Dec 09 2014

Gearing up at Level 100

The Warlords of Draenor expansion is underway!

With Highmaul Looking for Raid wing 1 opening today, I thought I’d take a look at the various ways to gear up your characters for those of you looking to advance into raid content. Whether the goal is moving into Mythic, Heroic, Normal or even LFR, progressing your gear at the cap is something many players will want to do. There are a ton of ways to gain gear this expansion including many new ways just introduced through Garrisons.


Questing in high level areas (Nagrand and level 100 areas) often rewards higher item level blues. Remember that with the new random roll system, you may get lucky and have any of these roll to a superior reward of epic quality! Get started on your end game gearing by working through Nagrand‘s quests.

You can increase your odds for these upgrade rolls by building a War Mill (Horde) or Dwarven Bunker (Alliance) in your Garrison.

Rare Mobs

Draenor is filled to the brink with rare mobs, many of which have a very short respawn timer and have a chance to drop blue gear that might be useful to your character. The item level of the blue gear varies depending on the zone and the level of the mob, so for the best chance at useful upgrades for a level 100 you want to look at rares in Nagrand and level 100 questing areas, which can drop ilvl 615 and 620s.

However, you only have a chance to receive loot the first time you kill a mob on that character, so you basically only get one chance at the loot. If you’re unlucky and it doesn’t drop, camping the respawn for repeat kills will not help you.


One of the simplest avenues for upgrades is to jump into five man dungeons. Normal mode level 100 dungeons award ilvl 615 gear, which will at least prepare you for heroics. Heroic dungeons drop ilvl 630 gear which can roll “warforged” and upgrade to ilvl 636 if you’re lucky. Keep in mind that in order to do heroic dungeons, you will need ilvl 610 and must beat Proving Grounds at at least a Silver level in order to queue in your desire spec.

Challenge Modes

Challenge Modes are a particularly lucrative source of gear, and you only need to finish them – not earn a medal time.  For each Challenge Mode daily you complete, you will receive a Challenger’s Strongbox which contains a random ilvl 640 epic that is appropriate to your spec. The epic is a guaranteed drop in each box and has a chance to roll warforged for a higher item level and a chance at a gem socket or tertiary stat bonus.

Legendary Ring Chain

This expansion’s first legendary is a ring, which starts at ilvl 640 and upgrades multiple times. Everyone who desires to put in the time and effort can work on acquiring one of these rings. The first two steps of it are fairly easy to get, as they only require five man content:

The first ring is item level 640 and requires you to complete the Skyreach dungeon on either normal or heroic and loot an item from the final boss. The second ring is item level 680, and requires you to complete four specific heroics and gather about 5,000 Apexis Crystals.

(further iterations will require raiding)


If you like PvP, you can hop into Battlegrounds or Ashran to purchase ilvl 620 gear via Honor Points.  If you like more competitive PvP, you can get ilvl 660 via via Conquest Points which can be earned via daily randoms, ranked play, and various dailies/weeklies in Ashran and in Nagrand.

Crafted Gear

Many crafting professions this expansion can create ilvl 640 epic pieces with random stats. This includes Blacksmithing (plate armor), Leatherworking (mail & leather armor), Tailoring (cloaks & cloth armor), Inscription (weapons, off-hands, trinkets), and Jewelcrafting (rings & necks). Engineers can also make Goggles, but these can only be worn by other Engineers. You are limited to wearing three crafted pieces — combined across all profession crafting — at a time, but having all three can be a huge boost to your item level.

The recipes for these pieces are purchased through the crafter’s Garrision profession building, and each piece require a large amount of materials that are made via daily cooldowns and work orders, which slows the amount of time it takes to acquire enough materials to make these pieces. For this reason, crafted gear can be expensive on the auction house right now. However, since they are BoE, there is nothing to stop you from setting up a Garrison on an appropriate alt and making them for yourself (or begging a kindly guild mate)!

Each profession also makes items to reroll the stats on these items in the event they are not ideal. These pieces can also eventually be upgraded to higher item levels with more costly materials.

Garrison Mission Rewards

When your Garrison followers start reaching item level 615, you will begin to receive missions that reward ilvl 630 loot for successful completion. When your followers hit ilvl 630, they can start bringing you back raid-quality epics.

