Sharpshift’s Moonkin Guide

1.0 My Guide
2.0 Abilities and Effects

    2.1 Moonfire
    2.2 Starfire
    2.3 Wrath
    2.4 Insect Swarm
    2.5 Faerie Fire
    2.6 Force of Nature
    2.7 Innervate
    2.8 Cyclone
    2.9 Entangling Roots
    2.10 Hibernate
    2.11 Barkskin
    2.12 Hurricane
    2.13 Elune’s Touch
    2.14 Wrath of Elune

3.0 Player versus Player

    3.1 Warrior
    3.2 Paladin
    3.3 Shaman
    3.4 Hunter
    3.5 Rogue
    3.6 Priest
    3.7 Warlock
    3.8 Mage
    3.9 Druid
    3.10 Arena
    3.11 Preloading Starfire
    3.12 Preventing Heals
    3.13 Gear, Gems and Enchants
    3.14 Talents

4.0 Raiding

    4.1 Your Role
    4.2 Dealing Damage
    4.3 Gear
    4.4 Gems and Enchants
    4.5 Talents

1.0 My Guide
My name is Sharpshift from Aszune EU Horde. I’ve claimed over 2000 rating in 3v3 bracket and killed bosses including within The Black Temple. In this guide I will explain, point by point, how to play a Moonkin at level 70. I hope to help other players who are considering starting a balance druid a clearer view of what they’re going into or maybe give some of the more experienced Moonkins a few tips that may help them. This guide includes both the PvP and PvE aspect of a balance druid and is built on patch 2.4 - The Burning Crusade. The facts made in this guide is based on having 1190 spell damage and 21.8% basic crit chance, so it might be different to you if having less or more. Enjoy

LOS - Line of Sight
dpm - Damage per Mana point
dps - Damage per second
CC - Crowd Control
DoT - Damage over Time
HoT - Healing over Time
AoE - Area of Effect

To continue with this guide click here.

Source: World of Warcraft EU Forums

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Posted in Classes : Druids, Guides, Guides : Druid, Warcraft Leveling, world of warcraft | Leave a comment

Arcane Brilliance: Mage versus everyone, part 1

Every Saturday, Arcane Brilliance opens a portal to the wonderful world of Mages and encourages one and all to step through. This week, we’ll be taking a hard look at Mage PvP in the Arena combat era, specifically two all-important questions. First, who can a Mage kill? And secondly, who can generally kill a Mage? The answer to the second one–and this may surprise you–is not “an AFK Warlock.” Of course, I’ve never found an AFK Warlock to test that out on, even though I pray every single night that I will. Every…single…night.

In days of yore, before the Burning Crusade brought us Arenas and Blood Elves and approximately 974 new factions to grind reputation with, 1-on-1 match-ups (besides the occasional random ganking over a mining node) tended to only happen in meaningless duels outside Orgrimmar or in Goldshire. Back in those wild, crazy times, before diminishing returns and 41 point talents, most of the meaningful PvP took place in the Battlegrounds, and for Mages, it usually involved hiding behind a tree casting Blizzards down at the bridge in Alterac Valley. When a Rogue unstealthed behind us and planted a dagger in our backs, we died quietly, with a spell on our lips, and revenge in our hearts. Then we rezzed, ran back to our tree, and started the cycle over again.

When the expansion dropped Arena combat into our lives, everything changed. Suddenly, some of us found ourselves in a 2-man team with a Druid or a Shaman, facing off across Blade’s Edge Arena against a Warrior and a Paladin. Dying in a blaze of flaming glory after three seconds of combat was no longer going to cut it. Mages adapted. We stacked on the new PvP gear, jacking up our stamina and resilience in the process. We fell in love with Blink, Ice Block, and Frost Nova. We respecced Frost. We learned how to survive, and soon found that we were living six, seven, and sometimes even eight seconds before dying quietly with a spell on our lips.

We also quickly learned that there were some classes we could consistently defeat, as well as several that made us curl up into the fetal position and rock back and forth, weeping softly. Several patches and multiple class-balancing tweaks later, some things have changed, but one thing still holds true: In Arena combat, it’s all about the match-ups.

Join me after the break to find out who we can kill, and who we can’t.

This week, we’ll cover Warriors, Hunters, Druids, and Warlocks. Keep in mind that this isn’t a hardcore strategy column, though I may tackle that in the future. What you have here is a look at which match-ups you should be hoping for when you step out onto the Arena floor, and which opponents might make you wish you’d never come out of the starting chamber.

Continue here.

