some survivability, we’ll get more benefit from the Strength.

Bracers (45 Armor)
Light Chain Bracers, Light Mail Bracers
Enchant: Superior Strength +9 Strength

Again we’re going to go with a solid increase to our damage output over survivability. The +9 Stamina enchant is a really big chunk of health that we’re passing up, but the 9 Strength = 18 Attack Power, and with this build we’re going to subscribe to the belief that “the best defense is a strong offense.”

Important Spells and Abilities
There are a lot of abilities that we’re going to use with this build. Some of them can only be used when we’re in certain stances and others can be used all the time. I’ll go over all of the abilities in this section, noting which circumstances are required for you to use them. Numbers and details for each spell are taken from their highest available rank as of level 29, and are not modified by talent points, attributes, gear, or any other variables.

For now just get yourself familiar with what these abilities do. I’ll tell you how to actually put them to use for mass slayage in the next section.

Stances
Battle Stance: A balanced combat stance that increases the armor penetration of all of your attacks by 10%.
Defensive Stance: A defensive combat stance. Decreases damage taken by 10% and damage caused by 5%. Increases threat generated.

General Abilities (No Stance, or Both Stances)
Thunder Clap: (20 Rage, Battle or Defensive, Instant cast, 6 sec cooldown) Blasts nearby enemies increasing the time between their attacks by 10% for 18 seconds and doing 55 damage to them. Damage increased by attack power. This ability causes additional threat.
Battle Shout: (10 Rage, Any stance, Instant) The warrior shouts, increasing attack power of all raid and party members within 30 yards by 55. Lasts 2 minutes.
Bloodrage: (No Rage, Any stance, Instant, 1 minute cooldown) Generates 20 rage at the cost of health, and then generates an additional 10 rage over 10 seconds.

Battle Stance Only
Charge: (No Rage, Battle Stance, Instant, 15 sec cooldown) Charge an enemy, generate 12 rage, and stun it for 1.5 seconds. Cannot be used in combat.
Victory Rush: (No Rage, Battle Stance, Instant) Instantly attack the target causing damage. Can only be used within 20 seconds after you kill an enemy that yields experience or honor. Damage based on your Attack Power.
Overpower: (5 Rage, Battle Stance, Instant, 5 second cooldown) Instantly overpower the enemy, causing weapon damage. Only usable after the target dodges. Overpower cannot be blocked, dodged or parried.
Retaliation: (No Rage, Battle Stance, Instant, 5 minute cooldown) Instantly counterattack any enemy that strikes you in melee for 12 seconds. Melee attacks made from behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation.

Defensive Stance Only
Revenge: (5 Rage, Defensive Stance, Instant, 5 sec cooldown) Instantly counterattack an enemy for 145-177 damage. Revenge is only usable after the warrior blocks, dodges or parries an attack.

Leveling a BoA Warrior
Rotation: Charge, Heroic Strike, Thunder Clap, Victory Rush (spam), Thunder Clap, Victory Rush (spam)

You’ll also want to be sure your Battle Shout is on before rushing into combat if you can. If you don’t have any rage, and nothing to give you rage right away, then just charge in on the first mob and use the rage from the charge + auto-attack to cast it.

Your basic rotation is simple. Charge in to generate Rage, Heroic Strike to kill or seriously injure a mob to proc Victory Rush, Thunder Clap for AoE pull and damage, spam Victory Rush to kill all targets, Thunder Clap for additional AoE pulls or damage, spam Victory Rush and Thunder Clap until you’re done. If you use my macro suggestions down below you’ll also trigger your Overpower or Revenge abilities every time they become available as well.

When you’re doing solo questing, like clearing yeti caves and such, this simple rotation of TClap-Victory Rush kills almost everything straight away. When you get into instances things don’t die quite as easily, and since you’re not always going to get the killing blow your Victory Rush isn’t going to be available nearly as often. In cases like that, it’s best to build up as much rage as you can, and then unleash on single targets to try to get the killing blows. If you act like a PvP Rogue, killing off every target with low health, you can sometimes grab all of the killing blows from Victory Rushing the low targets one after another.

This is a Prot build, and you certainly can tank with this around level 20 even without a shield, but it’s also a DPS-focused build. If you’re not the tank, then you should cut back on your Thunderclaps so that you’re not the one with all the agro, but better you than one of the other DPS or the Healer.

Spec and Glyphs

Prot Spec Talents
Improved Thunder Clap 3/3: Reduces the cost of your Thunder Clap ability by 4 rage points and increases the damage by 30% and slowing effect by an additional 10%.
Improved Bloodrage 2/2: Increases the rage generated by your Bloodrage ability by 50%.
Incite 3/3: Increases the critical strike chance of your Heroic Strike, Thunder Clap, and Cleave abilities by 15%.
Anticipation 2/5: Increases your Dodge chance by 2%.
Improved Revenge 2/2: Increases damage of your Revenge ability by 60% and causes Revenge to strike an additional target.
Shield Mastery 2/2: Increases your block value by 30% and reduces the cooldown of your Shield Block ability by 20 seconds.
Shield Specialization 3/5: Increases your chance to block attacks with a shield by 3% and has a 60% chance to generate 5 rage when a block, dodge, or parry occurs.
Anticipation +3 (5/5): Increases your Dodge chance by 5%.

Major Glyph: Glyph of Resonating Power: Reduces the rage cost of your Thunder Clap ability by 5.
Minor Glyph: Glyph of Thunder Clap: Increases the radius of your Thunder Clap ability by 2 yards.