Garrison Salvage Yard

Build a Salvage Yard in your Garrison. When you’ve upgraded it to level 3, you will start receiving Big Crates of Salvage any time your followers successfully complete a level 100 mission. These boxes have a chance to contain random ilvl 665 epics. The more missions you successfully complete – the better your odds!

Apexis Purchase

You can also purchase ilvl 630 gear using Apexis Crystals. Some of these also require reputation with corresponding factions.

Keep in mind that Apexis Crystals also used to purchase Seals of Fate used in raid bonus rolls and are required for your Legendary Ring quest, so you may find that it is more useful to save these for other purchases.

Molten Core

Until January 5th only, as part of the 10th anniversary of WoW celebration, a scaled up version of Molten Core is available through the Looking through Raid finder. Completion awards a Corehound Mount and an ilvl 640 hat appropriate to your class/spec.

You do need ilvl 615 in order to queue for the special MC raid.

World Bosses

There are also several world bosses in Warlords that drop raid quality loot. Right now, you can look for Tarlna and Drov in Gorgrond, which have ilvl 650 loot tables and give you a chance at loot once a week.

Rukhmar will be added in the future, and will drop ilvl 665.

World Drops & Black Market Auction House

And, of course, if you’re insanely rich, you have a couple more options. You can keep an eye on the BMAH, which can have some raid quality gear available for purchase (this includes Mythic quality!) and there are also BoE world drop epics out in the world which may find their way to the regular auction house for very hefty sums.

Lower raids

And, of course, you can work your way up through raid tiers, starting with Highmaul LFR, through normal, heroic and then Mythic.

The first wing of Highmaul LFR opens today and is pretty quick and painless.



Jan 02 2013


Note: This spell was removed from the game in patch 6.0.2 for being too complex/convoluted.  Considering that I was able to make an entire blog post just out of explaining what one single spell did, I think this is a reasonable claim.


Symbiosis is a new ability granted to the Druid class in Mists of Pandaria.  When cast on another player by a Druid, both players are given access to one of each other’s spells for an hour, depending on both the druid’s spec and the recipient’s role.  The spells exchanged are not exactly like their original forms, but are similar (read the tooltips for details).  Both players still retain their granted abilities, as well (eg, you don’t lose spell reflect just because the druid gained it).

Because I often see people who aren’t sure what class or spec grants what (both the giver and recipient’s specs influence what abilities are exchanged) — including many druids — I thought I would offer a summary for people to use as a reference.  I have sorted by class for convenience:


Gives to Druid
Redirect to cat
Feint to bear
Evasion to tree
Cloak of Shadows to moonkin

Receives from Druid

Death Knight

Gives to Druid
Death Coil to cat
Bone Shield to bear
Icebound Fortitude to tree
Anti-Magic Shell to moonkin

Receives from Druid
Wild Mushroom: Plague as Frost & Unholy
Might of Ursoc as Blood


Gives to Druid
Shattering Blow to cat
Spell Reflect to bear
Intimidating Roar to tree
Intervene to moonkin

Receives from Druid
Stampeding Shout as Arms & Fury
Savage Defense as Protection


Gives to Druid
Divine Shield to cat
Consecration to bear
Cleanse to tree
Hammer of Justice to moonkin

Receives From Druid
Wrath as Retribution
Barkskin as Protection
Rebirth as Holy


Gives To Druid
Clash to cat
Elusive Brew to bear
Fortifying Brew to tree
Grapple Weapon to moonkin

Receives From Druid
Bear Hug as Windwalker
Entangling Roots as Mistweaver
Survival Instincts as Brewmaster


Gives to Druid
Feral Spirit to cat
Lightning Shield to bears
Spiritwalker’s Grace to tree
Purge to moonkin

Receives From Druid
Solar Beam as Elemental & Enhancement
Prowl as Restoration


Gives to Druid
Frost Nova to cat
Frost Armor to bear
Iceblock to tree
Mirror Image to moonkin

Receives from Druid
Healing Touch


Gives to Druid
Soul Swap to cat
Life Tap to bear
Demonic Circle: Teleport to tree
Unending Resolve to moonkin

Receives From Druid


Gives To Druid
Dispersion to cat
Fear Ward to bear
Leap of Faith to tree
Mass Dispel to moonkin

Receives From Druid
Tranquility as Shadow
Cyclone as Holy & Discipline


Gives to Druid
Play Dead to cat
Ice Trap to bear
Deterrence to tree
Misdirection to moonkin

Receives from Druid


As a tip:  The new abilities will appear in their owner’s spellbooks under the name of the ability itself, not under “Symbiosis.”  If you put the gained ability on your action bar, it will stay there even when you do not have the buff for future (when you do not have the buff, it will say Symbiosis instead of the ability name on your bars), which can be helpful if you receive it regularly in your raid or because your spec grants a particularly appealing ability to druids in return.
Dec 14 2011

LFR Tool: Raiding Lite™

The new Looking for Raid (LFR) tool is a new avenue of advancement introduced in 4.3 for characters.  Out for a few weeks, the feature has had enormous popularity with players.  For those of you who haven’t experienced it yet, here is an overview based on my experiences using it.

LFR is raiding with training wheels.  To compensate for throwing a bunch of strangers together, many of whom will be inexperienced or underskilled or just bad as following directions, the fights are stripped down and tuned to be very, very easy.   They are designed to be successfully done provided at least half the raid is conscious and capable of following basic instructions, a difficulty level that is arguably necessary to ever get anything killed in such an environment.  As a result of their ease, they offer low quality loot — just slightly better than the new heroics — and lack the perks of regular raiding like achievements, epic gems and Valor-points-per-boss (LFR awards VP only for completion), or the ability to work on the tier’s legendary.

To use it, one queues through an icon on the menu bar like with random dungeons, and is automatically matched up with 24 other players.  It can be done multiple times a week (although you only have one chance at loot), and will not lock you from doing the raid on normal mode.


The group is composed of two tanks, six healers and seventeen DPS.  The fights are designed to always use this same comp, so there is no need for dual spec or talent switching during the raid.

Raid leadership is on a volunteer basis.  To queue as a potential leader, one must check the box on the queuing window along with their usual role – same as is done for the LFD tool.  If the raid leader leaves, a new one is assigned from amongst the other volunteers.  Raid leaders get no special perks or powers and mainly exists as a way of saying “yes I will give any new people instructions if they want them.”  Unlike with a real raid group, here the leadership rarely is required to do anything different than any other raid member, although you shouldn’t volunteer for the job if you’re not interested in explaining the fight mechanics.

Players are in and out of the raid group constantly.  It is not uncommon for people to leave mid-fight, or to start a boss down a few people.  The tool is very efficient about replacing these people the instant a group leaves combat, but the fights as also easy enough that the empty spots are rarely a problem.  For this reason, no player should feel intimidated about having to bow out before a run is finished; it is possible no one would even notice.


LFR has such a huge scope of utility across all spectrum of players, that it’s hard to just pin as “raiding for casuals,” although this is the thing it is typically billed as.

However incomplete that statement might be, though, it is still very much true.  With the difficulty level so low, even someone who has never played in a raid environment can stumble through it successfully.  The tool is an amazing way to let players see the raiding content they might have not otherwise dared to try.  The DPS checks are minimal, and even a few stronger players can balance out a handful of inexperienced ones.

Additionally, with the [currently] very short queues for DPS and healers, players who don’t raid due to lack of time may also find LFR to be an exceptional tool.  Not longer do forays into raiding content require regularly scheduled groups and hours and hours of attempts learning new bosses and farming old ones.  Instead, these players can opt for a limited “demo” version of the raid instance on their own schedule as an alternative to seeing nothing at all.  Currently, both wings of Dragonsoul in LFR take about an hour each and with so many players in and out constantly, it is not harmful to your teammates if you need to bow out even earlier.

Another advantage is that LFR provides a way for all players, serious or casual, to have an opportunity to try raiding on an alt that they wouldn’t have otherwise raided on.   Whether you just want to get more familiar with that class, or take a break from your main, or practice with them for a potential re-roll, the tool can fulfill this niche.

The LFR tool can also be extremely helpful as a tool to help seasoned raiders become familiar with the fights in advance.  Although the stripped down nature make it nearly useless for learning the mechanics themselves, seeing even the basic version of the fight can be helpful in figuring out position, learning spawn points for adds, what that special mob or ability looks like visually, and getting a general feel for the way the particular fight works.  Instead of just watching that tankspot video, now you’re immersed in it, and you can control the camera angle and zoom yourself. Paired with a written guide or a video, I’ve found the LFR tool to be immeasurably helpful in understanding a fight.

Finally, let’s not discount the huge advantage LFR provides for gearing up new players, alts and rerolls and for filling in gearing holes on raiding characters.  It also allows for main raiders to get their set bonuses faster and get small upgrades more often, and the nerfed tier pieces will still work towards completing a set bonus.  Lastly, as a source of Valor Points, you might choose to get the currency to buy those VP items through LFR rather than LFD.  Although its steeper item level requirement means you can’t just waltz in as a fresh 85, the requirements can still be met by doing the new heroics rather than raiding.

Success Ratio

Queuing at least once weekly on four characters, I’ve had very good luck in terms of success with my LFR groups.   Most bosses take just one or two tries to down, with ample forgiveness for mistakes.  Trash wipes typically only occur when someone facepulls several packs or the boss itself (or both in the case of the slime boss).  The worst group I’ve encountered spent 45 minutes just on the first boss of part 2, which is still a good deal faster than a real raid might take, and they still went one to one shot every following boss.  In the best group, I’ve cleared part 1 of Dragonsoul in just over a half an hour on my lunch break.  The raid is definitely succeeding it its goal to be painless and easy.


You can roll on loot for each boss in LFR once per week. Once you’ve already beaten that boss, you will be ineligible to roll on loot from that boss again during the week if you continue to queue.  Many of the items are now limited to particular appropriate classes (ie, a rogue cannot roll on a strength sword).  Roll bonuses are given if you are ‘need’ rolling on an item for the spec you are queued as, so if a piece of intel/spirit mail drops, the resto and elem shaman will have an advantage on it over the enhance spec’d one, but the enhancement shaman may still roll for their offset without worrying about the item getting dusted.

The system is far from perfect and is still peppered with bugs and oversights, but overall it is a large improvement over LFD.


Just as any environment in which anonymous strangers are thrown together and forced to interact, LFR certainly contains its share of jerks.  Every group has the one DPS who spams Recount after every attempt to brag about his numbers, and the other guy who spends more time bitching about the weaker DPS than he does doing his own job.  You do encounter those two people who get in a fight over something petty and insist on holding up the entire raid so they can bicker over it.  And yes, there is the guy who tries to publicly shame anyone who makes a mistake or taunt everyone who dies with “newb!”   There are also people who are abusing the system by joining then going AFK, and those lazy people that don’t want to help with trash or run back after a wipe.

However, I have been largely impressed by the bulk of groups.  For every asshole throwing a tantrum, there are three people telling him to shut up.  I have encountered players who have made special effort to explain the fights to the people that ask, who give helpful call outs and reminders, who present solutions instead of complaints.  There are those people who are cheerleaders and in the face of others bitching can say, “we were really close, we can do it, we just need to be a little more disciplined.”   There have been people who win duplicate loot and gracefully hand it out to the second highest roller.  I have seen more people booted for being a jerk than I have for making mistakes or doing low DPS.

Overall, I’ve found it to be a smoother and more enjoyable experience than doing PuG five mans.  The jerks are diluted in a sea of people, and the bad players don’t hurt the raid’s success and there are always at least a couple good and patient players to help teach the inexperienced what to do.

My conclusion on LFR is that it is a wonderful tool that many people will find useful and/or enjoyable.  Since it is only a few weeks old, I suspect that once the novelty wears off and people are capped on valor goodies, the demand for running it will decrease and queue times will grow.  Nevertheless, it is reasonable to believe it will still be one of the most popular game features Blizzard has ever implemented in WoW.   Love it or hate it, the thing is clearly a hit.

Nov 09 2010

The Worst Sins In Raiding

Survey any raider on the worst offenses one of their fellow raiders can commit, and you will generally find they fall under one of the following four categories. While no raider is perfect, a good player will always be aware of how their behaviour affects their teammates and will make good effort to make sure these sins do not occur.

Making People Wait On You

Time rules a raider’s schedule. Whether it’s getting that one last attempt in before calling it for the night or plowing through trash to get to the boss, everything is balanced around the amount of time a raid gets together each lockout period. Time is the most precious commodity a raider can have and nothing makes people angrier than those who waste it for everyone.

• Showing up late
• Taking excessive AFKs
• Waiting until immediately before start time to buy flasks or gems, set up addons, or get enchants.
• Failure to travel to instance in advance and expecting a summons

Being Unrealiable

Raiding, like many sports, is all about teamwork. Raiders rely and count on each other, and the mark of a good raid is making your strengths work together and balancing out each other’s weaknesses. Unreliable people erode the framework of cooperation at the foundation. If a player can’t count on his teammate, the raid’s performance stunted and resentment festers between members.

• Having a poor internet connection
• Failure to respond to the calendar invites
• Habit of not showing up when promised
• Being distracted during raid time

Showing An Obvious Lack of Effort For Your Role

Although being a good raider means being able to work well with your raiding peers, every player has an individual responsibility to prepare him to contribute to the group as best they can. This means doing research on the class you play, the instance you’ll be visiting and your roles and duties within. A good player will be proactive about reading guides and strategies, monitoring patch notes for changes and keeping up with relevant theorycrafting and always showing up for a raid prepared.

• Failure to keep gear gemmed and enchanted
• Ignorance about class playstyle
• Lack of research on boss strategies or guides
• Showing up in the wrong spec or gear
• Didn’t bring proper consumables or reagents

Bad Attitude

By sheer virtue of being an activity that involves working closely with other people for many hours of the week, raiding is a highly social activity. While knowledge and skill may rule a raid’s success, the attitude of a raid controls how happy the players are with that group. People who harm the social dynamics of a raid are like a poison, causing disharmony, hurt feelings, a tense atmosphere and making raiding feel more like work than a hobby.

• Blaming other people constantly
• Excessively offering unsolicited advice and critiques
• Being mean, rude, or belittling teammates
• Whoring loot at the expense of others
• Dominating voice chat constantly
• Inability communicate issues in a constructive fashion.

Jul 09 2010

Tziva’s “Not Quite Right” Guide To Battlegrounds

In World of Warcraft, player verses player (PvP) can be defined in many complicated layers.  In the simplest terms it just means killing the other player, but in the realms of Azeroth, the venues where it occurs can mean that PvPing often involves a lot more than just mowing down a lot of enemies.

You should know that venturing into battlegrounds the first time is super intimidating if you have no PvP experience.  You can negate this by reading some strategy guides and replacing your nervousness with confusion.  Or, you can just go in, copy other players until you kinda figure it out, and have a good time doing it.

But if you do want a guide, there are hundreds out there on how to PvP in WoW: how to kill the other guy as swiftly as possible, how to maximise your class abilities, how to win battlegrounds the most efficiently, overviews of PvP etiquette, and discussions of strategy.  This is not one of those guides.  Or maybe this is all of those guides.  Mostly this is my own guide: one part fun, one part silly, one part useful.

Basic Tips For Everyone

•  PvP is not always about killing your enemy.  It is also about crowd controlling, stunning, incapacitating, distracting, kiting and disorienting them.  Be smart and know when it’s better to stun someone and move on to something more important rather than always staying for the killing blow.

•  Communicating in /bg is paramount.  Call out when enemies are about to attack an objective (resource node or flag), where the flag carrier is headed or hiding, or where you are heading with the flag.  Be brief and clear; avoid chatspeak but do familiarise yourself with battleground-relevant acronyms.

•  Become familiar with your “get Away” abilities, like Blink, Sprint, Vanish, Disengage, Earthbind, etc.  Always have a plan of action for escaping a fight you know you will lose.  Some of these abilities will clear debuffs or movement impairing effects and others you will need to pair with another ability.

•  Kill healers first.  Kill healers first.  Kill healers first.  If you can’t do that: crowd control, stun, fear, incapacitate, interrupt, knockback, relocate or distract the healer and keep them away from their target.  By the way, kill the healer first.  They should always be your primary focus target as long as they are nearby.

•  Know when to use your keyboard and when to use your mouse.  The usefulness of keybinds in PvP can’t be emphasised enough.  PvP is largely about quick thinking and fast reaction times, and keybinds are pretty much the only way to do this.  On the same token, get used to mouse movement because keyboard turners are at a huge disadvantage.  You can also do things with your mouse like jump while running, turn around and instant-cast something, land facing forward and keep running without missing a beat.

•  In PvP, instants are awesome because battlegrounds are often high movement and you don’t have time to stop long enough to cast a big nuke or giant heal.  Next best is things with a quick cast time.  Not only do they make it so you don’t need to be a sitting duck for as long, but they a lot harder to catch with an interrupt or silence.

•  Heals, dispels and cleanses are a big deal in battlegrounds.  They can often make or break a game.  If you really love DPS and hate playing as support, then go ahead and stick to that, but a truly good PvPer will know when to use any heals or dispel in their arsenal, either on yourself or on your teammates.  It is often better to heal, even in DPS gear and spec, if there are no other healers around to help your teammates, or if you think it might be more advantageous to just heal yourself while you wait for reinforcements to arrive.

•  One really important thing in pvp is to know when to walk away and how to pick your fights.  Your teammates (and your enemies) will often be prone to stopping to fight anyone they see, even if killing that person won’t aid the objectives or there is no way they will be able to kill that person in a timely fashion.  Don’t get in heated one-on-one battles while your team is off doing something else, don’t stop to fight people in the middle of the map for no reason, and don’t engage in a fight you know you can’t win unless there is some legitimate strategy to it (ie, distracting the enemy).  If you avoid this, you’ll not only be a better player but you’ll also find yourself actually winning more games.

•  Using PvP gear in PvP makes a larger difference than a newcomer might expect.  Health and resilience impact your survival just as much as smart gameplay.  If you have nothing else, fly over to Wintergrasp and buy the heirloom PvP trinket until you play enough games to buy youself a whole set.  Even if you have a really good PvE piece, it is often still better to use a lower quality PvP piece in that slot.

•  Learn how to use terrain, range and line of sight to increase your survivability.  This takes practice and a different mindset than you may have from PvE, but it will help you a lot if you master it.

•  Nameplates are very useful in battlegrounds, both for watching your teammate’s health and for monitoring enemies.  It will let you know which guys are close to dead and also make it easier to target them and see them coming.

Learn Your Class Again, Because Everything You Know Is Wrong

Before you ever enter a battleground, the first thing to know is that many of the spells you like in your dungeons and raids are stupid and lame in battlegrounds.  That rotation you’ve got down perfect is useless.  And those weird abilities you got and never even put on your bar because “when the hell will I ever use that?” may end up being your favourite spells.

Look through your spellbook and consider something’s application against another player and the spells they may be using.  If you’re not sure if something is good or not, ask yourself: how much will this piss of the guy I use it on? If the answer is somewhere in the realm of “a lot,” then it is probably an awesome PvP ability.  Here is the secret to fun PvP: it’s not about killing the other guy, it’s about frustrating him endlessly.  Sometimes that involves killing him, but it also can involve things like a well-timed sheep.

At the risk of becoming a class guide, here are some spells each class should learn to love:


•  Sheep people often.  The best times to do this are: when they are casting their big nuke spell, when they are about to heal someone, when they are running a flag or guarding a node, or just because they’re the only person around and you have the mana.  You don’t even need to fight them afterwards; if they’re just some random guy on the road, it’s better to sheep him and then run off to do something more important.  Protip: you can sheep people off their mounts.

•  Counterspell casters on cooldown.  Especially healers.  Nothing is more satisfying than that beautiful noise signifying that someone is probably going to die soon.

•  Frost Nova melee in places where they will be useless.  Actually, if it’s off of cooldown, go ahead and frost nova them no matter where they are.

•  Frostbolt and Cone of Cold are both awesome, even if you’re a fire mage.  Why?  Because it slows people, and slow people are almost as useless as dead people in battlegrounds.

•  Blastwave, if you have it, is good for relocating your enemies and interrupting their abilities.

•  Iceblock not just makes you immune to incoming damage but it will clear your debuffs so you can get back in the game.


•  Fear is your new favourite ability.  Your should use it as often as possible, and at the times when it will anger your opponent the most.

•  Put Curse of Tongues on all the casters.  Even if they can remove it, that’s still one more GCD when they’re not casting that heal or fireball.

•  Fall in love with your Succubus and Felhound.  Your succubus can seduce people, like healers who are healin’ a bit more than you’d like or that really buff warrior who is beating on you, and your demon puppy can spell lock anyone who you’d prefer not be able to cast.

•  DoT everyone (okay, that’s not one ability).  Seriously, put your debuffs and Damage-over-Time spells on anything that moves.  Just tab around and make sure everyone is feelin’ the hurt.  You have a good chance of killing people this way, and at the very least, the healer is going to be spending a lot of time dispelling his teammates instead of casting heals.

•  Use your Drains.  Lifedrain and manadrain benefit you at your enemy’s detriment.  Awesome.


•  Psychic Scream every time you can.  It’s best used by running into a crowd of people before dropping it, but go ahead and use it on that one guy beating on you, too.

•  Mana Burn is great on healers, especially ones that are already low from slamming big ones on their teammates.

•  Silence, if you have it.  Of course.

•  Bubble your teammates that are getting beat on.  It doesn’t matter if you’re a healer; the rogue beating on your buddy will hate you for it, and that’s what counts.

•  Mass Dispell not only will remove magic debuffs from your teammates but also buffs from your enemies.  Best of all, it removes things like a paladin’s invulnerability bubble: the only thing in the game that will.  Use it on large groups of people fighting and also on paladin bubbles.

•  Mind Flay slows people, and because it’s channeled, will automatically turn you to help you follow runners.  Also it damages people, which never hurts.


•  Stock plenty of Crippling Poison, Wound Poison, and Mind-Numbing Poison.  Ideally, you want to have spare weapons to swap around for each in the appropriate situation.  Slowing player movement, delaying their casts, and making their heals weak are both extremely useful and very enjoyable.

•  Stuns are the thing you’re most loathed for.  Stun as often as you can.  Open with cheapshot and use kidney shot as your finisher.  If necessary, vanish so you can cheapshot a second time.

•  Cloak of Shadows will surely piss off that warlock who just spent a bunch of time DoTing you up.  Bonus points if you use it when he has like .2 seconds left on his big nuke, so that way he still wastes the time and mana.

•  Sap any people you cross out of combat, whether they are defending something or just merrily prancing around.

•  Dismantle will disarm your melee foes and Blind will disorient them.


•  Shapeshift can be used to your advantage in a lot of ways.  Use it liberally to break snares.  Also know when is the right time to be in the right form; sometimes it’s better for a moonkin to bear up and wait for help than to try to fight it out.  Lastly, remember, you’re immune to polymorph when in form.

•  Hibernate works on hunter pets, shaman in ghost wolf, and other druids in cat, bear and cheetah form.  Don’t be shy about using it.  The awesome factor goes up if you use it on a wolf or cat running a flag.

•  Cyclone not only crowd controls your opponent, but it won’t be broken by your teammates incidental AoE, and the guy stuck in it won’t be healed from it.  When one guy is immune, just use it on another.

•  Typhoon, if you have the ability, is great for knocking around enemies (including off of nearby cliffs) and interrupting their spellcasts.

•  Use Roots on anything that’s going somewhere you don’t want it to.


•  Wing Clip is a good way to slow down your opponents, whether they’re running the flag or chasing down your healer, or just because you need to get range.  In all circumstances, it will annoy them, which alone makes it valuable.

•  Know your Shots, because depending on your spec, you can use different ones to silence, slow, sleep, and disorient.

•  Traps are awesome and you should make heavy use of both freezing and frost trap, depending on the context.

•  Disengage is a very handy way to get away from a melee attacking you, to get range on someone, or even to bounce out of someone’s cast range.


•  No matter your spec, Frost Shock is great for slowing people.  Pair it with an Earthbind totem and you can do fairly decent kiting of melee.

•  Grounding Totem is your best friend against casters.  Drop it on cooldown anytime one is nearby.  And don’t forget Tremor Totem to break pesky fears.

•  Purge removes buffs from your enemies.  This works on more than just things like Intellect and Fortitude: it will also remove things like speed boosts and heal-over-time spells.  Happiness is purging the HoTs off a tree.

•  Thunderstorm is a great knockback if you have it.  It is good as both an interrupt and a fun way to abuse your enemies.  Shaman are especially fond of using it to toss people off of cliffs when they get to close to the edge.

•  Wind Shear is your bread-and-butter interrupt, and it’s off the GCD.  It’s on a very short cooldown, so use it on those casters over and over and over again.  Picking a healer and waiting until their big heals are about finished to cast is both practical and extremely delightful.  Or, pair it with purge to destroy an oft-invulnerable restoration druid.

•  Hex is on a long cooldown, but it’s still great to use to crowd control people, interrupt their casting and make them an adorable frog.


•  Your Self Bubble is the thing everyone loathes you for.  Use it regularly to grant yourself immunity when running away or healing yourself to full.  Remember it will make your drop the flag if you’re carrying it.

•  If it says “Hand of” on the title, it’s probably great for PvP.  Freedom will break slows and snares and should be used liberally on yourself and your teammates.  Hand of Protection is splendid to use on your spellcasting and healing teammates to protect them from melee attacks (just don’t use it on physical DPS).  Sacrifice can be used to overcome abilities like sheep which will break on damage.

•  Hammer of Justice is on a longish cooldown, but it’s a great stun so don’t be shy about smacking people with it.  It comes with a highly satisfying BLAM! noise to remind you of how great it is.

•  Repentance is Retibution’s crowd control and can be used in combat.  Use it on that healer in the back or the guy playing defense.

•  Judgment of Justice will prevent your opponents from moving any faster than runspeed, whether they’re mounted or in travel form, or popping sprint.


•  Berserker Rage is a great ability that breaks fears and incapacitates and should be used off of cooldown.  Use it in conjunction with your trinket and you’ll find these abilities effecting you half as often as anyone else.

•  Hamstring will slow your opponents and can be used on as many people or as many times as you have rage for.  If you can, tab around and hamstring anyone who is melee DPS.

•  Disarm will cripple any melee opponent.  It’s on a decent cooldown, but don’t forget to use it when a rogue is beating on your healer or you’re locked into combat with a Death Knight.

•  Stuns should be used liberally if you have them.  All warriors have Charge, but if you’re Protection, you’ll also have Shockwave and Concussion Blow, which are both very powerful.

•  Pummel is great for interrupting spellcasting; every warrior should be prepared to Stance Dance to use it, or toss on a shield quickly for Shield Bash.

•  Few things will bring you as much joy as Spell Reflect, especially when you use it on a shaman about to Hex you or a mage coming at you with pyroblast.  You should carry a shield for this ability alone.

Death Knight:

•  Deathgrip has a lot of utility in PvP, on top of being very fun to use.  You can suck in players to interrupt their spellcasting, prevent them from hurting a teammate or capturing an objective, or getting them into range for you to kill them.  Use it with a smile and use it often.

•  Strangle is your silence to deal with those pesky casters.

•  Use Chains of Ice to slow opponents running away from you or towards a friendly.  It’s also fun just to toss on random people who are running by.  They want to be somewhere else, so appreciate how fun it is to deny them that.

•  If you’re Unholy, your Ghoul provides interrupts and stuns, so stick it on a caster target while you beat on someone else.

Approaches to Battleground

Although killin’ your foes is always superduper, what’s most important for success is different in every battleground.

Warsong Gulch

Warsong Gulch is a game of capture the flag.  The most important things that you can do in this battleground is protect your team’s flag carrier – by healing him or killing the people attacking him – or by returning our flag from the enemy – by killing him, or healing your teammates who are.  In this battleground, slowing or stopping the enemies is almost as valuable as killing then, moreso if you can slow multiple people.  Don’t get distracted fighting people mid-field.  Lastly, play to Offense if you can as you really only need a person or two on Defense in this game.

Arathi Basin

Arathi Basin is about earning more resources than your enemy.  You do this by capping and holding three resource nodes and defending them.  Playing defense is just as important as taking nodes.  Always watch on your zone map to make sure every node you own is adequately protected.  Offense may be more fun, but if no one is guarding, be the responsible player who does, or it could mean the game.  Final tip: never fight on the road, always near a flag.  Not only will you spawn closer to your graveyard, but you will be able to keep an eye on the flag at all times.  Roadfights are very common but don’t get sucked in.  You can, however, use them to your advantage if the enemy team is not watching their flag, allowing you to sneak in from behind and cap it.

Strand of the Ancients

In the Strand, the goal is to get the relic at the end of the battlegrounds, and to prevent your opponents from doing the same.  On offense, you need to use demolishers to break through a series of gates.  It is best to let melee players drive and use ranged, crowd controllers and healers as passengers to help defeat the enemies attacking your vehicle.  In defense, your top priority is always killing demolishers, either directly or by healing your DPS teammates.  Do not get distracted by players running around: always go for the demos.

Isle of Conquest and Alterac Valley

Both battlegrounds are different maps for the same objectives.  The goal is to either defeat the enemy’s general in their keep, or by depleting their reinforcements.  Capturing and holding the various objectives on the map will help your team and also grant you honour points.  Always try to find near and for these objectives rather than get caught in some random fight off on the road.