Source

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Posted in Classes : Mages, Guides, Guides : Mage, world of warcraft | Leave a comment

Arcane Brilliance: 10 things every Mage should know before going into the Arena

Each week Arcane Brilliance brings you a new batch of Mageliciousness, served fresh and piping hot on a magical floating snack table. This week, we take a long hard look at a sore spot for the Mage community at large: Arena PvP. Don’t despair! Mages can be useful in Arenas…as long as we aren’t being hit…or silenced…or cycloned repeatedly…or looked at sideways by a Warlock…

With patch 2.4 looming, many Mages may be making that final push to level 70 so they can participate in all that wonderful new content. If you missed Arcane Brilliance’s look at what’s new for us, you should check it out. We’ll wait. Done? Good, because once you’ve had your fill of all that shiny new PvE hotness, you may find yourself wondering what else there is to do until the expansion hits. If you’re slightly masochistic, or into self-flagellation, or possibly just mildly deranged, you may decide to try out the Arena.

Some may try to talk you out of it. You should probably listen to them. I’m not going to lie to you; it isn’t pretty. People get hurt in there. Keyboards tend to become airborne. Expletives may be uttered, and not in a conversational tone. We’re talking “hide the children, Daddy’s saying the naughty words” kind of stuff. Especially when you’re a Mage.

What’s that? You still want to go?

Ok. But don’t say I didn’t warn you. Now that you’ve decided you simply must touch the stove in order to learn how hot it is, the least I can do is prepare you for that eventual burning sensation, and the emotional and possibly physical scarring that will eventually result. I will try to arm you for the coming battle, my friends, the best I know how.

After the jump, I’ll list 10 things that I wish I’d known when I started my career as a gladiator.

A gladiator wielding a stick and wearing a dress.
1. At first you will lose. A lot.

How many matches do you think you’ll lose before you start winning? Ok, take that number and add a zero or two. You’re in the ballpark. Mages have a hard time in Arena a lot longer than most classes, due in large part to the fact that most of our pre-epic gear is high on spell damage and crit and intellect, and not so high on stamina. Until we’ve earned our first few pieces of high-stamina arena gear, we tend to die in only a few hits from just about anyone. Unless you’ve somehow been adopted into an already established and very good Arena team, you’re in for a lot of pain. Stick it out, assemble a few pieces of gear, and this trend will start to change. I’m sorry if that sounds discouraging, but it’s simply the way it is.

2. You will die almost every match.

Here’s the cold truth: unless you have a healer teammate, the other team is likely going after you first. They see your mismatched blue and green cloth armor and visions of a quick kill dance through their heads. Clothies might as well have a giant bullseye painted on their heads in the Arena. The opposing team will come after you quickly, and kill you before you can say “Ice Block.” Survivability is very difficult to achieve for Mages as a class, perhaps moreso than any other class. There are a few ways to extend your life a bit, though.

a. Spec Frost. No other Mage spec can survive in Arena as long as Frost Mages. Your raw damage potential may suffer by speccing this way, but you can’t Pyroblast anything if you’re dead. Oh how I wish you could Pyroblast things after death. I wish it so much.

b. Learn ways to “drop aggro” when the other team comes for you. There are two tools for this. One is good and the other is only good on very rare occasion. I’ll go into both of them in a minute.

c. Blink. A lot. I mean all the time. When Blink’s cooldown comes up, it’s almost always a good idea to cast it. It’s maddening for melee classes to try to follow a Mage who knows how to Blink and does it a lot. After 2.4 hits, Blink will become a lot better, so learn it and love it. Using it in conjunction with Frost Nova can sometimes buy you enough time to run behind a pillar and bandage or eat/drink. The only time I can think of when you shouldn’t be blinking is when you’re not being attacked. If that’s the case, well, enjoy killing the other team.

d. Make friends with the healer. Make sure he knows he can heal you when you’re Ice Blocked. Bake him cookies. Tell him the Warrior said something nasty about him. Do what you have to do to get him to throw you just one heal, any heal. If you can get just a few more seconds of life, the damage you can do with it is greater than almost any other class.

The trick here is learning to be as useful as possible before your inevitable demise. If you can manage to take down one member of the opposing team before you meet your painful and possibly embarrassing end, chances are you’ve been effective enough to help your team win. Unload your best spells, blow your cooldowns, and don’t hold anything back. Unless you’re very fortunate, you won’t be alive long enough to save your best for last. Hit hard, and hit fast.

Continue to read this article here.

Source

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Posted in Classes : Mages, Guides, Guides : Mage, world of warcraft | Leave a comment

11 innovation lessons from creators of World of Warcraft

Blizzard Entertainment, the envy of the computer game industry, has learned 11 lessons on innovation that can help almost any business.

Irvine-based Blizzard used these innovation methods not only to create the world’s most popular massively multi-player online game, World of Warcraft, but also to keep the game fresh and challenging for more than 10 million players.

Because many of those customers pay $15 a month to continue playing, Blizzard’s ongoing creative achievement is worth more than $1 billion a year in revenues, not counting the multi-millions it tallies from its other games, such as StarCraft, Diablo II and Warcraft III, plus trading cards, comic books, etc.

This combination of creativity and profitability is much of the reason for the upcoming merger of game company Activision with Blizzard’s parent company, Vivendi Games. The new company, to be called Activision Blizzard, will be valued at about $18.9 billion.

The following lineup of innovation lessons emerged from a video game conference, an interview, and several experts’ comments.

Blizzard executives discussed the company’s innovation processes during the D.I.C.E. video game conference last month in Las Vegas. Then, in early March, World of Warcraft lead producer J. Allen Brack explained his teams’ work methods during an interview at Blizzard’s new headquarters in Irvine. I also invited several business and innovation experts in Orange County to comment on how Blizzard works and how it and other creative enterprises such as the Walt Disney Co. innovate to keep their customers interested.

1. RELY ON CRITICS

Blizzard welcomes criticism – seeks it, in fact – both during game development and after the launch, when games need to be fine-tuned and freshened up.

In a process that is common for software companies, an alpha test provides crucial pre-release feedback from company employees. When the game software is ready, Blizzard moves to a beta test involving a limited number of outside players. Blizzard plans a beta test of its upcoming Wrath of the Lich King expansion pack for World of Warcraft, but hasn’t announced when it will begin.

In addition, tens of thousands of Blizzard subscribers sign in to the game’s Public Test Realm area to test and give advance feedback on patches, upgrades and revisions for the current version of World of Warcraft.

“Seeking out customers’ viewpoints and criticisms is an ideal way for businesses to align products and services to what their customers want,” said Ardelle St. George, intellectual property attorney and chairman of the Orange County Innovation group.

Innovation educator Marty Wartenberg of UCI Extension and the ZB Global Design Center in Carlsbad said, “It is very useful when developing your design and product to have third-party objective folks review and critique the design.”

“The idea is that colleagues will not be completely honest and critical with the participants present,” he said. “It would be much healthier if folks could take well-meaning and constructive criticism as a chance to improve the product or service. Unfortunately human nature tends to resist. This is a challenge to overcome in the business world.”

Mike Morhaime, Blizzard CEO and cofounder, said criticism is important, but it’s hard to take at first, as he recalled from tests of Blizzard’s early game The Lost Vikings.

“We thought the game was good enough, but Brian Fargo of Interplay took it home and played it, and had lots of feedback,” Morhaime said. Fargo wanted all the Viking characters to be redrawn so they wouldn’t look so similar, which the game team didn’t want to hear.

“It means he really cares,” Morhaime told them. “When I digested it, I thought, ‘Hey, these are good comments.’ “

Continue to read this article here.

Source: OC Register

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Guide to starting an RP guild

This guide is aimed at players who want to be part of a successful and fun RP guild. Some of the tips also apply for generic PvE/PvP guilds, but RP is the focus. It’s a fairly new document so any feedback is welcomed. Most of it is my work, but with some advice and text from Serendipity of Moonglade.

1) Do you really need to start a new guild?

Most new guilds will fail within a few months, if not a few weeks. Creating a good guild is not easy and you’ll find a lot of your regular playing time being eaten up by guild admin work. If the idea you have for the guild is already being done by an existing guild, consider joining them instead. If you want a good RP guild, you are going to work very hard and the work never ends.

2) What is the personality/theme of your guild?

Is it a guild of holy crusaders or deviant warlocks? Decide this early since if you start recruiting holy warriors, they will probably not be happy if you then bring in some nasty warlocks. A simple paragraph summing up your guild often helps.

For example:

“The guild Convoy Escorts are employed around Azeroth to guard Alliance supply convoys. They can often be seen wandering lonely roads seeking out bandits. It’s a short life, but it pays well and you can drink on the job so long as you can hold that crossbow steady enough to land some bolts in the chest of an unlucky bandit. Although they bicker, men whose lives could end at any time forge a close bond of brotherhood.”

This kind of introduction gives you a starting point for your guild and allows you to set your recruitment policy so that future members will fit the guild theme. If you don’t have a theme, you can start a general RP guild but at least try to decide whether or not it’s going to be a good or evil guild.

As well as RP, try to decide whether or not your guild has a specific content focus? For example, my guild is mainly PvE, but with occasional BG and arena trips. This doesn’t have to be a set rule, but if you plan to just do light PvE and PvP, don’t recruit people on the promise that you’ll be hitting Kara every week.

Continue to read on.

Source.

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Posted in Guides, world of warcraft | Leave a comment

A Guide to Fishing

Fishing

As you’d expect, Fishing allows a character to hone their hunting skills and enables you to fish for fish and other things lurking in the watery depths. You can consume some items in their raw form or cook (if you’ve trained in cooking) for increased benefits. The food can be used by hunters for their pets and you can even fish out reagents useful to alchemy and chests with goodies hidden inside.

Fishing is a Secondary Gathering Profession and does not count towards your 2 primary profession limit.

Related articles:

  • Fishing Daily Quests - Loot and sights, what more do you want?
  • Fishing Items - All you can catch, and more.
  • Stranglethorn Fishing Extravaganza - Win fame and fortune! - Fishing Daily Quests - Loot and sights, what more do you want?
  • Contents

    1 Basics of Fishing
         1.1 How do I become a Fisherman?
         1.2 What do I need and how do I fish? 
         1.3 What things can I catch?
         1.4 What can I do with the things I catch?
         1.4.1 Fishing Uses for Other Professions
    2 How do I Improve my Fishing skill level?
    3 Fishing Zones
          3.1 Azeroth
          3.2 Khaz Modan
          3.3 Lordaeron
          3.4 Northern Kalimdor
          3.5 Southern Kalimdor
          3.6 Outland
    4 Fishing Skill Upgrades
          4.1 Fishing Poles
          4.2 Fishing Clothes
          4.3 Fishing Enchants
          4.4 Fishing Baits
    5 Are there any Mods/UIs that will help me fish?
    6 Relevance of when you fish
    7 How do I train to higher levels of fishing?
          7.1 Expert - Via a Book
          7.2 Artisan - Via a Quest
          7.2.1 Horde
          7.2.2 Alliance
          7.2.3 Both
          7.3 Master - Via a Book
    8 Fishing Ingame Events
          8.1 Daily Fishing Quests
          8.2 Stranglethorn Fishing Extravaganza
    9 Fishing Tips
    10 Bugs & Issues with Fishing
    11 To recap on basics of Fishing

    Continue to read this guide here.

    Source: WorldofWar.net

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    Posted in Guides, world of warcraft | Leave a comment

    Beginner’s Guide to Grouping

    Etiquette Tips

    • When desiring to group with another person. It is considered polite to talk to them before sending a group invite.
    • Should your group happen upon a chest, supply crate, herb node, mining node ect. Ask before you loot. Most groups do /roll to find out who gets the item.
    • If you have a spell that will be benefical to the other players in your group, don’t hesitate to use it! (AKA Buff your Group!)
    • When asking for anything from your group, mind your please and thank yous.
    • Should you need to go AFK, notify the group and add about how long you expect to be gone. Do not be AFK for longer than 5 minutes.
    • If you have to leave a group before a quest or dungeon is complete, try to find a replacement for yourself. Though not required, it is also polite and considerate to give a reason for your leaving.

    Ideal Groups

    This section will describe what key elements or classes a group should have if it’s expected to succeed. There are always exceptions to this rule because there are many different combinations that will work with the many different classes in the game.


    5 ManThere are 3 essential people that a 5 man party needs for an instance.

    1. Tank - You need someone who can take damage and hold aggro. Warriors, Druids and Paladins work well in this role.
    2. Healer - You need someone who can keep up with healing the entire party. Priests, Druids, Shamans and Paladins can fill this role. If a druid is your main healer, be sure to bring someone else who can ressurect more than once every 20 minutes.
    3. DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.

    10 ManThe larger the groups, the more diverse you can be depending on what classes you have. Be flexible but keep some basic ‘must-haves’ in mind.

    1. Tank - In a 10 man group you need at least 1 tank, preferably 2. You need someone who can take damage and hold aggro. Warriors, Druids and Paladins work well as tanks.
    2. Healer - Just like a tank, you need at least 2 healers. You need someone who can keep up with healing the entire party. Priests, Druids, Shamans and Paladins can fill this role. If a druid is your main healer, be sure to bring someone else who can ressurect more than once every 20 minutes.
    3. Crowd Control - 10 Man dungeons tend to have larger groups to pull. You need to have some crowd control abilities. The type of CC needed will depend on the dungeon itself but the three most popular CC classes are mages, rogues, and hunters.
    4. DPS - The rest of your group needs to be filled with damage dealing classes. Any class can fill this role with the proper specs.

    Continue reading at Source.

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    Posted in Guides, New Players, world of warcraft | Leave a comment

    World of Warcraft Hunter Overview 2008

    World of Warcraft hunters are constructive groups, however, due to their exceptional talents; they can draw mobs and set off several traps that can both sidetrack and tease the enemy, making the hostile mob an easy target for members in the group that are suitable for dealing great amounts of damage. World of Warcraft Hunters are excellent damage dealers, with the main bulk of their damage coming from the ranged attacks they have. Hunters are always looked at as a high damage class, standing in the backline in battles, and raining down harm from afar.

    Read More »

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