Thunder Clap is your bread and butter AoE ability from level 6 on. You’ll have other abilities that can hit multiple targets (such as Revenge via our talent points, or Cleave/Sunder if we use their glyphs), but those only hit a couple of mobs while this one is an AoE, so both of our glyphs are going to go towards improving Thunder Clap.

Our Major glyph reduces the rage cost which will allow us to use it more often, and our Minor glyph increases its radius which is actually used more as a means of pulling additional mobs from further distances than it is for the AoE aspect of it since most mobs will be within melee range of you anyway.

Cleaving, Revenge, and Victory Rush are all acceptable substitutes for your Major glyph slot and Charge, Battle, and Enduring Victory are all acceptable substitutes for the Minor glyph slot.

Suggested Macros
There are a lot of macros that we can use for this build to make it easier to play, and all of them are fairly easy to write, use, and understand.

Normally when I write a macro I like to name it something relating to what it actually does. For the warrior though, I instead set the macro name to the rage cost of the primary ability associated with that macro. When you put a macro on your action bars it shows the name of it, so in this case it shows me rage costs instead. After using a Warrior for a while you’ll know all of the rage costs without even paying attention anymore, but while you’re still learning I think it helps to see that visibly without having to mouse-over the ability. For abilities that have no rage cost, I just name them what they are.

Important Note: I have had people comment on my macros before, suggesting that you use the exclamation mark in front of some abilities that don’t fire off right away to prevent a second use of that macro from turning the ability off like this: “/cast !Heroic Strike”. I have personally never had this problem with my macros. It might be that I have an addon that fixes the issue that I’m just not aware of, or who knows. If you experience that problem then add the exclamation, if not then forget it and go with what I suggest here.

Charge:
#showtooltip
/startattack
/cast Charge
/cast Heroic Strike

The above macro will target an enemy (if you don’t already have an enemy targeted) and activate your auto-attack on that target. It will then use your Charge ability and activate Herioc Strike. What that’s going to do is cause you to charge and immediately follow with Heroic Strike instead of an auto-attack. If you are too close or too far away from your enemy for Charge to work, or if Charge is on cooldown, then it will simply activate Heroic Strike so that it’s used in place of your next auto-attack.

Since I don’t like wasting Rage on Heroic Strike when it’s not necessary, this is the only macro that I tie HS into and the only macro that I do not tie Revenge/Overpower into, so that I’m not accidentally throwing Rage away on HS when it could be put to better use on other abilities.

Victory Rush:
#showtooltip
/startattack
/cast Victory Rush
/cast Overpower
/cast Revenge

At low level, and high power thanks to our enchanted heirlooms, Victory Rush is insanely strong. Basically, if you use it then your target dies instantly. If you don’t have all of the gear and enchants that I suggested then you may have to actually hit them with a Thunder Clap or a normal attack as well, but generally speaking you can just consider them dead.

This is the button that I spam when I’m in a large group so that I’m not having to pay attention to when Overpower or Revenge procs, and my Victory rushes get used right away. When you’re in a large pack of mobs, it’s not always easy to see that you’ve got Victory Rush available, so I’ll often be spamming this macro during combat.

I personally like to use a variation of this macro for every attack that I put on my primary action bar, simply replacing Victory Rush with whatever attack ability I’m using. Thunderclap, Rend, Shield Bash, Sunder Armor, Mocking Blow – whatever it is, if it’s on your action bar then use it in this macro so that you don’t waste your procs.

Gearing Up Your Warrior
There are only a couple of stats that you care about with this build and this concept: Strength (Attack Power), and Stamina.

Warriors get 2 AP for every 1 Str, and since AP is fairly rare on low level items you’ll mostly be looking for Strength as your source. Stamina is your source of health, of course, and since you’ll be pulling more than normal with this type of character you will need that health now and then in order to survive.

Profession Suggestions
The purpose of this type of character is having fun, it’s not to rush to 80 and start raiding with it, so the professions I’m going to list here are the ones that will help you with this.

Herbalism provides you with the Lifebloom heal over time effect which can really be useful when you’re pulling very large groups of mobs and want to reduce your downtime while also increasing your survivability.

Skinning provides you with a bonus to your critical strike chance which is great since we’re basically playing a DPS version of a tanking spec. The more you crit, the harder you hit, and the harder you hit the more rage you get, and the more rage you get the faster things die.

Engineering provides a couple of benefits for us. First off being another form of AoE damage in the form of bombs and dynamite, and secondly by providing helms that will give you Stamina bonuses early on and eventually attack power bonuses as well once you get up around level 50. Starting off the big thing is the explosives as they can provide you both with the extra damage as well as a few seconds of AoE stun that you can use for a single healing tic from a bandage if you’re in serious trouble.

Mining is a decent benefit to you as well by providing a bonus to your Stamina. The extra health is good, though I wouldn’t consider it as good as any of the others listed above.

The other professions themselves aren’t particularly helpful for this, and the benefits they do provide come in the form of items that you can either purchase or make with an alt and then send them over. As far as those items go, potions or scrolls that provide Strength/Stamina/Agility are all good, as are any Armor bonuses you can find from consumables or armor kits made by leather workers.

 
5 Comments

Posted by on September 15, 2010 in Class, Guide, Leveling, Macro, Melee, Play Styles, Warrior

 

Tags: ,

 
Follow

Get every new post delivered to your Inbox.

Join 2,149 other followers

%d bloggers like this: