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		<id>https://www.theamazonbasin.com/wiki/index.php?title=Winterspring&amp;diff=49515</id>
		<title>Winterspring</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Winterspring&amp;diff=49515"/>
		<updated>2011-10-05T15:37:22Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Correcting spelling mistakes...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Key Facts == &lt;br /&gt;
Level range: 50 - 60&lt;br /&gt;
&lt;br /&gt;
Instances in this zone: None&lt;br /&gt;
&lt;br /&gt;
Connects to zones: South to [[Felwood]] and [[Moonglade]].&lt;br /&gt;
&lt;br /&gt;
Horde flight path: Yes&lt;br /&gt;
&lt;br /&gt;
Alliance flight path: Yes&lt;br /&gt;
&lt;br /&gt;
Bank:&lt;br /&gt;
&lt;br /&gt;
Silver Mobs: &amp;lt;br&amp;gt;&lt;br /&gt;
Grizzle Snowpaw - Winterfall Village&lt;br /&gt;
&lt;br /&gt;
== Zone Guide ==&lt;br /&gt;
[Cut and pasted from Ynir&amp;#039;s forum post. http://www.theamazonbasin.com/wow/forums/index.php?showtopic=12091]&lt;br /&gt;
&lt;br /&gt;
There is money to be made in Tyr&amp;#039;s Hand, East Plague, but Spangles cannot tolerate the congestion. The ambience in the Plaguelands is worse than in Linden, NJ. She hates every second of her time in either place.&lt;br /&gt;
&lt;br /&gt;
She likes Winterspring. The sky is blue, the air invigorating, and the zone is largely empty most of the time. Death is everywhere, so get to 55 or so before farming here. Do the Timbermaw faction quests in Felwood beforehand so you can get thru the tunnels without hurting anybody.&lt;br /&gt;
&lt;br /&gt;
Spangles is a tailor so she farms Jadenar demons in Felwood for Felcloth, and surrounding areas for rare plants. So does everybody else. The best farming is in Shadow Hold, which is empty of competiton on off-hours. Just go from the entrance to the end, back and forth, killing at your own pace until your bags are full.&lt;br /&gt;
&lt;br /&gt;
Timbermaw faction is good farming. The three Winterfall furbolg areas in Winterspring are Frostfire Springs in the west, Winterfall Post in the southwest, and Winterfall Village in the east. Competition for kills is fierce at times but most aren&amp;#039;t serious about it and drift off after a while.&lt;br /&gt;
&lt;br /&gt;
The pattern and enchant rewards for revered status are worthwhile. The epic Timbermaw Guardian trinket gained by exalted status is similar to the Baron Peasant Caller: fun, but useless.&lt;br /&gt;
&lt;br /&gt;
Defender of the Timbermaw (epic trinket, faction reward, analysis by Miniraa)&lt;br /&gt;
Summons a Timbermaw ancestor, a ghostly sprite of a furbolg that has roughly 900 to 1000 HP. It lasts for 20 seconds or until your death, whichever happens first. It will heal you only if you drop below 50% hp, and only if it hasn&amp;#039;t been attacked. The healing wave is a 2.5 second cast that heals for approximately 500-560. If your timbermaw ancestor is attacked, he will go into melee/lightning bolt spam mode. His lightning bolt does about 225 to 300 damage and has a 2.5 second cast. His melee attacks do between 40 to 50 damage. The cooldown on the trinket is 10 minutes, and has the typical 30 second cooldown on equip.&lt;br /&gt;
&lt;br /&gt;
Winterfall furbolgs drop good money, runecloth, firewater, good greens, grey items that vendor for for 1g or so, and food/drink. They also have some of the best blue/purple drop rates of mobs in the game. Their chests spawn regularly. Spangles found the Heirophant Band in one of them. She found a Krol blade on a Winterfall Pathfinder.&lt;br /&gt;
&lt;br /&gt;
You can expect to clear 3g/hr under normal conditions. Normal conditions mean lots of competition, no spectacular drops, and before selling the cloth and firewater. You can make significantly more on off-hours, or when you pick up more greens than usual.&lt;br /&gt;
&lt;br /&gt;
All three camps are studded with thorium nodes. Miners can map the thorium and do the circuit but most nodes are gone during prime time. Icecaps grow everywhere for flower pickers.&lt;br /&gt;
&lt;br /&gt;
Spangles&amp;#039; earnings are skewed to the low end because she farms for Wintersaber trainer faction, which means that she spends 7 out of every 12 minutes commuting from Winterfall Village to Frostsaber Rock to renew the faction quest. Since this trip will ruin more than 100 hours over the entire quest, some comments about mitigating this agony are in order.&lt;br /&gt;
&lt;br /&gt;
First, buy an epic mount to get an epic mount. You will make back the money farming, especially if you are a miner or skinner, and return to better things tens of hours sooner. The direct line trip from Winterfall Village to Frostsaber Rock has become very dangerous since 1.9. The bears and chimeras will unseat you if you are on a slow mount, which is annoying but survivable.&lt;br /&gt;
&lt;br /&gt;
The Frostsabers on the last leg of the trip will literally eat you alive if you don&amp;#039;t wear plate, however. The road north from Everlook takes more time than the overland trip and is mindnumbingly boring. The sabers at the end of that road are especially densely packed and tenacious.&lt;br /&gt;
&lt;br /&gt;
I use a Kensington Expert trackball with a circular ring that provides smooth panning from the closest first-person view to the third-person view from a helicopter. The helicopter view allows time to dodge most attacks, but Spangles is still routinely unseated. If she fights a group of sabers she will die, so she just keeps running until they give up and let her remount.&lt;br /&gt;
&lt;br /&gt;
The Wintersaber trainer faction quest line begins with Frostsaber Provisions, a truly terrible quest that requires farming infrequent drops from animals that yield nothing else of value. This is no trick for hunters, who are questing demons there anyway. Spangles spent the worst week of her life floundering in the snow, however, gutting through what obviously is a gatekeeper quest.&lt;br /&gt;
&lt;br /&gt;
Wintersaber trainer faction provides no reward worth persuing. Exalted status entitles you to pay full price for an epic tiger with exactly the same properties as any other, except that it is a Wintersaber Pride Watcher, without armor or decoration. You can find details about the quest lines here:&lt;br /&gt;
&lt;br /&gt;
http://www.wowwiki.com/Wintersaber_Trainers&lt;br /&gt;
&lt;br /&gt;
http://i2.photobucket.com/albums/y26/Mirajj/cat3.jpg&lt;br /&gt;
&lt;br /&gt;
(Mirajj, astride a Wintersaber Pride Watcher, with matching pet!)&lt;br /&gt;
&lt;br /&gt;
Farming is more fun with a longterm objective other than money. However, it&amp;#039;s still very dilute fun.&lt;br /&gt;
&lt;br /&gt;
Spangles is 5000/21000 to exalted, roughly 600/900 turn-ins of 10 furbolg each for the Winterfall Intrusion quest, which will total more than 10,000 furbolg kills. Killing thousands of anything requires some planning, and Winterfall Village is her laboratory for speccing (11 arms / 40 fury), learning to fight dual wield, and gearing to kill furbolg as quickly as possible. The results of her experiments are summarized in the &amp;quot;Farmer&amp;quot; profile:&lt;br /&gt;
&lt;br /&gt;
http://ctprofiles.net/78887&lt;br /&gt;
&lt;br /&gt;
Killing quickly is of the essence when competition is fierce. Note the Black Dragonscale armor, usually worn by hunters. The shoulders, chest and legs provide over 1100 AP buffed. This configuration enables Spangles to demolish a single furbolg in 10 seconds or less. (Thanks, Monkey, for this example of outside-the-box thinking.)&lt;br /&gt;
&lt;br /&gt;
http://www.lurkerlounge.com/forums/index.php?showtopic=7631&amp;amp;pid=104165&amp;amp;mode=threaded&amp;amp;show=&amp;amp;st=&amp;amp;#entry104165&lt;br /&gt;
&lt;br /&gt;
The mechanics of a very short fight are implemented carefully, because the low AC/HP of the &amp;quot;Farmer&amp;quot; profile leave little room for error:&lt;br /&gt;
&lt;br /&gt;
(1) Target, then Bloodrage, Battle Shout, Berserker Rage, Intercept.&lt;br /&gt;
&lt;br /&gt;
(2) Hamstring or Sunder during the stun interval to jumpstart rage generation. Demoralizing Shout.&lt;br /&gt;
&lt;br /&gt;
(3) Do nothing whatever, let the game play itself until Bloodthirst lights up.&lt;br /&gt;
&lt;br /&gt;
(4) Do nothing whatever, let the game play itself until Bloodthirst or Execute light up.&lt;br /&gt;
&lt;br /&gt;
(5) The only useful option is one pummel to a Shaman to prevent health regeneration.&lt;br /&gt;
&lt;br /&gt;
Bloodthirst and Flurry do the work, micromanaging just prolongs the fight. A short fight is 6 seconds, average is 12, a long fight is 20 seconds. The DPS meter ramps from 80 at the beginning to 250 at the end. A short fight consumes 15% - 20% of 4100 HP. 600 HP is the minimum required to survive a single encounter.&lt;br /&gt;
&lt;br /&gt;
The only cause of dying is forgetting to bandage between fights. There is no excuse for this. Runecloth drops so copiously that the cost of bandages is below the limit of error.&lt;br /&gt;
&lt;br /&gt;
If an Ursa adds to a Shaman, fear the Ursa when the Shaman is one blow from dying. Bandage before the Ursa gets back. Two Ursa are taken down serially without bandaging. Two Shaman require full health at the start to survive ranged attacks from the add.&lt;br /&gt;
&lt;br /&gt;
Spangles seems to be the only character on the server that cannot solo Chief Winterfall and his two adds. She can take on any two, but three are not survivable without health potions, which are unaffordable.&lt;br /&gt;
&lt;br /&gt;
Winterfall Village is the scene of overlapping faction quests, Timbermaw and Wintersaber trainer, so the activity can be very hectic. Most are grinding Timbermaw faction and finish or give up quickly. Wintersaber faction farmers are few, know each other, and group to share kill credit and the misery of an hopeless grind. Spangles also groups with the lvl 58s that appear to quest the Chief, to get them their kills and speed them on their way.&lt;br /&gt;
&lt;br /&gt;
Horde show up, usually in less than proportionate numbers, and are generally ignored in the shuffle. Every now and then they will act badly, rampaging around, ganking kills, and parking their pets in aggressive mode in front of spawn sites.&lt;br /&gt;
&lt;br /&gt;
Cows in epic gear are as easy to herd as any other cows. The quest for the Timbermaw Guardian trinket includes planting a summons for the 61 elite demon Xandivious, who stomps around the mezzanine level of the Village until he is killed to obtain the trinket. For some unknown reason, the summoning device is obtainable repeatedly, and usable indefinitely by anyone exalted with the Timbermaws. (Thanks, Tribade, for this nugget of arcane knowledge.)&lt;br /&gt;
&lt;br /&gt;
When the bovines require rounding up, Spangles summons the demon, and resumes farming. She issues a warning to other Alliance to stay calm and go about their business. The horde are baffled, of course, and flail at the demon, and die, and call up reinforcements.&lt;br /&gt;
&lt;br /&gt;
This affords the rest of us at least 20 minutes of relative peace until they succeed in killing Xandivious. By which time the 8 minute cooldown on the summoning device is up, the demon returns, and the cycle repeats until the cows amble off to greener pastures in MC and AQ.&lt;br /&gt;
&lt;br /&gt;
(Spangles never met a cow that can read, and is not worried about horde spies deciphering this post.) laugh.gif&lt;br /&gt;
&lt;br /&gt;
The trash mobs north of Everlook and to the east of the road to Frostsaber Rock are not worth farming. The chimeras, bears and frostsabers drop useless junk. Owlkin in the northeast are too far from Everlook to bother with for most. Questers in the area report a good drop rate of purples, though.&lt;br /&gt;
&lt;br /&gt;
Highbourne ghosts on Kel&amp;#039;Theril, the lake south of Everlook, drop good greens and important recipes/patterns. There is nobody home but the occasional quester. Yetis and owlkin to the southeast drop cloth and money but the yield from furbolgs is better.&lt;br /&gt;
&lt;br /&gt;
The best farming, and the most fun, and the most dangerous, is in Mazorthil. Here be the famous blue dragons that surround the cave that questers run for the Awbee epic armor quest and Ony key quest.&lt;br /&gt;
&lt;br /&gt;
The good news is that these dragons are plentiful, spawn quickly, and are not part of any alliance quest. There is a horde hunter quest here but usually there is no competition at all. These mobs drop excellent money, important alchemy recipes, and some of the best greens I have ever seen. Epic shoulders dropped for Spangles from a cobalt whelp, and a Hanzo sword appeared recently.&lt;br /&gt;
&lt;br /&gt;
They also drop the Arcanite Mechanical Dragon schematic (highly sought after due to its rarity), the Robe of Winter Night pattern (BoP), they have a good blue rate, and if you are so lucky as to get your hands on a Mature Blue Dragon Sinew... you will make some hunter very happy, or yourself at least 400g richer.&lt;br /&gt;
&lt;br /&gt;
The bad news is that these animals are very dangerous. Nobody but a hunter will farm them solo. Spangles will team with a healer, or a hi-end rogue or mage for dps. A party of three can kill on the run nonstop. She won&amp;#039;t farm in a bigger group.&lt;br /&gt;
&lt;br /&gt;
Working outside the cave requires nonstop killing to avoid being jumped by respawns. There are named mobs that seem to pop out of nowhere. These are a hassle for a small party and never seem to drop anything.&lt;br /&gt;
&lt;br /&gt;
Working inside the cave is easier because you can pull the mobs to a wall. It is safest to clear one side of the cave from beginning to end, jump on the elevator rune and work outside for a while until respawn is complete. Running back to the entrance through repops is very dangerous.&lt;br /&gt;
&lt;br /&gt;
Working in the cave after another party has cleared is also dangerous. Spangles will group questers and help them get to the rune so they don&amp;#039;t train mobs on her head.&lt;br /&gt;
&lt;br /&gt;
The conventional wisdom for questers is to run in as far as possible, die, rez, and then run the rest of the way. This is silly. Any stealth class can just walk to the rune. Group with one other person if you are unstealthy, and you can make some money on the way.&lt;br /&gt;
&lt;br /&gt;
There are only two named in the cave, and they always patrol the same area near the rune. The small one can be taken by two or three, but never seems to drop anything. Spangles has never tried to take out the big boss, a horde quest object. She rarely finds him dead, so he&amp;#039;s probably not worth the effort.&lt;br /&gt;
&lt;br /&gt;
There are opportunities to be explored in the far south of Winterspring. Fafner and Spangles have hunted the elite Frostmaul Giants and Preservers &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*CCDB8OE1YS*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; for Wintersaber faction, but saw nothing important drop. This may have changed in a recent patch, we shall see. The Giantkin are the only source of the Greater Frost Protection Potion, something a lot of Alchemists like to have. They have good blue/purple drop rates as well.&lt;br /&gt;
&lt;br /&gt;
There are very ferocious demons guarding Hyjal, a future zone/instance containing the World Tree, a back door to Ony&amp;#039;s cave, and other scenic attractions. The demons are very hard to farm, but drop the (BoE) Eye of Shadow that priests need for their epic quest. You can make a priest very happy, or yourself much richer as it is impossible for them to solo farm the Eye.&lt;br /&gt;
&lt;br /&gt;
Spangles is parked in Winterspring for the months it will require to obtain a Wintersaber Pride Watcher. She will group with you to farm or to get to the rune anytime.&lt;br /&gt;
__________&lt;br /&gt;
&lt;br /&gt;
(Thanks to Mirajj, who is quoted directly in many places in this text.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hold_The_Line&amp;diff=49514</id>
		<title>Hold The Line</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hold_The_Line&amp;diff=49514"/>
		<updated>2011-10-05T15:37:15Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Deleted bad hyperlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Hold the Line; An Endgame Tanking Reference&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
copied from the WoW warrior forums, with the express permission of Ciderhelm -Dan Quixote&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;It&amp;#039;s not the will to win, but the will to prepare to win that makes the difference.&amp;quot; - Bear Bryant&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following is the second compilation of my reference guide written to help those new and old in Warcraft raiding. None of this is a replacement for guild strategy decisions, nor is it the end-all and be-all of tanking. &lt;br /&gt;
&lt;br /&gt;
Enclosed in this guide are four major sections designed to assist dedicated tanks; though it is written for Warriors, it may be helpful to Druids and Paladins, as well as anyone interested in researching certain dynamics of the endgame. The first section covers Main Tanking and leadership qualities related to this role. The second section covers gearing and itemization as it relates to tanking. The third section covers tanking itself, in terms of talents, threat, positioning, and other related subjects. The fourth and final section is a reference guide to specific encounters in the endgame. Addendums to this guide include mods and other various information. &lt;br /&gt;
&lt;br /&gt;
This guide, though long and undoubtedly arduous for the reader, serves the secondary purpose of preparing warriors who are unfamiliar with the endgame environment. If you are a warrior applying to or forming a raiding guild, you are strongly recommended to read this and familiarize yourself with the concepts. &lt;br /&gt;
&lt;br /&gt;
I do not believe in the so-called casual guild. Any raiding guild, by the nature of achieving raid goals, is incapable of being casual and undisciplined. It is instead a high level of discipline and organization devoted to a goal, be it learning Molten Core on your weekends or learning Naxxramas six nights a week. In everything we do, we are given a certain amount of time in which we either put forth our full discipline and attention or we do not; in which we either succeed or do not. This guide is not written for people who do not wish to progress; it is written for those who have a deep desire to progress as fast as time permits. As such, I will not apologize for certain premises you may find in this guide -- for instance, Protection is better for raid progress in most new encounters than either Arms or Fury heavy builds. &lt;br /&gt;
&lt;br /&gt;
This is not an all-encompassing reference guide. Your guild, your experience, and your intuition comes first. I do not pretend to be a perfect warrior; our videos never attempt to show clean-cut kills where nothing has gone wrong. Instead, they show the general reality of encounters, what can go wrong, and how you can recover. &lt;br /&gt;
&lt;br /&gt;
Details in this guide may be off; abilities may be misrepresented; math may need adjustment. The living environment of the World of Warcraft may cause details in this guide to drift off course over the months. For my part, I apologize for error and will make an ardent effort to fix these errors. &lt;br /&gt;
&lt;br /&gt;
Courage alone does not bring victory. It is courage tempered with science, discipline, and fierce determination which bring this. This is as true in a simple raiding game such as World of Warcraft as it is in the corporate world and in the modern battlefield. Prepare. &lt;br /&gt;
&lt;br /&gt;
Thanks, &lt;br /&gt;
Patrick O&amp;#039;Callahan, Ciderhelm, Guildmaster of Eventide &lt;br /&gt;
http://www.eventideguild.com/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the Find (CTRL+F) feature in your internet browser is helpful. &lt;br /&gt;
&lt;br /&gt;
:An Introduction to the Endgame&lt;br /&gt;
:0.1 Raiding &lt;br /&gt;
&lt;br /&gt;
:Main Tanking &lt;br /&gt;
:1.1 What is Main Tanking? &lt;br /&gt;
:1.2 Time Commitment &lt;br /&gt;
:1.3 Guild Loyalty and Guild Gearing &lt;br /&gt;
&lt;br /&gt;
:Gearing &lt;br /&gt;
:2.1 Pre-Molten Core &lt;br /&gt;
:2.1.1 Gear List (Evergreen) &lt;br /&gt;
:2.2 Blizzard&amp;#039;s Itemization Theory &lt;br /&gt;
:2.3 Brief Outline, by Instance &lt;br /&gt;
:2.4 Head, Legs, Breastplate, Shoulders and Shields &lt;br /&gt;
:2.5 Stamina: Magic Armor &lt;br /&gt;
:2.6 To every season: Defense vs Stamina in relation to Healing &lt;br /&gt;
:2.7 Resistance: Magic Defense &lt;br /&gt;
:2.8 Heavy Armor &lt;br /&gt;
:2.9 All About Shield Block &lt;br /&gt;
:2.10 Self Sustenance; Consumables &lt;br /&gt;
:2.11 Aggro verse Mitigation Weapons, Enchants &lt;br /&gt;
&lt;br /&gt;
:Tanking &lt;br /&gt;
:3.1 Attack Power, Crits, and Steady/Irregular DPS &lt;br /&gt;
:3.2 Attributes and Modifiers &lt;br /&gt;
:3.3 Tanking: Talents, Skills and Preparations &lt;br /&gt;
:3.3.1 Preparation, Discipline &amp;amp; Science &lt;br /&gt;
:3.3.2 Tanking Theory &lt;br /&gt;
:3.3.3 Skill Usage &amp;amp; Threat (Kenco) &lt;br /&gt;
:3.3.4 Efficient Tanking Talents &lt;br /&gt;
:3.4 Special Creature Abilities &lt;br /&gt;
:3.4.1 Threat Reduction &amp;amp; the Ceiling &lt;br /&gt;
:3.4.2 Knockbacks, Knockups, Knockdowns, and Stuns &lt;br /&gt;
:3.4.3 Triggered Memory Loss &lt;br /&gt;
:3.4.4 Triggered Aggro Loss &lt;br /&gt;
:3.4.5 Fear &amp;amp; Intimidating Shout &lt;br /&gt;
:3.4.6 Stacking Debuffs &lt;br /&gt;
:3.4.7 Paralyzation &lt;br /&gt;
:3.5 Positioning &lt;br /&gt;
:3.5.1 Tactical Entry Tips &lt;br /&gt;
:3.5.2 Camera Spin &amp;amp; Jump Shot for Tanks &lt;br /&gt;
:3.5.3 Dynamics of the Dragon -- Guidelines for Positioning &lt;br /&gt;
&lt;br /&gt;
:The General Warrior&amp;#039;s Reference Guide &lt;br /&gt;
:4.1 Encounters, by instance &lt;br /&gt;
&lt;br /&gt;
:Addendums &lt;br /&gt;
:i. Movie Listing &lt;br /&gt;
:ii. Useful Mods &lt;br /&gt;
:iii. The Burning Crusade&lt;br /&gt;
&lt;br /&gt;
AN INTRODUCTION TO THE ENDGAME &lt;br /&gt;
0.1 Raiding &lt;br /&gt;
You&amp;#039;ve been through 10-man pickup groups formed from Ironforge and Orgrimmar. Not all are successful; not all coordinate around teamplay. The irritating personalities and misdirection often bogs you down. To top it all off, you&amp;#039;ve run Blackrock 35 times, the Breastplate of Valor has finally dropped and you can complete your Dungeon Set 1, and you just got outrolled by a warrior in all greens. &lt;br /&gt;
&lt;br /&gt;
Fair? Hardly. &lt;br /&gt;
&lt;br /&gt;
Endgame raiding is an entirely different experience. Guilds and coalitions that push through the endgame content are focused on team play, coordination, responsibility and fairness. Value to the raid and loot awarded is based on weeks, months, and years of investment. &lt;br /&gt;
&lt;br /&gt;
When changing your mindset to the 40-man dynamic, you will need to keep some general principles in mind. &lt;br /&gt;
&lt;br /&gt;
First, you are not there to be a hero; for example, never taunt off a main tank for any reason unless asked to. Conversely, if asked to do something, try to do it! If you showed an immediate reaction and effort, people will readily look past a mistake. Generally, any time the raid is relying on you as an undergeared app to tank it is because the raid group is on the verge of a wipe in a new encounter. &lt;br /&gt;
&lt;br /&gt;
Second, pay attention to your surroundings and try to make sense of what people are doing. Sure, you can ask questions, but figuring out what&amp;#039;s going on from your own intuition will make you more readily prepared to handle future challenges. If everyone is standing behind or to the side of a certain mob or dragon, perhaps there is a cleave or AOE effect you are not aware of? If people are only assisting with ranged attacks, does it make sense to run in and melee a target? Take a few seconds before doing anything and make sure you aren&amp;#039;t about to do something crazy. Also, make absolutely sure you stay near your raid group; ideally, one or two yards behind a DPS warrior at all times will keep you in a safe place that you won&amp;#039;t aggro other mobs. &lt;br /&gt;
&lt;br /&gt;
Third, don&amp;#039;t challenge the status quo. Understand that guilds that have been raiding for months do things for a reason; as a new raider, you will look arrogant if you offer unwarranted advice you heard from a friend or saw in a video (hey, this goes for our videos too!). Also understand that the guild is not there to provide you with loot; simply being on a raid gives you no right to epic gear made possible by the work of the veterans in that guild. &lt;br /&gt;
&lt;br /&gt;
Ultimately, your raiding group is your family. While you are still trying to join with this family, keep in mind that they are fiercely protective of each other and showing arrogance or greed is a quick path to denial of your app or recruit status. &lt;br /&gt;
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&lt;br /&gt;
MAIN TANKING &lt;br /&gt;
1.1 What is Main Tanking? &lt;br /&gt;
Main Tanking is the position of greatest responsibility in any raid; it is a natural position of leadership. &lt;br /&gt;
&lt;br /&gt;
Personally, I classify several warriors as Main Tanks. In our case, Stag, Thinger, and Airknight are Main Tanks as of writing this. Among the Main Tanks, there is a Lead Tank, which is the position I generally take as it corresponds with guild leadership. &lt;br /&gt;
&lt;br /&gt;
Main Tanking is taking absolute responsibility for raid mitigation through several methods: Funneling damage, removing damage, and controlling chaos. While each class has enjoyable and unique raid functions, from Hunter kiting to Rogue and DPS Warrior damage dealing, tanks take complete control of the actual battle. With the greatest risk comes the greatest reward -- and glory. &lt;br /&gt;
&lt;br /&gt;
Understand, however, that Main Tanking is the most stressful position. You will wipe raids many, many times due to mistakes in pulling, positioning, tanking, and any number of unexpected issues. You will often feel overwhelmed upon encountering a new boss fight such as Razorgore where the sheer complexity seems impossible to overcome. &lt;br /&gt;
&lt;br /&gt;
You are also alone in this responsibility. You will rarely have right to blame others for failings, and as such, should never take a stance that it is someone else&amp;#039;s fault that you died.Indeed, this is very rarely the case: if you have any cooldown available on your hotbar, be it Shield Wall, Last Stand, or a Major Healing Potion, you are responsible for your own death. &lt;br /&gt;
&lt;br /&gt;
You are not merely a warrior who carries a shield. You are a leader. Buck up, take the responsibility on yourself, take command. &lt;br /&gt;
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&lt;br /&gt;
1.2 Time Commitment &lt;br /&gt;
The second aspect to Main Tanking revolves around making a time commitment. There is no such thing as a casual Main Tank for a raiding guild; in our guild, our tanks are expected to be at every raid they can possibly be there for. &lt;br /&gt;
&lt;br /&gt;
Real life very much factors into this. Are you single, or does your significant other play World of Warcraft with you? Do you have a schedule at work that can significantly change from week to week or month to month? Are you in college? &lt;br /&gt;
&lt;br /&gt;
To make the fastest progression as a guild, you will need tanks with this particular time devotion. For almost any other class or balance you can compensate; for well-geared warriors, you cannot. &lt;br /&gt;
&lt;br /&gt;
Afterlife, one of the top global raiding guilds and major Everquest guilds, happens to share the same server we do; because they lost several warriors after the release of Blackwing Lair, they lagged far behind the other guilds on our server (including Dawn Eternal, 5th global kill of Nefarian). With a solid grouping of warriors for their guild, they are back on top. &lt;br /&gt;
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1.3 Guild Loyalty and Guild Gearing &lt;br /&gt;
As a Main Tank, your attitude towards your guild and your raid is not optional. &lt;br /&gt;
&lt;br /&gt;
When is it ok to leave a guild as a geared main tank? It really isn&amp;#039;t. If you are a member of a cohesive, mobile, forward-moving guild and are performing in a tanking position, you have no in-game &amp;quot;right&amp;quot; to this. Loot was not given to you as payment of services. You are an investment in the raid and guild progression. As such, most raiding endgame raiding guilds will simply not consider people who deserted a position of tanking in a prior guild. However, issues related to real life and necessary circumstance do come up -- this is only a game. &lt;br /&gt;
&lt;br /&gt;
Why take this stance? The phrase, &amp;quot;never put all your eggs in one basket,&amp;quot; sums it up best. Unlike any other class, aspiring raiding guilds will gear Lead Tanks and Main Tanks with first choice on new gear. &lt;br /&gt;
&lt;br /&gt;
This is commonly referred to as Main Tank gearing. It comes in many forms: voluntary from other warriors or hard-coded into a DKP system, for instance. In our case, I take a Lead Tank position and do receive first choice on gear; the other Main Tanks also have tank priority. Very occasionally, this steps into cross-class items such as Onyxia or Nefarian&amp;#039;s head or the Qiraji Armaments; for these items, we generally take an approach of every-other-drop so other classes get a chance at the items. &lt;br /&gt;
&lt;br /&gt;
Why is Main Tank gearing important? Progression. That&amp;#039;s it. If you kill a boss to get the loot in the first place, you don&amp;#039;t need better geared tanks to finish that encounter again. But tell me, how many guilds do you know that go to Ragnaros and stop there? Or kill Vaelastrasz and say, &amp;quot;hey, let&amp;#039;s relax?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Gearing a Lead Tank and Main Tanks is a mechanic designed to push guilds to the next level. With each new piece of gear, every raid encounter becomes easier and the 40-man dynamic becomes smoother. A tank wearing five or six pieces of Might on Golemagg could save the guild hundreds of gold in repair bills, as he will be able to survive the encounter with relative certainty - whereas a tank who was only able to get one piece of Might in a free market has a considerably higher chance of being unable to mitigate and survive. &lt;br /&gt;
&lt;br /&gt;
Equal gearing does not help your raid. Five tanks with 1 or 2 pieces of Might or Wrath does not come near the benefit to the guild that one tank with 8 pieces does. This is true particularly in Molten Core. As you progress, the need to continue and expand your tanking ranks extends to more warriors; for certain fights like Chromaggus (sans Timelapse) and Nefarian, you are still dealing with a Lead Tank - although Blackwing Lair is the first of the multi-tank instances. &lt;br /&gt;
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The reason it is particularly selfish to walk away from a guild that has geared you is that you have been geared by the work of 39 other players who have put in very real hours, both in instances and outside farming gold for repairs. In raiding guilds, taking real life into consideration is important, and as a main tank you have to tether your responsibilities to them as part of a solid team and family. &lt;br /&gt;
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This leads to one final point: finding the right guild. Ideally, you will find a guild that fits your raiding time and will stick to that schedule to as much of a degree as possible. Having friends in a guild you are looking at is important; however, it is not necessarily the end-all. If you are very serious about tanking and the endgame, try to target the most mobile and active guilds on your server. Warriors applying to raiding guilds generally are expected to be under-par in gear because tank turnover in guilds is extremely low.&lt;br /&gt;
&lt;br /&gt;
GEARING &lt;br /&gt;
2.1 Pre-Molten Core &lt;br /&gt;
I don&amp;#039;t cover armor too heavily in this reference guide, as the endgame provides you with three amazing sets of armor, Might, Wrath and Dreadnaught. Also, there is such a wide variety of itemization being added to the pre-Molten Core game that providing too detailed a loot list may not be significantly helpful. However, with credit to Evergreen for his compilation, I have added several items into the following subsection. &lt;br /&gt;
&lt;br /&gt;
There are some basic principles to live by when finding pre-Molten Core gear, both as a Main Tank for a new guild and as a player hoping to get recruited to an established guild. &lt;br /&gt;
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First: Stamina. I will cover each of the reasons why Stamina is your number one attribute in the following two sections. No matter what role, when I inspect a new warrior who is being considered to the guild I will relay any immediate concerns around the level of stamina a player has. Band of the Ogre King and Band of Flesh are two good blue items I remember farming for prior to Molten Core, for instance. I also wore Helm of Narv, an epic mail Stamina helm, all the way through to our first Helm of Might. &lt;br /&gt;
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You don&amp;#039;t necessarily want balanced stats. A balance of Agility and Strength against your Stamina isn&amp;#039;t all that important or even helpful. In blue items, you will always be making a tradeoff if you find items that give you both Agility and Strength on top of Stamina. Holding aggro in a new group is not too terribly difficult early on; the game does a good job of scaling gear levels to tanking and experience. &lt;br /&gt;
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Defense is secondary, but very important and achievable prior to Molten Core. The warrior community has long held that +Defense gear is godly; it isn&amp;#039;t... but it is helpful! You will get a reduction of critical strikes, though almost no amount of pre-Molten Core gearing will keep you from getting critted multiple times during a battle from physical damage. The Block/Dodge/Parry are good too, but at the early stages of tanking, having a higher lifebar for when you do take that huge hit is simply more important. That said, it is possible to find alot of gear with the highest Stamina that happens to have very high Defense with it. &lt;br /&gt;
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High armor ratings also help; with relatively few exceptions such as the Adamantium breastplate, the armor rating is mathematically matched to the level of gear you&amp;#039;ve found, so this usually isn&amp;#039;t too difficult prior to Molten Core. &lt;br /&gt;
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All of this said, nothing helps more than simply having good gear. Just because I said Stamina is your main attribute doesn&amp;#039;t mean you can go pick up green &amp;quot;of Stamina&amp;quot; boots. After looking at Dungeon Set 2, Heroism, I&amp;#039;ve found it to be an excellent place to start for players new to the endgame. When applying to an established guild, having gear that takes alot of work to achieve will often do more for you than having optimal tanking gear you bought from the Auction House. Dire Maul still nets the best non-set items and Draconian Deflector from UBRS is still the best pre-Molten Core shield. &lt;br /&gt;
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2.1.1 Gear Listing (Evergreen) &lt;br /&gt;
The following is a rough outline of top pre-MC non-resist gear with full credit given to Evergreen for his efforts. The entirety of his list, including resistance gear and crafting materials, can be found here: &lt;br /&gt;
http://forums.worldofwarcraft.com/thread.html?topicId=12052381&amp;amp;sid=1 &lt;br /&gt;
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Head &lt;br /&gt;
Enchanted Thorium Helm &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=12620 &lt;br /&gt;
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Neck &lt;br /&gt;
Medallion of Grand Mashall Morris &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=13091 &lt;br /&gt;
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Back &lt;br /&gt;
Redoubt Cloak &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18495 &lt;br /&gt;
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Shoulders &lt;br /&gt;
Stockade Pauldrons &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=14552 &lt;br /&gt;
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Chest &lt;br /&gt;
Breastplate of the Chromatic Flight &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=12895 &lt;br /&gt;
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Ornate Adamantium Breastplate &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=15413 &lt;br /&gt;
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Kromcrush&amp;#039;s Breastplate &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18503 &lt;br /&gt;
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Bracers &lt;br /&gt;
Bracers of Heroism &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21996 &lt;br /&gt;
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Hands &lt;br /&gt;
Stonegrip Gauntlets &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=13072 &lt;br /&gt;
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Force Imbued Gauntlets &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18383 &lt;br /&gt;
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Belt &lt;br /&gt;
Belt of Heroism &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21994 &lt;br /&gt;
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Brigam Girdle &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=13142 &lt;br /&gt;
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Legs &lt;br /&gt;
Enchanted Thorium Leggings &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=12619 &lt;br /&gt;
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Legplates of Vigilance &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=22328 &lt;br /&gt;
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Boots &lt;br /&gt;
Crystal Encrusted Greaves &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20710 &lt;br /&gt;
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Rings &lt;br /&gt;
Band of Resolution &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=22680 &lt;br /&gt;
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Band of Flesh &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=13373 &lt;br /&gt;
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Trinkets &lt;br /&gt;
Force of Will &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=11810 &lt;br /&gt;
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Royal Seal of Eldre&amp;#039;Thalas &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18466 &lt;br /&gt;
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Mark of Tyranny &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=13966 &lt;br /&gt;
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Ranged &lt;br /&gt;
Gorewood Bow &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16996 &lt;br /&gt;
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Silithid Husked Launcher &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21800 &lt;br /&gt;
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Shield &lt;br /&gt;
Draconian Deflector &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=12602 &lt;br /&gt;
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The Immovable Object &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19321 &lt;br /&gt;
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Weapon &lt;br /&gt;
Timeworn Mace &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18376 &lt;br /&gt;
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The Lobotomizer &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19324&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
2.2 Blizzard&amp;#039;s Itemization Theory &lt;br /&gt;
Blizzard has slowly and, from my estimation, very purposefully been adjusting it&amp;#039;s warrior itemization theory. Also, from what I can see, this is definitely for the better. &lt;br /&gt;
&lt;br /&gt;
Many classes can get away with balancing or powerhousing certain attributes. Main Tanks were originally gifted with a Might set that offered Stamina, Strength, and Agility; we also once could get 50% more Defense than we currently do off the same items. &lt;br /&gt;
&lt;br /&gt;
Yet, what Blizzard was mistakenly doing at that time was creating a jack of all trades Warrior class. This class could not carry the absolute highest mitigation levels that it currently can, yet was overpowered and overcapable in certain encounters. As a result of the earlier Warrior design, the more dated encounters like Onyxia never properly scaled to player skill level but strictly to player gear: heavy magical fire attacks were the only balance against near-invulnerability to physical attacks that warriors initially had. Today, guilds with Tier 1 and Tier 2 gear are running 10-20 man raids of Onyxia without serious threat of failing the encounter -- this, not losing our old defense levels of the past, is a gamebreaking issue. &lt;br /&gt;
&lt;br /&gt;
The new itemization theory seems to hold a common goal. Increase the survivability of the warrior in a stable and reliable way while simultaneously increasing their aggro generation capabilities. &lt;br /&gt;
&lt;br /&gt;
Stamina, armor, and defense are built into nearly all item sets in the advanced endgame. Also, with the changes to Shield Slam, shield block is an important attribute that is cropping up in more noticeable places. In terms of steady aggro generation, Blizzard has also been implementing heavy amounts of +hit on Naxxramas level tanking gear. &lt;br /&gt;
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Blizzard has defined our current Main Tanking role more specifically by giving us specific Mitigation and Aggro gear and encounters. This is further divided by Physical, Magical, and Mixed attacks. There is no longer list of items that will give you the best gear for every encounter, but instead certain gear that will place you in an powerful position per each encounter. &lt;br /&gt;
&lt;br /&gt;
This new mix of encounters can be seen everywhere as Blizzard diversifies it&amp;#039;s content. For instance, Patchwerk does not appear to have serious Aggro requirements for the tanks, but it dramatically emphasizes Mitigation gear. &lt;br /&gt;
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2.3 Brief Summary, by Instance &lt;br /&gt;
Molten Core &lt;br /&gt;
Stamina is key, but as other warriors suggest you don&amp;#039;t need to sacrifice defense or armor for the best pre-Molten Core gear. There is a large spectrum of options and ultimately you must choose the gear to put together from what is actually available. &lt;br /&gt;
&lt;br /&gt;
Resists -- You can wear green and blue level gear and survive since very few of the resist fights are benefited by armor class. The first half of the instance does not require a specific set of Fire Resist gear. That said, Ragnaros will require a full set of Dark Iron and Fiery Chain mixed together per your needs - and getting this gear early will significantly improve the flow of lava packs in the second half. &lt;br /&gt;
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&lt;br /&gt;
Blackwing Lair &amp;amp; The Shadow Flame &lt;br /&gt;
Stamina above all else; by the time you progress through here, you will have significant mitigation statistics from gear. Thanks to the Shadow Flame and other breath attacks used by every boss encounter except Broodlord, you will need this &amp;quot;magic armor&amp;quot; to buffer yourself and survive unexpected damage. Also, note that the items within this zone are health-based, from Wrath armor to Lifegiving Gem to Archimtiros&amp;#039; Ring of Reckoning; each of these items will help you through the zone. &lt;br /&gt;
&lt;br /&gt;
Resists -- You will carry over your crafted Dark Iron gear to the major resist fights in this zone, so don&amp;#039;t sweat it too much. The problem comes when you do anything to resist the Shadow Flame: doing so dramatically compromises your armor, defense, and stamina. It is interesting to note, however, that killing Nefarian while on the Ahn&amp;#039;Qiraj questline from Broodlord&amp;#039;s head does give you a high-stamina Shadow resist necklace that will help in this instance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Temple of Ahn&amp;#039;Qiraj &lt;br /&gt;
Ahn&amp;#039;Qiraj as a zone generally relies on multiple tanks performing multiple different roles. As a general rule of thumb, three tanks will cover the lead roles in the major fights in this zone. This zone also does not generally rely on a single tank unlike the traditional Molten Core and Blackwing Lair encounters; instead, fights such as Sartura, Huhuran, and Twin Emperors are best dealt with by two very well geared tanks. Ahn&amp;#039;Qiraj sports the need for heavy armor, stamina, and in some cases heavy defense items. &lt;br /&gt;
&lt;br /&gt;
Resists -- Ahn&amp;#039;Qiraj is relatively heavy on Nature resistance. Do whatever you can to lock down the Green Dragons so you can snag as much epic gear as possible. Most of the Nature resist inside the zone drop prior to Huhuran. Also, with a bit of ingenuity, you can drastically decrease the necessity of Nature resist required for your main tanks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naxxramas &lt;br /&gt;
Naxxramas encourages between three and five capable tanks for most encounters, though much of the tanking is both temporary and not heavily damaging. Heavy tanking gear comprised of solid stamina and armor is most helpful here, and by the time you are in this zone your defense levels should also be very high. This is the first zone where consumables are semi-mandatory for quick progression, so keep an eye out specifically for Flask of the Titans and Greater Stoneshield potions. Another strange bonus for this zone is +hit gear, which will dramatically alter your ability to control certain fights such as Noth. &lt;br /&gt;
&lt;br /&gt;
Resists -- The zone emphasizes Frost Resistance for the obvious reason of Frostwyrm Lair. However, Blizzard has decided not to make the zone into a heavy &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*LZQ1OV8HGK*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; resistance environment. Occasional Shadow Resist can be helpful, particularly for the trash between Anub&amp;#039;rekhan and Faerlina as well as the trash towards Razuvious, but it is not a requirement. Nature Resist also can be helpful on trash such as Gargoyles, but again, is not a requirement.&lt;br /&gt;
&lt;br /&gt;
2.4 Head, Legs, Breastplate, Shoulders and Shields &lt;br /&gt;
This is to address a specific issue I see on many warriors new to endgame. &lt;br /&gt;
&lt;br /&gt;
Your Head and Leg slots on your character are powerhouse items stats-wise. This is the reason they occur so early in the endgame for raiding armor; Magmadar, Garr, then the Tier 2 you get off Ragnaros and Onyxia before you head into Blackwing Lair. &lt;br /&gt;
&lt;br /&gt;
On resistance fights this is particularly important. You will often be faced with the choice to wear a certain resistance or Legplates and Helm of Might/Wrath. Do not be foolish about your stats! Dropping these for blue items can often spell death. Take notice that epic geared resistance items in these slots, such as Dark Iron Helm and Legs, accurately reflect how good the stats should be for these slots. &lt;br /&gt;
&lt;br /&gt;
Also, to get the most of these items, you absolutely must finish your Zul&amp;#039;Gurub enchants. Any serious tank has got to be constantly running Libram quests. Personally, I&amp;#039;ve applied the ZG Libram to Helm and Legplates of Might, even when I knew I would get the Wrath slots soon. I&amp;#039;ve also applied this libram to Cenarion Reservist Legplates. &lt;br /&gt;
&lt;br /&gt;
Your Breastplate is the only slot item with better stats. For the most part, these are your rewards for making it to the end of an instance. For Main Tanks, the great breastplates in this game are Might, Wrath, and Breastplate of the Chromatic Flight. I have a friend who, after she reached 8/8 Wrath, continued to run UBRS for her Breastplate of the Chromatic Flight - Situationally, it really is that good. &lt;br /&gt;
&lt;br /&gt;
On Breastplates, the sure fire bet is +100 health. Why? Because for whatever reason, Breastplates got the bad end of the stick in the enchanting world. &lt;br /&gt;
&lt;br /&gt;
Shoulders are another powerhouse item, though in a different way. Shoulders will usually have unique stats to them. For instance, Wrath shoulders double as aerodynamic wings allowing you to Slowfall into Un&amp;#039;Goro crater. Ok, maybe not. In fact, Shoulder slot items will generally have attributes related to tanking. Both Might and Wrath carry shield block bonuses and high stamina. Shoulder itemization is more important to pre-MC players, where items such as the Stockade Pauldrons carry abnormally high defense on top of stamina. &lt;br /&gt;
&lt;br /&gt;
On shoulders, you need to work towards applying +30 Attack Power from Zul&amp;#039;Gurub Exalted status. This is a major boon in holding aggro in endgame; you can read more about why below. Also, any resistance shoulders should have +5 to that resistance applied from the Argent Dawn. &lt;br /&gt;
&lt;br /&gt;
Shields actually have a wide variety and important differences. Unlike set armor from Might and Wrath, you will have to make significant decisions between them for most fights. &lt;br /&gt;
&lt;br /&gt;
The two Bulwarks from Ahn&amp;#039;Qiraj and Blackwing Lair are essentially the top shields before Naxxramas; until then, there are three non-resist shields you can choose between; Drillborer Disk, Aegis of the Blood God, and Buru&amp;#039;s Skull Fragment. Though there will be other shields down the road, I will outline these three to help give an understanding of why to make certain decisions when faced with shield choices. &lt;br /&gt;
&lt;br /&gt;
The Drillborer Disk is generally your first tanking shield. Compared to either of the other two shields, it is inferior in all ratings; however, it gives an Arcane damage proc which is very rarely resisted which makes it a shield best suited to Aggro fights where you are unlikely to die. This has the added bonus of allowing you to scale in a bit more damage than the other two shields, thus giving you more rage in aggro fights. &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=17066 &lt;br /&gt;
&lt;br /&gt;
The Aegis of the Blood God is your melee defense shield, and a fine one. Across the board, this gives better physical mitigation stats than either of the other shields. It is good in controlled damage mitigation fights that do not involve heavy magic damage. &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19862 &lt;br /&gt;
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Buru&amp;#039;s Skull Fragment is your most rounded defense shield, and the only shield capable of protecting you from magic damage (read the next section). The strength offers the aggro portion that Drillborer Disk does, the armor and defense offer a portion of the mitigation that the Aegis of the Blood God offer. The massive stamina bonus is what makes this gem worth using above the other shields in Blackwing Lair and Ahn&amp;#039;Qiraj. &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21485 &lt;br /&gt;
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Need an achievable alternative to your Drillborer prior to entering Blackwing Lair, but unable to get either Buru&amp;#039;s Skull Fragment or Aegis of the Blood God? Try Earthen Guard, a high-stamina shield that will help during mixed and magic encounters. &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20688 &lt;br /&gt;
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2.5 Stamina: Magic Armor &lt;br /&gt;
I&amp;#039;ve been emphasizing stamina over defense through this thread. To be fair, Defense is very good, but it comes naturally through normal raid gearing. Most tanking items you pick up along your 40-man raiding experience will have Defense already built in. &lt;br /&gt;
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There are some noticeable places where you will have to make a decision. For instance, the Zul&amp;#039;Gurub ring set vs. Heavy Dark Iron Ring early on. Later, ring slots in Ahn&amp;#039;Qiraj will balance against the Signet of the Bronze Dragonflight and Archimtiros&amp;#039; Ring of Reckoning. &lt;br /&gt;
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It is in the smaller decisions such as this that I always opt for the high stamina over the high Defense. Why is this? Because stamina is, in a way, your only magic armor rating. &lt;br /&gt;
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Consider your health bar not as a number but as a percentage. At 7,800 health, Nefarian&amp;#039;s Shadow Flame does 80% damage to you during a Warrior class call. If your Stamina and health enchants, as well as flasks and consumables bring you up to 10,000 health (an achievable raid buffed health bar), suddenly that Shadow Flame is doing more recoverable damage to your percentage bar. Then, with 15% or even 30% more health by using Lifegiving Gem and Last Stand, 14,000 health during one of the later Warrior class calls on Nefarian will cement your survival. On our recorded Nefarian kill (see Movies listing), I did not raid buff with either a flask or consumables; I actually die as a result of his Shadow Flame bringing my health bar from a reasonably high ~75% to death. While unintentional and my own mistake, this is a good way of illustrating the emphasis I am placing on this. &lt;br /&gt;
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Stamina is essentially a buffer. Like consumables and flasks, it creates breathing for your healers. Broodlord Lashslayer is known for one-shotting tanks that are new to him -- his Mortal Strike ability is one of the physical abilities that does massive damage regardless of your defense rating (it isn&amp;#039;t a critical strike). &lt;br /&gt;
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Stamina also gives you the ability to gain more rage. Since a stamina build does take more damage than a defense build over the long run since you are avoiding fewer incoming attacks, you wind up with more overall rage to work with. &lt;br /&gt;
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I believe stamina is the key to guild and raid progression. I feel our healers can recover from regular, sustained damage on a high health bar and high AC rating moreso than they can handle massive damage from the crushing blows I didn&amp;#039;t quite parry on a lower health bar. &lt;br /&gt;
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For purposes of endgame, this is, again, fairly small. However, when you are completely new to the endgame, Stamina lets you survive things you otherwise are not geared to survive. In our guild, we emphasize stamina to be a primary attribute for every class for this reason -- if you can take that whirlwind from Sartura once, you might have time to run away and bandage yourself. &lt;br /&gt;
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My personal opinion is this: as you progress through the endgame and you are faced with decisions between stamina and Defense on non-armor items, take the stamina; the defense you need will naturally fall into place through normal raid gearing.&lt;br /&gt;
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2.6 To every season: Defense vs Stamina in relation to Healing &lt;br /&gt;
For the following, understand that when I use the term Defense I am also referring to static modifiers such as dodge and parry. &lt;br /&gt;
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As a leveling warrior, you may have wondered why you were forced to take 10% more damage for 3% crit; skills aside, this stance does not offer a fair give and take. Again, with Deathwish and Recklessness, you are forced to make a tradeoff that does not seem fair -- particularly on a 30 minute cooldown. &lt;br /&gt;
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Taking the path of a stamina build warrior, you make a similar tradeoff -- one I believe Lead Tanks and Main Tanks should make. As a stamina warrior, you will give up between 5 and 10% Avoidance - that is, the chance at complete mitigation of an incoming phsyical attack. However, taken to the fullest extent, your final gear will realize itself as between 515 and 530 base Stamina (not including Naxxramas) - which is up to 10% more Stamina from items than Defense or DPS warriors are capable of achieving. &lt;br /&gt;
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Understand that the decisions to choose stamina items are based on two things: first, a healing strategy which is more suited to this build, and second, the use of Stamina buffs to further your lifebar to a maximum amount in the 10,000+ range without the use of Last Stand or Lifegiving Gem. Not utilizing these buffs for new encounters negates the entire purpose of going to a Stamina build, because anyone wearing a full Defense suit can just pop those buffs on and be higher than you in terms of their healthbar anyway; good game. &lt;br /&gt;
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At this point, you&amp;#039;ve probably realized this guide is about giving you tanking advice to further raiding progression; it has nothing to do with helping on fights you can already do, putting you on DPS meters, making you an uber tank. So, to illustrate how Stamina is particular to your Lead Tanks in a healing situation, I will share our own guild struggles in raiding and why we work around these theories. &lt;br /&gt;
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From Lucifron to Razorgore, we had 3-4 regular raiding priests and 2 raiding druids. Paladins were in slightly greater supply -- but our healing force was never large. Our first Ragnaros kill sported 3 priests, 3 druids, and 4 paladins. Needless to say, tanking was a struggle. &lt;br /&gt;
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Healing: The 2.5 Second Struggle &lt;br /&gt;
The root of the healing issues we had all revolved around mana effectiveness. &lt;br /&gt;
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Imagine for a moment that you are a healer. Your regular heals are a two and a half second cast; unfortunately, on new encounters, the boss may very well kill your undergeared Main Tank in that period of time. So you set up a healing rotation: you will begin your heal, then another healer will begin a heal, then another -- maybe not so explicitly, but to the the effect that heals are landing every second or less on the Lead Tank. &lt;br /&gt;
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As a healer, you don&amp;#039;t have a crystal ball. You know that not healing your tank could result in a raid wipe. Perhaps halfway through that heal, you notice the tank&amp;#039;s healthbar doesn&amp;#039;t seem to be dropping -- he has been mitigating damage by good fortune of Defense statistics. However, you still cannot cancel that heal, because the next split second could very well see his lifebar fall drastically! &lt;br /&gt;
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The 2.5 second heal is the root of the Stamina gearing theory. In almost every new boss encounter, before healers really get a chance to work out what&amp;#039;s going on and the ebb and flow of a battle, they are going to be slamming you with heals... Whether you avoid the damage or not has literally no bearing on whether you receive heals or not -- you are still sapping the healers mana bars. &lt;br /&gt;
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Defense only saves you in single-mob encounters when your life is critically low and you have to rely on the chance of dodges and parries to survive the encounter. The reality is, whether you avoid an attack has no bearing on your healthbar. Had you simply taken the damage and taken a percentage of your lifebar in damage before receiving a 3k heal is no different than parrying the same attack then taking a 3k overheal. &lt;br /&gt;
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Defense is relying on good fortune in new encounters, where stamina is a steady, reliable base. &lt;br /&gt;
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Defense: When it really is better &lt;br /&gt;
(Preface: You naturally get a very high Defense rate through normal itemization; discussion of critical strike reduction is not included in this guide as a result.) &lt;br /&gt;
Most Lead Tanks and Main Tanks are not so gifted as to be able to carry stamina and defense sets; however, with the introduction of Ahn&amp;#039;Qiraj, the DPS warriors in your guild who normally offtank will have access to high Defense (including Dodge mitigation from high agility on Conqueror&amp;#039;s and non-set Plate). Rings give good defense bonuses which can be brought in by DPS warriors for certain fights. &lt;br /&gt;
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As I explain my view on the following, understand you can also gear one or two of your Main Tanks effectively with this type of gear; there is plenty of flexibility and room for choice; I would strongly discourage having either your Lead Tank or first Main Tank go for a non-stamina build, per previous discussion. &lt;br /&gt;
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The encounters where defense and high agility builds work are very common. This applies to almost every trash mob in the game; an exemplary Defense situation is Zul&amp;#039;Gurub or Ahn&amp;#039;Qiraj 20 man, where there are multiple melee-mobs being handled by multiple tanks. In these situations, Defense tanks will be considerably superior to stamina tanks! Even your DPS warriors will be able to hold weight to your Lead Tank in terms of gear choices. &lt;br /&gt;
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The reason is specific to healing. Multi-mob encounters very rarely do dramatic damage to warriors; instead, the large total incoming DPS on your raid is not being funneled through a single tank but multiple actors who can be independently healed. &lt;br /&gt;
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Defense builds have another effective attribute in multi-tank scenarios. They offer you a chance-not-to-die, meaning you may very well parry that one last attack. This kind of chance play is much more readily acceptable when other warriors can pick up the slack in case you do go down. &lt;br /&gt;
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It is next to impossible to die from not receiving heals in the course of 5-10 seconds in these situations, even on trash mobs in Blackwing Lair and Ahn&amp;#039;Qiraj. Naturally, your priests will be healing many more tanks, but they will be able to make decisions during this process. Every time you avoid damage from a parry or dodge, your health bar simply won&amp;#039;t go down. The healer in question doesn&amp;#039;t even need to begin a heal on you in this case. Also, if your health slips below a certain percentage, healers can choose to use slower, more mana efficient heals. &lt;br /&gt;
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Also, mitigation will help a warrior who does not have the skill, talents, or enchants to solidly hold aggro. This is due to a dynamic in the healing process: overhealing does not cause aggro. If you do receive a large heal or multiple heals at the same time and it crosses above the 100% line of your healthbar, the amount of overhealing will have no affect on the healer&amp;#039;s aggro. &lt;br /&gt;
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In conclusion: &lt;br /&gt;
One thing I never suggest about being a stamina build warrior is that you will take less damage than a Defense warrior; I readily accept the reality I am not the most efficient object in terms of avoidance -- but I believe, for raid progression, simply having more health is more helpful when coming to new encounters. Remember to buff up to maximum hitpoints if you are going to take this path!&lt;br /&gt;
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2.7 Resistance: Magic Defense &lt;br /&gt;
I&amp;#039;ve illustrated stamina to be sort of the magical armor rating of your character. Like your normal armor rating, it only acts as a reduction of damage taken; it cannot outright mitigate it the way defense statistics can. &lt;br /&gt;
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Consider resistance to be your defense modifier in magical terms. This will make or break some encounters; if you do not have 165 Fire Resistance, you will often die in Molten Core on Baron Geddon; the Lava Packs will be a nightmare. &lt;br /&gt;
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The primary issues regarding resistance is how it is calculated and how much you need for mixed damage (physical and magical) encounters. As far as calculation goes, there are two schools of thought; first, that there are tiers of resistance rates at intervals along the tree, the first being at 75 resistance, the second at 150, and so on. The other school of thought is that there is a linear progression of resistance, and being just short of the next &amp;#039;tier&amp;#039; means you&amp;#039;ll resist only slightly less than you would at that next tier. &lt;br /&gt;
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What should you choose? The more stringent of the two. Whether or not it&amp;#039;s based on tiers or on a mathematically scaling amount is not clear, and neither posters or Blizzard&amp;#039;s own description of resistance seems to confirm either way. Yet it is not your right as a Main Tank to gamble with your raid; choose the stricter path to be sure. If you 255 Nature Resist but the next supposed tier is at 265, it&amp;#039;s time you took a trip to Maraudon. &lt;br /&gt;
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How do you calculate the resistance you need for a mob? The maximum resistance you can have is simply multiplying the mobs level by 5. For a 63 elite (most bosses are considered to be 63 elite), to maximize your resistance you will need 315 of that particular resistance. &lt;br /&gt;
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Yet, after Molten Core the endgame resistance fights disappear (with the notable exceptions of Firemaw, Flamegor and Huhuran). Instead, they are replaced by mixed encounters where you will have to strike a balance between certain resistances. In Blackwing Lair and Ahn&amp;#039;Qiraj, for the most part, Blizzard has placed a bit more emphasis on the use of your class sets and they will do fine for your armor slots. &lt;br /&gt;
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I will outline this in more detail in the encounters guide, but the general rule of thumb for me has been that for FR fights I wear Dark Iron Helm and Legs and for Green Dragon fights I wear only epic level NR in armor slots. &lt;br /&gt;
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2.8 Heavy Armor &lt;br /&gt;
When I first began writing this guide I held a certain order of priority for each type of mitigation. Stamina, as you might guess, I considered most important; then I placed defense in close pursuit. Armor in many ways was an afterthought, a trait I believed came naturally enough on it&amp;#039;s own. &lt;br /&gt;
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My views have changed. Armor does not supercede stamina, but it does take a near-equal footing with it in terms of importance. &lt;br /&gt;
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There is no secret to armor; it simply reduces the physical damage you take from attacks by a set percentage. Yet for the simplicity it offers, it can dramatically alter the course of fights such as Patchwerk. &lt;br /&gt;
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One thing I have heard often but did not pay serious attention to until recently is that armor is not subject to diminishing returns. Technically, that line is false, but correct phrasing would be: &lt;br /&gt;
&amp;quot;As armor increases, the effect of increasing the amount of time required to go from full HP to dead is not subject to diminishing returns. Each increase in quantity of armor will increase a tank&amp;#039;s lifespan equally (i.e. if going from 4000 to 6000 AC increases your lifespan by 1 minute, then going from 12000 to 14000 AC will also increase your lifespan by 1 minute).&amp;quot; - Satrina, http://evilempireguild.org/guides/diminishmath.php &lt;br /&gt;
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I mentioned Patchwerk. Here is why. When fighting Patchwerk, we paid particular attention to the damage intake with various debuffs such as Demoralizing Shout and Thunderclap. We also were using Greater Stoneshield potions in bulk quantities before we got him down. &lt;br /&gt;
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Patchwerk does a physical damage attack that does between 22,100 and 29,900 damage instantly to it&amp;#039;s targets. Seems like a lot, huh? It is. Though we didn&amp;#039;t use this, the Hateful Strike Calculator will help illustrate where I&amp;#039;m going with the emphasis on heavy armor: &lt;br /&gt;
http://tangedyn.275mb.com/patchwerk.html &lt;br /&gt;
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First, using a base armor of 9500 with Defensive Stance (and assuming we are not using Greater Stoneshields), the damage range comes out as between 7,503 and 10,151. This is much lower than the nearly 30,000 max damage a Hateful Strike is capable of, though the damage is still very dangerous. &lt;br /&gt;
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Now, let&amp;#039;s add Greater Stoneshields to this. The damage range changes to between 6,633 and 8,975. This is over 1,000 less maximum damage using a consumable -- meaning more healing efficiency overall through the course of the fight (Assuming three Hateful Strike tank rotation, Patchwerk uses Hateful Strike roughly every ~3.6 seconds on a target). &lt;br /&gt;
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When you look at your character pane and see an increase of just 2 or 3 percentage points of mitigation with armor, it may not seem very impressive. But when your armor is reaching near the 70% total mitigation range, 2 or 3 percentage points will change your actual incoming damage up to 10% on something like a Hateful Strike. &lt;br /&gt;
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Overall I am not a math expert in any form, nor am I particularly skilled at explaining math concepts. If you don&amp;#039;t have a clue what I just said, that&amp;#039;s forgivable, I didn&amp;#039;t really have a clue what other people were saying until I could see the tangible effects of armor in a raid -- I learn more through tactile and visual interaction than I do from reading. &lt;br /&gt;
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This said, my previous stance on Conqueror&amp;#039;s armor and other high-armor items is retracted. I do believe Conqueror&amp;#039;s is legitimate and good tanking gear. I also recommend an emphasis on heavy armor as you progress your character. &lt;br /&gt;
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2.9 All About Shield Block &lt;br /&gt;
Shield block was originally placed as a small addition to the armor and stamina sections above. However, gearing around your shield block value and percentage now dramatically changes tanking ability. It is important to note is that your Shield Block ability is an Instant ability and can be used at any point during combat; it does not affect your global cooldown. &lt;br /&gt;
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Shield Block -- Critical &amp;amp; Crushing Blow Negation &lt;br /&gt;
Any attack blocked with your shield in a raid environment cannot be a critical or crushing blow. This occurs because all attacks in raid content are based on a combat table that is additive between your avoidance abilities. &lt;br /&gt;
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For example, if you have 10% Dodge, 10% Parry, and 10% Shield Block, your combat table would have a 30% chance of affecting any incoming blow. Using the Shield Block ability, which temporarily raises your block by 75%, this pushes you well above 100% of incoming attacks affected by your combat table. In turn, this means that the mob is unable to affect attacks on you -- a critical strike or crushing blow cannot share the same space on the combat table with a blocked attack. &lt;br /&gt;
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For more specific detail, please read Satrina&amp;#039;s analysis: &lt;br /&gt;
http://evilempireguild.org/guides/block.php &lt;br /&gt;
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Shield Block Value -- Damage Reduction &lt;br /&gt;
Basic shield block value is in the same league of mitigation as armor and stamina; when you wish to use it, you can guarantee a 100% block rate just due to itemization and your Shield Block skill. Shield block is, thus, a constant reduction of damage taken in. It is particularly useful on mixed boss fights which deal magical damage as well, because it is more likely you will block every incoming attack. &lt;br /&gt;
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Also, note that the dynamic of shield block value is unique to mitigation: it is added after all other mitigation is calculated and is not based on a mitigation percentage. While blocking 150 damage from a mob that just laid out 4,000 to you may not be impressive, blocking the same 150 damage from a mob that is dealing small hits of 200 damage is similar to a Shield Wall. &lt;br /&gt;
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Shield Block Value -- Shield Slam &lt;br /&gt;
Shield Slam adds your shield block value to a base damage amount and does straight damage. Since Shield Slam obeys the same modifiers as your other special attacks, it is also impacted by your One-Handed Weapon Specialization talent in your Protection tree. The effect is dramatic; with about 200 block, it is possible to crit an unarmored target for 1200 damage. &lt;br /&gt;
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Shield Block Percentage &lt;br /&gt;
Most trinkets or items which increase your shield block value will also increase your shield block percentage. Having a very high base shield block percentage will allow you to be more flexible in your rage conservation in certain fights such as Noth the Plaguebringer. In general, having high shield block percentage in addition to a high dodge and parry rate will keep your Revenge ability available for use every time the cooldown is free.&lt;br /&gt;
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2.10 Self Sustenance; Consumables &lt;br /&gt;
It is your responsibility to keep yourself alive through whatever means possible. If you die at any point and had a cooldown available, it is generally your fault. If you die due to unexpected burst damage, it is again your fault if you did not utilize every constant effect buff prior to the fight. &lt;br /&gt;
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Firstly, your skills: Shield Wall and Last Stand. I&amp;#039;m a big fan of Improved Shield Wall, because almost any time I use Shield Wall it&amp;#039;s because the healers have to recover from some tragedy or I want to cement a kill in stone; both of these times, the additional five seconds is a boon. Last Stand is the same way: if you are going to Main Tank, this ability is not necessary but it may be irresponsible to take new content without it. &lt;br /&gt;
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Next, Healthstones. You can hold three healthstones at a time, a 1440, a 1320, and a 1200; this naturally requires 3 warlocks, one of whom is a raid build (1320 has to be a conscious decision while choosing talents). These will act as your Major Healing Potions, because unless you are on a pure melee fight, you won&amp;#039;t be touching Major Healing Potions. &lt;br /&gt;
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Why not? Because you will have Greater Protection Potions. These are preventative potions that will not mitigate melee damage but will mitigate a very high amount of magical damage. Unless you are in the most dire cirucmstance where the melee damage is likely to kill you, you should be using these every 2 minutes or at intelligent intervals. For instance, Chromaggus does two types of fire breaths, an instant massive breath and a DOT breath; your healers can heal through a DOT much easier than they can heal a very large drop in health, so save your protection potion for the massive burst damage. The reason you use Protection Potions instead of Major Healing Potions is that the healing potions won&amp;#039;t save you after you die; the protection potions will prevent that death. &lt;br /&gt;
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Not in a resistance fight? Try Greater Stoneshield Potions for the tough physical encounters in the endgame. This will give a static 2,000 Armor bonus for 2 minutes and can be refreshed accordingly. This should be considered a necessity for getting through new encounters. &lt;br /&gt;
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Finally, Lifegiving Gem. Wear it. Your Onyxia Tooth Pendant does not warrant removing what I consider to be the single best warrior trinket in this game. If you have it in your bags and you die, you have absolutely no right to complain to a healer. &lt;br /&gt;
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Not everything is about health recovery; many of the buffs you will want for fights will extend your health bar, aggro, armor, defensive statistics. There are plenty of relatively easy to acquire buffs and consumables you can use through fights to ease progression through new content. The following is short checklist of constant effect buffs you can utilize: &lt;br /&gt;
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Flask of the Titans (Lasts through death) &lt;br /&gt;
Flask of Chromatic Resistance (Lasts through death) &lt;br /&gt;
Zanza&amp;#039;s Spirit &lt;br /&gt;
Lung Juice Cocktail (Does not stack with Zanza&amp;#039;s Spirit) &lt;br /&gt;
Elixir of Giants &lt;br /&gt;
Elixir of Brute Force (Does not stack with Priest Fortitude) &lt;br /&gt;
Elixir of Fortitude &lt;br /&gt;
Elixir of Superior Defense &lt;br /&gt;
Elixir of the Mongoose &lt;br /&gt;
Dirge&amp;#039;s Kickin&amp;#039; Chimaerok Chops &lt;br /&gt;
Tender Wolf Steaks &lt;br /&gt;
Major Troll&amp;#039;s Blood Potion &lt;br /&gt;
Gift of Arthas - Covered in section 3.1 &lt;br /&gt;
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Also, be aware that the Darkmoon Faire can benefit your entire raid if utilized while it&amp;#039;s in town. For a major health bonus from your fortune teller, you must a) Confiscate the corn and b) Speak against your brother. &lt;br /&gt;
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A Dire Maul Tribute run will net you a great 2-hour health buff. Don&amp;#039;t forget to stock up on Grog after the run for an easy 10 Stamina! &lt;br /&gt;
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The Heart of Hakkar turn-in will net you a bonus to all stats, including your Stamina. This is particularly sweet in that it lasts through death. &lt;br /&gt;
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The Onyxia or Nefarian head buffs will give you a large Attack Power buff, helpful for holding aggro off the rest of the raid that just got that same Attack Power bonus as well as crit increases.&lt;br /&gt;
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Notice: The Burning Crusade expansion will dramatically change certain aspects of section 2.11. Read a quick overview of Devastate in the Addendum. If you are a full Protection warrior, be on the lookout for very slow, high-damage weapons. &lt;br /&gt;
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Note that 2.11 was written near the time Ahn&amp;#039;Qiraj was released; weapon itemization has changed significantly. &lt;br /&gt;
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2.11 Aggro verse Mitigation Weapons, Enchants &lt;br /&gt;
Weapon (AGGRO) &lt;br /&gt;
I am a Julie&amp;#039;s Dagger warrior; This means that my experience with tanking partially relies on the fastest 1h weapons, disregarding mitigation statistics. These weapons are used strictly for the adrenaline fights where everyone assists instantly and holding aggro takes priority above all other functions. Why? Heroic Strike (please read Attack Power, Crits, and Steady/Irregular DPS section). Also, since there are no mitigation characteristics on these weapons such as Parry, you will gain overall more rage when being attacked over the duration of a fight. On dragons that normally have a high parry rate, missing a single attack due to bad luck will not pull you down the way it can with slower weapons. &lt;br /&gt;
-Aggro Weapons are generally used for Onyxia, MC mobs, Baron Geddon, Shazzrah, Ragnaros, Vaelastrasz, BWL mobs, Broodlord, Firemaw, Ebonroc, Flamegor, AQ40 mobs, Skeram, Sartura, Huhuran. Also used for Green Dragons, Azuregos, and Kazzak. &lt;br /&gt;
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There are several top-level endgame aggro weapons! These are all very fast and generally have damage buffs. &lt;br /&gt;
Julie&amp;#039;s Dagger: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=6660 &lt;br /&gt;
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With good DPS, stunning speed, 10 Fire Resist, and an utterly useless MC proc, Alcor&amp;#039;s Sunrazor: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=14555 &lt;br /&gt;
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Eskhandar&amp;#039;s Right claw: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18203 &lt;br /&gt;
&lt;br /&gt;
High Stamina and great stats? The Core Hound Tooth: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18805 &lt;br /&gt;
&lt;br /&gt;
Certainly the sexiest (and not desired by Rogues like CHT is), the Silithid Claw: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21673 &lt;br /&gt;
&lt;br /&gt;
Are you exceptionally hardcore? Drop salvation and tranquil air totems on every other class, apply it to yourself, and pick up the Black Amnesty: &lt;br /&gt;
http://wow.allakhazam.com/item.html?witem=19166 &lt;br /&gt;
&lt;br /&gt;
(Note: As with all weapons, but particularly for aggro weapons, make sure you are applying Dense Weighstones or equivalent to your weapon, popping a Gift of Arthas before tanking, and have a raid-build rogue applying Hemorrhage to the mob. This will pop up a healthy 23 extra damage per strike... which on the Silithid Claw pops it up to the ~70 dps range) &lt;br /&gt;
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The 1.7/1.8 Speed Weapon (AGGRO/MITIGATION) &lt;br /&gt;
There is a fairly odd set of weapons that seem oriented towards tanking warriors. These provide high speed and generally pack good mitigation statistics. These revolve around tanks using Heroic Strike, unlike the slower mitigation weapons. Beware - one-hand items in this category are just fast enough to be prized by rogues as well. &lt;br /&gt;
&lt;br /&gt;
From Vaelastrasz, Dragonfang Blade: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19346 &lt;br /&gt;
&lt;br /&gt;
Willing to follow the entire Brood of Nozdormu questline? Enjoy this incredible reward: &lt;br /&gt;
http://wow.allakhazam.com/item.html?witem=21522 &lt;br /&gt;
&lt;br /&gt;
A steady, reliable weapon that can actually be obtained by Molten Core level guilds, the Blackguard: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19168 &lt;br /&gt;
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Weapon (MITIGATION/MORTAL STRIKE) &lt;br /&gt;
Mitigation weapons are weapons that provide bonuses to stamina, block/dodge/parry, defense, +weapon, or various other procs. Weapons in this category do not generally have the quickest attacks, which can be used to an advantage by Mortal Strike warriors who are put in a position to tank. The particular use of these weapons is for long, phased fights in which you are not likely to lose aggro- however, you may very well be taking large damage hits. A good example would be Chromaggus or Ossirian, where large amounts of time are dedicated to avoiding events and raid members are very unlikely to pull aggro. &lt;br /&gt;
-Mitigation weapons are generally used for Lucifron, Magmadar, Gehennas, Garr, Sulfuron, Golemagg, Majordomo, Razorgore, Chromaggus, Nefarian, Kri/Yauj/Vem, Fankriss. &lt;br /&gt;
&lt;br /&gt;
Quel&amp;#039;Serrar (Read Below): &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18348 &lt;br /&gt;
&lt;br /&gt;
A great mitigation weapon available fairly early on, the Bloodlord&amp;#039;s Defender: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19867 &lt;br /&gt;
&lt;br /&gt;
Ideal for 31/20 or 31/5/15 builds who happen to be tanking, the Spineshatter: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19335 &lt;br /&gt;
&lt;br /&gt;
A good mid-range upgrade, Maladath: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19351 &lt;br /&gt;
&lt;br /&gt;
The Granddaddy of mitigation weapons, the Crul&amp;#039;Shorukh also holds very high-threat: &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19363 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Note on Thunderfury &lt;br /&gt;
Thunderfury is, as might be suggested by it&amp;#039;s Legendary status, the best of both worlds. While it is neither the highest aggro or best mitigation weapon, it combines them so well that this is the gold standard. &lt;br /&gt;
&lt;br /&gt;
A Note on Widow&amp;#039;s Remorse &lt;br /&gt;
Widow&amp;#039;s Remorse is the best pure tanking weapon in the game prior to the Burning Crusade. It is as fast as nearly all aggro weapons and has the highest mitigation statistics of any available weapon. There&amp;#039;s really not much else to say. &lt;br /&gt;
&lt;br /&gt;
A Note on Quel&amp;#039;Serrar &lt;br /&gt;
Quel&amp;#039;Serrar isn&amp;#039;t a godsend weapon. It&amp;#039;s fame is derived from availability, not superiority. A better alternative that doesn&amp;#039;t rely on a proc is the crafted Blackguard; this weapon can be interchanged as an Aggro or Mitigation weapon due to the 1.8 speed, and it&amp;#039;s parry is a static increase. Beware! It&amp;#039;s just as ugly as the Quel&amp;#039;Serrar! &lt;br /&gt;
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&lt;br /&gt;
Enchanting your weapon! &lt;br /&gt;
There is no magic pill in tanking for enchants. Each enchant offers something slightly different, and given the specific weapon you are enchanting you&amp;#039;ll have a variety of choices. Regardless of whether your mainhand slot is considered an Aggro or Mitigation, choose from the following based on what you generally have problems with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AGGRO ENCHANTS: &lt;br /&gt;
Crusader - A good all-around enchant, this is a solid base for any tank. The healing, however, will grow relatively useless later in the game, where your health is precariously at 20% one second, the next your receiving 4k overheals. The additional strength? Forget about the minimal block increase of 5 damage, just enjoy your 200 attack power boost! Also, note that Crusader does give you a small amount of healing aggro. &lt;br /&gt;
&lt;br /&gt;
Strength - This offers everything Crusader does, except without waiting on the proc. 30 attack power and 1 tiny mitigation point from a shield, this will actually average out to a better aggro lock than the Crusader would -- even if it procced at the start of the fight. This will add about 2.15 Steady dps to your character (please read Attack Power, Crits, and Steady/Irregular DPS section). &lt;br /&gt;
&lt;br /&gt;
Superior Striking - Among the less used enchants, +5 to damage can mark a significant DPS increase in particular situations. This enchant is a bit of a misnomer, as it does not add 5 damage to each attack. Instead, it adds 5 damage to the low end and top end of the damage spectrum. This is ideal for very quick weapons without a focused damage spectrum, where it will add a relatively stable and significant amount of DPS. On the Silithid Claw, this contributes 3.125 Steady dps. &lt;br /&gt;
&lt;br /&gt;
Lifestealing - This is the more advanced version of Fiery. Rarely resisted and a common proc, Lifestealing will not only do 30 damage to your attacker, giving aggro, but will also heal you for 30 -- also giving you aggro. Like Crusader, the healing eventually phases itself out, but the added damage is always nice! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MITIGATION ENCHANTS: &lt;br /&gt;
Crusader - Again, the jack of all trades enchant. The 5 damage mitigation received during course of proc on all blocked attacks is helpful, and the attack power doesn&amp;#039;t hurt. The healing is very useful in early stages of raiding - but be warned, it does lose it&amp;#039;s usefulness as your raid progresses. &lt;br /&gt;
&lt;br /&gt;
Agility - This enchant provides an odd set of mitigation statistics in spades. 0.75% Dodge as well as 30 Armor, this happens to also add 0.75% Crit in pure Irregular damage. &lt;br /&gt;
&lt;br /&gt;
Unholy - Often inflicts a curse on target, reducing melee damage by 15. In all seriousness, the raid needs these, preferably on rogue offhand weapons. However, if you can&amp;#039;t convince them, then provide it yourself - only Agility is better for damage reduction.&lt;br /&gt;
&lt;br /&gt;
Notice: The Burning Crusade expansion will dramatically change certain aspects of section 3.1, particularly Heroic Strike tanking. Read q quick overview of Devastate in the Addendum. &lt;br /&gt;
&lt;br /&gt;
TANKING &lt;br /&gt;
3.1 Attack Power, Crits, and Steady/Irregular DPS &lt;br /&gt;
There are two primary avenues of warrior damage: Irregular damage, revolving around critical strikes, burst damage, and spiked damage; and Steady damage, based on slowly driving your enemy to a certain doom. While irregular damage is the bread and butter of a Arms or Fury warrior and can be effectively combined with high attack power, it is next to useless to rely on for tanking. &lt;br /&gt;
&lt;br /&gt;
Attack Power (STEADY) &lt;br /&gt;
Each Strength point gives an additional 2 attack power; to simplify, each Strength point gives you an additional 0.142 dps. This is the single most steady form of DPS, as the additional damage will be constant. &lt;br /&gt;
&lt;br /&gt;
The Silithid Claw has a damage range of 64-120 damage- the first 20 seconds of a fight could realistically all be strikes for under 90 damage. This is your unmodified &amp;quot;white&amp;quot; damage. Adding significant attack power to this changes the ballgame entirely; with 1044 attack power (battle shout buffed), an additional 74.6dps boosts this up. Instead of 64-120 damage, the damage range on this weapon is 110-166. Raid buffed, this damage range increases more dramatically. &lt;br /&gt;
&lt;br /&gt;
Attack Power is reliable; it is steady. It may not provide the glorious numbers or prolonged DPS that burst damage does, but it removes any short term chance play and you will never gamble with your raid. For this reason, Attack Power and Strength are a pillar of your character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroic Strike (STEADY) &lt;br /&gt;
Heroic Strike is one of the gems in the tanking arena; often overlooked and forgotten about for characters leveling to 60, it quickly becomes the basis of tanking DPS. &lt;br /&gt;
&lt;br /&gt;
First, as far as additional damage goes, the modifier is simple. Using my DPS example from the previous section we can modify the 110-166 damage one step further; with Heroic Strike rank 9 (157 additional damage), this damage range becomes 267-323. &lt;br /&gt;
&lt;br /&gt;
Now take notice of how Heroic Strike changed those numbers- more than doubled my damage spectrum, even with attack power factored in. This weapon, like all Aggro weapons being utilized by a tank, has become a Heroic Strike delivery system. Note that this additional damage is not balanced by weapon speed; a much faster weapon really will bring far more of these high damage attacks to bear. &lt;br /&gt;
&lt;br /&gt;
Next, look at the ability. It is not a normal ability; specifically, it is a NEXT MELEE ability. What this means is that the attack is applied to your weapon much the same way a weightstone or poison is applied to a weapon. This is important because it does not use any global cooldowns -- all other abilities remain available to you while Heroic Strike is applied. This includes Shield Bash, a utility skill necessary for fights like Skeram and Yauj. &lt;br /&gt;
&lt;br /&gt;
There is still more. Heroic Strike causes considerable additional threat on top of everything else. This makes quickly striking a mob with this ability applied to your weapon an incredibly good tanking maneuver that you can build your character around. &lt;br /&gt;
&lt;br /&gt;
Yet, for all of this, Heroic Strike and Aggro weapons are not without their due consequence. To effectively use Heroic Strike, you need to have rage. Lots of it. Every attack you do now will suck rage away from you and you will be stunted from rage gain by your own action. Yet, you still want to use rage on other abilities like Revenge... &lt;br /&gt;
&lt;br /&gt;
There is only one good solution: get used to the ebb and flow of the battle and consciously choose to take more damage from the mob you are fighting at specific times. How do you do this? It&amp;#039;s up to you. Stop using Shield Block. Stop placing demo shouts up. Spec for Deathwish (21/30 fury/protection) and you get the additional damage and 30 second fear immunity. &lt;br /&gt;
&lt;br /&gt;
Or just take your shield off for for a couple seconds when your healers aren&amp;#039;t looking. &lt;br /&gt;
&lt;br /&gt;
A Note on Cleave &lt;br /&gt;
All of the dynamics that apply to Heroic Strike apply on a lesser level to Cleave; the same modifiers come into play except for the innate threat generation. This is useful in very specific encounters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Raid Buffing for DPS (STEADY) &lt;br /&gt;
There are plenty of great buffs that are tough to snag on a populated server such as ours. It&amp;#039;s very hard to get an Onyxia or Nefarian head buff, despite how much we&amp;#039;d all like free Attack Power. Instead, there are small things you can do to increase your aggro DPS as well as benefit the entire raid. &lt;br /&gt;
&lt;br /&gt;
Dense Weightstone, lvl 35 &lt;br /&gt;
Applying this to your weapon every 30 minutes will increase damage by 8. This is best used on high speed aggro weapons. &lt;br /&gt;
&lt;br /&gt;
Gift of Arthas, lvl 38 &lt;br /&gt;
You may have missed this beauty on the grind to 60. Pick it back up. This gives you a buff to Shadow resistance which helps in the better half of Blackwing Lair, it also places an infectious disease on the target which increases damage taken by 8. Not only will your own dps go up but every rogue and warrior in your raid will see an increase in DPS. This is best used with high speed aggro weapons. &lt;br /&gt;
&lt;br /&gt;
Hemorrhage (Subtlety Build, Rogues) &lt;br /&gt;
This is similar to Gift of Arthas. The debuff will cause your attacks to do an additional 7 damage to that target. This must be constantly applied, as it runs out of charges in the span of seconds. This is best utilized by high speed aggro weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Critical Strikes (IRREGULAR) &lt;br /&gt;
Per my belief, Aggro encounters go hand in hand with Steady DPS. Conversely, Mitigation encounters go with Irregular dps - the most notable of which are critical strikes. &lt;br /&gt;
&lt;br /&gt;
Crit is the byproduct of the mitigation attribute Agility. Many of the top mitigation items carry Agility, not Strength in their tag. Master Dragonslayer&amp;#039;s Medallion and Archimtiros&amp;#039; Ring of Reckoning. It isn&amp;#039;t coincidence that warrior crit percentage is based on the same attribute that gives us dodge and armor. &lt;br /&gt;
&lt;br /&gt;
In prolonged encounters, you are unlikely to lose aggro. Generally these are endurance based fights meant to test a coordinated movement of events. Chromaggus, for instance, or Majordomo, the tanks will have time to build up aggro. It is because of this fact that warriors do not need immediate base DPS and do not need to build around it. &lt;br /&gt;
&lt;br /&gt;
This is where crit damage really shines. You will, in the long run, build more solidified aggro with crits than you can in aggro fights, ironic as that is. This is because you are going to have several critical strikes with a higher damage weapon over the course of the downtime; these crits are enhanced by the use of a Mitigation weapon, which generally are much slower and provide more burst. &lt;br /&gt;
&lt;br /&gt;
Critical strikes offer another advantage. Unlike Heroic Strike, you are not completely out of rage; instead, crits are giving you substantially more rage to work with. This rage can be used to put out your full array of abilities, from Rend to Demoralizing Shout to Thunder Clap. You can also effectively keep Shield Block up. &lt;br /&gt;
&lt;br /&gt;
Even 10% crit base is enough to take advantage of this in most fights. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Procs (IRREGULAR) &lt;br /&gt;
The general rule of thumb in tanking is to never rely on procs to hold aggro. The exception to this rule is for Mitigation encounters where you have time to wait on these abilities to pop up. &lt;br /&gt;
&lt;br /&gt;
One example is the Quel&amp;#039;Serrar. This is probably about as bad a proc as you can get on a weapon. Not only are you relying on a proc, but your relying on a proc that gives you 13 defense -- which in turn acts like a proc, as it merely raises your chance of block/dodge/parrying attacks. However, if you have no threat of losing aggro, this weapon is good through much of the endgame. &lt;br /&gt;
&lt;br /&gt;
All proc-based enchants take advantage of this, also. Crusader is the best proc-based enchant utilized in these conditions.&lt;br /&gt;
&lt;br /&gt;
3.2 Attributes and Modifiers &lt;br /&gt;
This section should be used for quick reference. All listed attributes are based on level warrior 60 modifiers and combat modifiers are based on fighting equal level mobs. &lt;br /&gt;
&lt;br /&gt;
A great source for more detailed information is Eldeonas&amp;#039; Guide, found here: &lt;br /&gt;
http://forums.worldofwarcraft.com/thread.html?topicId=12904094&amp;amp;pageNo=1 &lt;br /&gt;
&lt;br /&gt;
Also, Satrina&amp;#039;s research can be found at: &lt;br /&gt;
http://evilempireguild.org/guides/formulas.php &lt;br /&gt;
&lt;br /&gt;
Stamina &lt;br /&gt;
Nearly all tanking related gear will have heavy stamina built into it. Trinkets, however, rarely have any direct attributes (stamina, strength, or agility) built into them. &lt;br /&gt;
1 Stamina = 10 Health &lt;br /&gt;
&lt;br /&gt;
Strength &lt;br /&gt;
Strength is a secondary attribute applied to most tanking gear. In some cases, such as ranged slots, Blizzard prefers to give a direct Attack Power bonus in place of the attribute. &lt;br /&gt;
1 Strength = 2 Attack Power* &lt;br /&gt;
22 Strength = 1 Shield Block Value &lt;br /&gt;
*14 Attack Power = 1 Damage Per Second, thus 7 Strength = 1 Damage Per Second. &lt;br /&gt;
&lt;br /&gt;
Agility &lt;br /&gt;
Agility is generally not placed on heavy armor; however, in noticeable places such as the Conquerors armor set, it is used to great effect. Though agility is helpful for armor, it is valued primarily for avoidance through dodge. &lt;br /&gt;
1 Agility = 2 Armor &lt;br /&gt;
20 Agility = 1% Dodge &lt;br /&gt;
20 Agility = 1% Critical Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Understanding the Combat Table &lt;br /&gt;
Avoidance and mitigation skills are based on an additive, not multiplicative, combat table. For example, if you have 10% dodge and 10% parry, you have a 20% damage reduction against an equal level creature with level 60 weapon skill. Shield Block is also factored into this table. &lt;br /&gt;
&lt;br /&gt;
Because of the current combat table, it is possible to have enough avoidance and shield block when using your Shield Block skill to remove the chance of a crushing blow or critical strike occuring. Read more about this in section 2.9, All About Shield Block. &lt;br /&gt;
&lt;br /&gt;
At one point, an Italian magazine reported that there was a 60% avoidance cap. As myself and many others have said over and over again -- this is absolutely false. If you hear someone say it, they are wrong! However, note that this is not to be confused with an Armor mitigation cap of 75%, which appears to be real although it has not been verified by Warriors as of this time (Feral Druids have done some testing). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense &lt;br /&gt;
1 Defense = Increases Miss Percentage by 0.04% &lt;br /&gt;
1 Defense = Increase Block Percentage by 0.04% &lt;br /&gt;
1 Defense = Increases Dodge by 0.04% &lt;br /&gt;
1 Defense = Increases Parry by 0.04% &lt;br /&gt;
1 Defense = Decreases chance of being affected by a Crushing Blow by 2%, up to a minimum chance of 15%* &lt;br /&gt;
*This was taken directly from Satrina&amp;#039;s research. &lt;br /&gt;
&lt;br /&gt;
Dodge &lt;br /&gt;
Dodge Percentage is complete damage avoidance against physical damage. A dodged attack also cannot affect any channeled abilities (what, you don&amp;#039;t use Slam?). &lt;br /&gt;
&lt;br /&gt;
Parry &lt;br /&gt;
Parry percentage is complete damage avoidance against physical damage. In addition, a parry also counter-attacks your target for weapon damage and resets your swing timer. This counter-attack is benefited more by slower weapons. I have verified this through testing. &lt;br /&gt;
&lt;br /&gt;
Miss Percentage &lt;br /&gt;
Miss percentage is complete damage avoidance against physical damage. A missed attack cannot affect any channeled abilities. Miss percentages are countered directly by hit percentage. &lt;br /&gt;
&lt;br /&gt;
Shield Block Percentage &lt;br /&gt;
Shield block percentage increases your chance to block an incoming physical attack on your combat table. &lt;br /&gt;
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Shield Block Value &lt;br /&gt;
Shield block value ist most effectively increased through shield, gear, and enchants, though your strength attribute will benefit this. Shield block value is critically important for Protection talented warriors. Read more in 2.9, All About Shield Block. &lt;br /&gt;
&lt;br /&gt;
Crit &lt;br /&gt;
Critical strike percentage increases your chance to deal a critical strike to your target. A critical strike can never miss; a critical strike percentage of 15% means that, on average, you will critical strike 15% of the time. Also note that if you have no hit percentage modifiers, crit percentage will replace hit percentage, not expand your hit percentage. &lt;br /&gt;
&lt;br /&gt;
Hit &lt;br /&gt;
Hit percentage is a direct reduction to the rate a creature you are attacking would otherwise be missed. Each increase in hit percentage is an equal percentage decrease in the creature&amp;#039;s miss rating. Hit does not affect dodge, parry, or block rates. &lt;br /&gt;
&lt;br /&gt;
Weapon Skill (Glancing Blows) &lt;br /&gt;
Weapon skill lowers the damage reduction that naturally occurs on higher level mobs you are attacking. This has minimal impacts on tanking, but does emphasize that if you have an available weapon skill modifier such as human or orc racials it can be helpful to choose a weapon in line with that racial. &lt;br /&gt;
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&lt;br /&gt;
3.3 Tanking: Talents, Skills and Preparations &lt;br /&gt;
The following subsections deal with aspects of tanking. It is prefaced by an outline of a real-life military battle that illustrates many of the core principles of a a dedicated tank. &lt;br /&gt;
&lt;br /&gt;
3.3.1 Preparation, Discipline &amp;amp; Science &lt;br /&gt;
In the most basic sense, tanking is not difficult. When you stand facing the dragon you are merely an object performing your duty. The abilities you use most commonly are not complex or difficult to understand. Yet, as a dedicated tank, you have a far greater responsibility than most. Every person who stands by your side is your support class; channeled through you, victory is achieved. &lt;br /&gt;
&lt;br /&gt;
The following is not a political or historical argument but instead an illustration of basic principles you should adhere to. This scenario has been played out a thousand different times between victorious and defeated armies. &lt;br /&gt;
&lt;br /&gt;
Preparation and discipline must be the foundation of anyone who wishes to succeed. Courage alone does not bring victory. In 1993, a warlord by the name of Farrah Aidid held control over large sections of Mogadishu, Somalia, and much of the surrounding countryside. In this nation with no government his lieutenants exercised brutal authority -- starving over 300,000 men and women to death by seizing Red Cross shipments as they entered the ports. A group of men entrusted to dismantling this regime was sent deep within the city to capture top lieutenants; their mission was, in terms of a modern scientific military engagement, a catastrophic failure. &lt;br /&gt;
&lt;br /&gt;
These Rangers and Delta Force units were not sabotaged by outside forces but instead by a lack of preparation. Bringing extra provisions -- specifically water, body armor and ammunition -- is a standing requirement for operations by these units. However, upon learning that this mission was planned as a standard 2-hour fast-rope extraction, many units scaled down their gear. It was hot and heavy gear would only make it hotter; the mission was simple and quick; there had never been serious issues with prior missions. &lt;br /&gt;
&lt;br /&gt;
Eighteen soldiers died, dozens more were wounded. Units had split across the city to take care of wounded soldiers -- most of whom were wounded due to lacking key body armor. Dehydration and ammunition supplies forced units to stay in extremely hostile areas -- and the resupply hawks were in danger of being shot out of the sky to bring it to them. The decorated Rangers were facing a strategic loss which would permanently tarnish the prestige of the organization. &lt;br /&gt;
&lt;br /&gt;
Simple loss of discipline -- lack of preparation -- is responsible for many of the greatest defeats in military history. While the Black Hawk Down is one of the most dramatic examples, keeping this military principle in mind will help you as you take on the roles of a dedicated tank. &lt;br /&gt;
&lt;br /&gt;
Your enemies learn, too. In Mogadishu, the warlord&amp;#039;s men had watched military extraction missions take place for weeks. They adjusted by preparing smoke signals and ground-to-air RPG fire using ditches, (prior to this, RPG fire on helicopters was considered impossible). When the Rangers let their guard down, the Somali combatants seized on this. &lt;br /&gt;
&lt;br /&gt;
Whether your &amp;#039;enemies&amp;#039; are competing guilds or a push to succeed in new content, you must be able to adapt to it and not let your guard down. You must be surrounded by others who will not relax on their duties in a raid environment; nothing will wipe a raid faster than players who relax on an easy fight. Nothing will slow progress more than wiping repeatedly to content you have already completed the week before. &lt;br /&gt;
&lt;br /&gt;
Finally, take science to heart. A scientific attitude means that you constantly ask yourself how you can build and improve upon what you are doing -- indeed, it requires following the scientific method in it&amp;#039;s heart. You must try to disprove yourself rather than rigidly following beliefs. &lt;br /&gt;
&lt;br /&gt;
In the Black Hawk Down incident, eighteen soldiers were killed. Aidid lost nearly 3,000 men. To a simple society this would seem to be a clear victory for the soldiers; indeed, the objectives had been met and the casualty ratio was intensely in favor of the soldiers. To a scientific society, it was a backwards step and a tragic and preventable failure on the part of the men involved.&lt;br /&gt;
&lt;br /&gt;
3.3.2 Tanking Theory &lt;br /&gt;
The foundations for progressing your raid and yourself as a tank are two-fold. First, gear choices are a critical component of pushing forward. Second, and as importantly, efficiency of talents and skills and an understanding of their uses is necessary. &lt;br /&gt;
&lt;br /&gt;
Raid gearing affects your mitigation and your damage output. As a tank, damage output will generally be the only control you have in scaling your aggro accumulation against the raid -- abilities such as Sunder Armor will never increase their threat until trained at a higher level. This is why Attack Power and Shield Block Value are emphasized. Gearing is covered in sections 2.1 through 2.11. &lt;br /&gt;
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Talent and skill efficiency, however, is a separate control you have over your aggro and mitigation abilities. Discerning where and when to efficiently use each of your skills is not only helpful, it is absolutely required to be anything more than a temporary target dummy in a raid. &lt;br /&gt;
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Talent efficiency involves the intelligent layout of your talent points given your needs as a tank. The most efficient talent tree designed for raid progress is Protection -- this is a premise that no serious tank, guild officer or guild leader should back down from. While it is true that anyone can tank if they have personal skill, it is also true that an equally skilled tank will be considerably more efficient in raid encounters when specced into Protection. &lt;br /&gt;
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Ultimately, tanking revolves around your preparations before the fight itself. Your overall efficiency, gear, and strategy development are what you go into the fight with -- everything else is just a matter of execution. This differentiates you from others; healers, for instance, are skilled and reactive creatures who adjust to a constantly changing environment during the course of the encounter. &lt;br /&gt;
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3.3.3 Skill Usage &amp;amp; Threat (Kenco) &lt;br /&gt;
Holding aggro on a mob as a Protection warrior is not a complex matter -- as your gear and experience increases, so too will your ability to control successively more difficult creatures. Merely causing the creature to latch onto you is basic -- if that was all there was to being a tank, trust me, I wouldn&amp;#039;t have written this wall of text. &lt;br /&gt;
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Please note that the terms aggro, threat, and hate are considered the same in this guide. I generally use the term aggro and aggro accumulation. &lt;br /&gt;
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Warrior defensive abilities are generally unique in that they carry with them a threat value separate of their damage, whereas most classes threat is based strictly on their damage or heal amounts. Since each of these abilities carry a base value, it stabilizes and increases threat at the beginning of a fight. This is because, although your weapon damage will not be as high as it will later on since the target has heavy armor, other classes will also have their weapon damage limited at the beginning. Also, no spell vulnerability is generally present at the start of an encounter. For this reason, the base threat of your attacks will go farther in securing aggro in the first seconds of a fight than they would otherwise. &lt;br /&gt;
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Also note that 1 damage is equal to 1 point of threat, according to Kenco&amp;#039;s research. Kenco&amp;#039;s guide, which goes into great detail on threat, can be found here: &lt;br /&gt;
http://evilempireguild.org/guides/kenco2.php &lt;br /&gt;
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You have several abilities at your disposal. Currently, on a fight where aggro is standard and I do not have to worry about issues such as rage conservation, I use the following as often as cooldowns permit, in order of priority: &lt;br /&gt;
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Shield Slam (Threat: 250 + Damage) &lt;br /&gt;
Revenge (Threat: 355 + Damage) &lt;br /&gt;
Sunder Armor (Threat: 260) &lt;br /&gt;
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Heroic Strike (Threat: 175 + Damage) is used as available. More on using this strategically can be found in section 3.1. &lt;br /&gt;
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Shield Block is always kept active unless the fight does not require heavy mitigation -- in which case I generally allow myself to take heavier hits for the rage build. Shield Block is instant and does not affect the cooldown of any other ability. &lt;br /&gt;
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Demoralizing and Battle Shouts are kept up as often as possible. Some creatures are affected more noticeably than others in terms of damage reduction from Demoralizing Shout. For instance, Patchwerk will generally do at least 500 dps less on the main tank with Demoralizing Shout applied. &lt;br /&gt;
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Thunder Clap is applied as well if a Thunderfury debuff is not available. This is generally applied by another warrior who is not currently tanking the creature. &lt;br /&gt;
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Taunt is unique in application. Taunt gains aggro and places you at the threat of the creature&amp;#039;s current target. The Taunt debuff also forces the creature to attack you for 3 seconds regardless of threat level. Taunt does not place you at the top raid aggro -- only at the aggro accumulation of the creature&amp;#039;s target. Taunt can be useful at the very beginning of a fight to allow everyone to assist instantly while you finish a Shield Slam, Heroic, Sunder combination to lock aggro. &lt;br /&gt;
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Mocking Blow and Challenging Shout add a bulk of aggro to your aggro accumulation but do not otherwise gain permanent aggro on the creature. Though the debuff forces the creature affected to attack you, once it wears off it will most likely return to it&amp;#039;s original target. Mocking Blow is particularly useful to use if your Taunt fails to buy time before you can use your next Taunt. Challenging Shout is situational and you have to keep your eyes out for situations where it can benefit you most -- though it can be helpful on groups of mobs, it is often very helpful to use to pull two or more otherwise separate mobs closer to each other to allow cleave/blade flurry/multi-shot damage from your raid. &lt;br /&gt;
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While there are a bulk of commonly used abilities such as Bloodrage, Concussion Blow, etc., they are self explanatory and often situational. &lt;br /&gt;
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3.3.4 Efficient Tanking Talents &lt;br /&gt;
Two principles need to be kept in mind when choosing your talents. First, what will help you deal with your weaknesses, either in general or in specific encounters you are working on; then, what will emphasize the strengths of your character. &lt;br /&gt;
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There is no single perfect talent build for a tank. There are times when Tactical Mastery will benefit you immensely, such as Battleguard Sartura. There are times when Heroic Strike and Sunder Armor rage reductions will greatest benefit your character (for instance, having the 5-piece Wrath bonus mixed with these improved talents will greatly improve your rage efficiency). &lt;br /&gt;
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Nearly all good builds for a dedicated tank now revolve around Shield Slam. The only reason a dedicated tank would not go this route is when dealing with a fight with serious Fear issues; at these times, getting Deathwish can be helpful despite stopping you in completing the Protection tree. &lt;br /&gt;
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I have had a difficult time writing this section of this guide for one reason -- I did not really know what to say about talents that you couldn&amp;#039;t get from the tooltip. So, for the most part, I won&amp;#039;t bother! &lt;br /&gt;
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To check out the talents I consider very helpful for endgame raid tanking, check out my rigged World of Warcraft talent list. There are more points in this than are actually available to spend at level 60 (and when we get above level 60, I sure as heck won&amp;#039;t be recommending all of these), so you will have to make decisions: &lt;br /&gt;
http://www.worldofwarcraft.com/info/classes/warrior/talents.html?3500500100000000000505000000000000055250130530221051 &lt;br /&gt;
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Using the above talent list, here are the flexible talents you can generally move in and out as necessary for each encounter: &lt;br /&gt;
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Use Improved Heroic Strike, Unbridled Wrath, Improved Sunder Armor strictly for high-rage Heroic Strike builds. Your aggro efficiency with these abilities will be incredible -- but you are definitely going to have to give up mitigation statistics to get these, as well as Tactical Mastery. &lt;br /&gt;
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Tactical Mastery is not required; it is, however, very useful in giving you flexibility. Also on a fight like C&amp;#039;Thun where you need to travel a distance to quickly handle new tentacles or eye spawns, this can be very helpful. In situations such as handling Wyrmkin in Blackwing Lair or trash in the Abomination wing of Naxxramas, it can be helpful to intercept immediately after the creature uses a stun. It is also nice in conserving some rage for Shield Blocks when you have to stance-dance to break fears. I personally include Tactical Mastery and Anger Management in most of my builds. &lt;br /&gt;
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Cruelty can be helpful in building up overall irregular aggro through the course of the fight. This talent is by no means necessary, and many tanks choose not to get it at all. I do find that in my current situation I have the flexibility to use it on most builds. &lt;br /&gt;
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Anticipation is not always necessary though is generally helpful. Using five talent points to get 10 Defense is nice, but it is costing you something else. If you actively use Shield Block and know you will safely avoid critical strikes and crushing blows, ignoring this talent is fine. However, take note -- if you are a stamina build, this is exactly what I mean by speccing to your weakness. For the reason that I have made tradeoffs in gear for higher stamina, I nearly always spec into Anticipation. &lt;br /&gt;
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Improved Shield Wall and Improved Taunt -- these are great! These are actually often-overlooked talents that greatly impact raiding. It is for the reason that people do not value these that I&amp;#039;m adding this note. Improved Shield Wall greatly affects fights which have a Paralyzation and nearly all fights which have an enrage or berserk of any sort at a low health marker. Creatures, particularly trash but also some bosses such as Sartura and the three drakes in Blackwing, are built around the 8-second Taunt timer. Between Improved Shield Wall and Improved Taunt, these are four very helpful talents. &lt;br /&gt;
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You have a degree of flexibility in assigning your talent points. All of the talents in the above tree are tried and true for endgame raid tanking.&lt;br /&gt;
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3.4 Special Creature Abilities &lt;br /&gt;
The following is a list of general creature abilities which will can be found in most encounters. However, with each encounter they are factored differently, and often you will find a mix of these abilities. Some mobs have special, hard-coded and unique abilities such as Golemagg&amp;#039;s reactive damage proc; these mob-specific abilities are not covered here. &lt;br /&gt;
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3.4.1 Threat Reduction &amp;amp; the Ceiling &lt;br /&gt;
To preface the following list of creature abilities I would like to make a few notes about general aggro issues regarding bosses. &lt;br /&gt;
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Regarding the Aggro Ceiling. This phrase is used by people to describe arcane and sometimes mythological contraptions used by Blizzard to create incredibly complex aggro issues. It also is completely misunderstood, partly by the way people originally presented this theory to MMO gamers. &lt;br /&gt;
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There is no Aggro Ceiling. There is, however, a limit to raid aggro output based on the mechanics of certain fights and abilities. The simplest way of explaining this is that certain abilities drop the aggro on the creature&amp;#039;s target -- the tank -- by either a percentage or a set threat value. As the same tank continues to have his overall aggro reduced, the raid generally has a higher chance of pulling aggro. This can be solved from two directions -- dropping overall raid DPS to compensate and/or utilizing multiple tanks so the aggro reduction is substantially more limited. Innovate. &lt;br /&gt;
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These abilities come in many forms. An aggro reduction can be attached to any ability a creature has. These triggered threat drops are a standard part of Warcraft and were introduced originally in Blackwing Lair but more heavily in Ahn&amp;#039;Qiraj and Naxxramas. &lt;br /&gt;
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There has beeen discussion of an Aggro Floor as well. This is based on misconceptions of the Aggro Ceiling and has never been seen to date in a Warcraft encounter. &lt;br /&gt;
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3.4.2 Knockbacks, Knockups, Knockdowns, and Stuns &lt;br /&gt;
These abilities represent the ability of the creature you are fighting to directly control your character&amp;#039;s position or ability to respond. These abilities are also standard, unlike programmed invulnerabilities or immobilization. &lt;br /&gt;
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Let&amp;#039;s start with the most common and most difficult of the abilities to deal with -- Knockbacks. A Knockback has two critical components. First, it attempts to physically move your location on the battlefield. The simple solution to this is to use positioning and your environment to your advantage. &lt;br /&gt;
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The second component to a Knockback is an aggro reduction. Nearly every Knockback in the game -- I cannot recall an encounter where this isn&amp;#039;t true -- removes a portion of your accumulated aggro on the creature. Any creature with the Knockback ability is highly prone to aggro loss, and creatures which are immune to Taunt require innovative thought or careful raid aggro output. &lt;br /&gt;
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Dealing with the aggro component of a Knockback often requires multi-tanking. This is particularly true for Onyxia, Broodlord, Firemaw, Ebonroc, Flamegor and any other fight with a propensity towards rapid Knockbacks; it would otherwise be impossible to handle these fights with a single tank. However, if multiple tanks are vying for aggro on untauntable mobs, threat will generally pass back and forth and essentially cut the risk of losing to raid aggro in half. Keep in mind, however, that any time a new tank is added into the rotation they must have a higher accumulated aggro than anyone else in the raid; Knockbacks are not standard aggro exchanges. Once the additional tanks have gained aggro at least once, though, they will be held to standard aggro mechanics for the remainder of the fight. &lt;br /&gt;
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Another key note for dealing with Knockback abilities is that cutting your raid damage output can be detrimental to the course of the event; though the tank gains the temporary benefit of not losing aggro on a given Knockback, the increased duration of the fight means any Knockback which reduces a percentage (as opposed to set amount) of accumulated aggro will build up over time until it passes the point of no return. &lt;br /&gt;
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A helpful way of dealing with some Knockbacks is to stance-dance and Intercept back to the creature, particularly if it is an immobile creature such as Ragnaros. &lt;br /&gt;
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Knockups are the same as Knockbacks except that they do not include the threat-reducing effect. This is characterized by being knocked upwards, either vertically such as with Anub&amp;#039;Rekhan or at a slight angle. Fall damage is nearly always incurred in a Knockup, so identifying positioning where a balcony or overhang will limit your fall damage is helpful. &lt;br /&gt;
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Knockdowns are a short immobilizing effect which make you incapable of interacting with the creature in any way. A Knockdown can often occur near the time you engage on a creature, particularly with Molten Destroyers, so the raid needs to be made aware if you will be unable to accumulate aggro early on to avoid aggro issues. &lt;br /&gt;
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Stuns are similar to Knockdowns but have the key component that they can be broken through the use of trinkets or abilities. Stuns can also be resisted. &lt;br /&gt;
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3.4.3 Triggered Memory Loss &lt;br /&gt;
Triggered Memory Loss can be found in stand-alone creature abilities or attached to other abilities such as Core Hound stuns. A Triggered Memory Loss is a temporary threat wipe which causes the creature to attack other players or generally stop attacking you. &lt;br /&gt;
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Recovering from a Triggered Memory Loss must happen in one of two ways. Either you must physically engage the target again or it will happen automatically once a debuff or impairing ability wears off. On tauntable mobs, it can often be helpful to have another tank in between the creature and the rest of the raid so that once the memory loss occurs he can pick it up and bring the creature back to you. &lt;br /&gt;
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A Triggered Memory Loss is always temporary and has no impact on your accumulated aggro; it is not the same as a Triggered Aggro Loss. &lt;br /&gt;
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3.4.4 Triggered Aggro Loss &lt;br /&gt;
This is one of the most difficult abilties for a tank to deal with. A Triggered Aggro Loss is a complete erasure of your accumulated aggro. Examples of Triggered Aggro Loss include Shazzrah and Noth the Plaguebringer. Triggered Aggro Losses usually require innovative thinking because they are different for each encounter. &lt;br /&gt;
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Some creatures with Triggered Aggro Loss are impossible to maintain regular aggro with, such as with Naxxramas Cultists; much of the time you can ignore these. However, most creatures give you the ability to maintain them for a set amount of time before they erase their accumulated aggro again. &lt;br /&gt;
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Dealing with this is relatively simple in theory. Once the aggro wipe occurs you will want to rebuild it as you would normally -- ideally quickly, so the raid can fully assist on bringing the creature down. Shazzrah and Noth both sport relatively long damage timeframes you can use before the aggro loss reoccurs and these encounters are designed around utilizing it. &lt;br /&gt;
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What makes aggro wipes particularly difficult are that the ability itself does not cancel any spells or damage in progress at the time of the wipe. This means that a massive Aimed Shot or Shadowbolt crit may hit Shazzrah immediately after -- not prior -- to the aggro wipe. Since the aggro has accumulated onto that Hunter or Warlock, it is generally made doubly difficult to get back off because you will then have to gain the threat of the other player&amp;#039;s damage and an additional 10% to get the creature to attack you. &lt;br /&gt;
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Dealing with this is best as a two-pronged approach. First, if there are timers involved and slower, sustained DPS will defeat the creature, cancel any ranged DPS in particular near the time of the Triggered Aggro Loss. Second, it will help you a lot to practice rage conservation -- if you know Noth is near blinking away, make sure you have enough rage to use Shield Slam and Heroic Strike to get him back immediately.&lt;br /&gt;
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3.4.5 Fear &amp;amp; Intimidating Shout &lt;br /&gt;
There are two general types of fear effects: Intimidating Shouts and Fear. Intimidating Shouts are much more common in regular creatures, whereas Fears are commonly used by bosses. &lt;br /&gt;
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As a general rule, an Intimidating Shout effect cannot be removed, cannot be broken, and cannot be avoided. While an additional Fear effect is applied to others in proximity, the Intimidating Shout immobilization is specifically applied to the player the creature is aggro&amp;#039;d to. &lt;br /&gt;
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In most cases, the Intimidating Shout will cause the creature to continue attacking you as normal. You will be unable to move for the duration of the effect. However, in some cases an Intimidating Shout is the precursor to a Triggered Memory Loss or Triggered Threat Drop -- this is most effectively dealt with by having two tanks, one in range to eat the Intimidating Shout and another out of range to taunt the creature as it runs towards your raid and bring it back to the first tank. &lt;br /&gt;
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Fears are handled differently. A creature which utilizes a Fear will cause all targets -- including the tank -- to run in fear. Also, a tank who is feared is unable to regain aggro through normal means during the actual Fear effect. &lt;br /&gt;
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Dealing with Fear often involves multi-tanking. Though a Dwarf Priest can be helpful for most encounters through Nefarian, more complicated fights such as Gluth require you to use the Fear effect for tactical advantage to clear your debuffs. Also, multi-tanking is generally very helpful for any fight where fears come more often than 30 seconds -- even with the Deathwish talent, a fight like Nefarian is still very difficult to single tank. &lt;br /&gt;
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Multi-tanking for Fears is simple in theory, more difficult in practice. First, you will need to utilize one of your early skills of stance-dancing -- that is, changing to Berserker Stance, using Berserker Rage, then switching back to Defensive Stance. When you do this, the other tank will generally eat the Fear. Once the next Fear is ready to occur, the other tank must use Berserker Rage to the same effect. &lt;br /&gt;
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Coordinating this between two skilled tanks will become second nature. &lt;br /&gt;
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However, there are two common issues involving Fear effects. The first is with the secondary tank getting aggro after you are Feared; the second involves special cases where the creature targets you during the fear and positioning is compromised. &lt;br /&gt;
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Secondary tank aggro does not follow the normal rules of aggro exchange when involving Fears. Normally, a tank rotation or aggro exchange occurs through a melee player reaching 110% accumulated aggro or a ranged player reaching 130% accumulated aggro. However, this threshold never takes place on the first Fear which lands on the first tank -- the second tank has to literally have the second spot in raid aggro or the creature will ignore him. This means that through the first fear your raid has to watch aggro accumulation carefully. Once this first transition between the tanks has taken place, however, aggro is built against both tanks and pulling aggro will be much more difficult. &lt;br /&gt;
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The next issue is quite a bit more technical in nature -- sometimes when Feared, the creature will target you either during or immediately after the Fear when he otherwise should not. This is a particular issue for multi-tanking Onyxia or Nefarian, where the dragon facing you while you are feared into the raid can wipe you immediately. Don&amp;#039;t lose hope! This is not normal game mechanics and is avoidable! &lt;br /&gt;
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If you are dealing with mid-Fear aggro, watch your reactive procs -- this includes Gift of Arthas, Thorns, Sanctuary, Retribution Aura, Essence of the Pure Flame, Drillborer Disk, any number of buffs which react to incoming damage. Dragons are notoriously bad for Cleaves, and while they are hitting the new tank they have a tendency to Cleave -- when that Cleave hits you while feared, having a reactive proc will signal the dragon that you are back in the game and capable of dealing damage to him -- then he will face you, regardless of your position or ability to control your actions. &lt;br /&gt;
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If you are dealing with post-Fear aggro before you can move back into position, there are three ways of dealing with this in limited form. First, watch that you don&amp;#039;t engage the target or buff yourself in any way prior to reaching the normal positioning on the mob. Second, avoid any party or raid buffs or heal-over-time spells such as Renew or the Transcendance eight-piece bonus near the timeframe of the Fear -- once your Fear has completed, a tick of a heal-over-time will make the creature aware of your presence again and he has a high likelihood of approaching you immediately. Finally, if the Fear effect is less than 5 seconds long on a fairly large-bodied creature and positioning is the only issue, try to position yourself in a corner that, even after your fear, does not put you out of melee range of the creature -- if he remains within melee range, he will not adjust his position when he attacks you again. &lt;br /&gt;
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However, when dealing with post-Fear aggro, it is not always completely avoidable. The introduction of pulsed combat checks cause some aggro problems immediately after a Fear in certain encounters. Also, since Blizzard allowed health/5 items such as the Onyxia trinket to work in combat these items act like a constant heal-over-time and must be replaced. &lt;br /&gt;
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3.4.6 Stacking Debuffs &lt;br /&gt;
There are three prominent types of Stacking Debuffs -- and plenty of less prominent ones. These three are as follows: damage over time, damage vulnerabilities, and Mortal Strike. Damage vulnerabilities are almost always environmental and the effects cannot be avoided. &lt;br /&gt;
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Stacking Debuffs are universally used to enforce or encourage speed-killing, resistance gear, or more commonly, multi-tanking. This is done by slowly making it more difficult to the creature -- raising the temperature to the point where it is no longer safe to continue fighting the creature. &lt;br /&gt;
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If a creature can be killed quickly but applies a high-damage debuff, such as a gargoyle from the necro wing of Naxxramas, chances are that is exactly what you need to be doing to avoid the debuff stacking too high. Further, these fights are generally made clear very quickly -- such as the six second timer on the gargoyles to burn them 30% -- and are used as gear checks for your raid. &lt;br /&gt;
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If a creature is stacking a particular spell vulnerability or low-damage DOT but cannot be killed quickly, such as Firemaw, it suggests that resistance gear may be very helpful. As with all resistance-based fights, it relies on a small bit of luck, but generally will never get to a point of severity. Firemaw, for instance, will generally clear debuffs before 10 debuffs stack if you are wearing 315 fire resistance, yet one fun memory I have is reaching more than 30 debuffs before they reset. &lt;br /&gt;
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If a creature is using a high-damage DOT or spell vulnerability and cannot be killed quickly, it must be multi-tanked to force the debuffs to clear. An example of this would be Huhuran -- regardless of strategic tank switching, be it temporary using Limited Inulvnerability Potions or Blessing of Protection or whether it is tank alternating, the fight requires debuffs to clear in terms of a long-term strategy. &lt;br /&gt;
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In fights such as Huhuran where you need to multi-tank to clear a Stacking Debuff, you will need to set up a system for aggro alternation. The process I generally use with my tanks is to gain aggro through the first set of debuffs then stop attacking the creature. During the time I am not attacking, the other tank is working on gaining aggro. After gaining 110% accumulated aggro the creature begins attacking him and he immediately stops attacking. I begin attacking again until I have aggro and repeat the process. This method of tank alternating is very effective but requires raid aggro -- damage -- output to dip a bit lower than it normally would be. The advantage to this tank switching is that we can drastically reduce the amount of resistance gear we need to wear for encounters such as Huhuran because our Stacking Debuffs never accumulate enough to be dangerous. &lt;br /&gt;
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Stacking Debuffs have specific rates of re-application. Prior to Ahn&amp;#039;Qiraj, most stacking debuffs have a six-second window prior to their clearing when the debuff will either be resisted, avoided, or will stack again; using Limited Invulnerability Potions can strategically guarantee the debuff clears in some fights. However, in Ahn&amp;#039;Qiraj and Naxxramas, Stacking Debuffs have two points in their timers at which they can be reapplied -- for instance, a debuff which would clear in 30 seconds may have a chance of being refreshed both at the 14 second marker and again at the 4 second marker. This is used generally to limit the chance of Invulnerability or Blessing of Protections from clearing these debuffs. Another thing to note is that a Stacking Debuff, once it has checked for reapplication, has a chance of being removed several seconds early. For instance, gargoyle poison volley debuffs can completely clear several seconds before the timer has completed. &lt;br /&gt;
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As a special note to Mortal Strike Stacking Debuffs, these currently come strictly in increments of 10% healing reduction. In fights such as Fankriss, these debuffs can be helpful in reducing overall healing aggro across the raid. &lt;br /&gt;
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Also, there are other forms of Stacking Debuffs which have to be handled through innovative thought on the part of your guild. Gluth&amp;#039;s Zombie Chow apply a debuff every time they use a melee that increases melee damage taken the next time they hit you; this nasty debuff is meant to suggest that you need to find a way to limit or avoid contact with the Zombie Chow altogether.&lt;br /&gt;
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3.4.7 Paralyzation &lt;br /&gt;
Paralyzation is a rare immobilizing effect found in specific raid encounters such as Lethon and Maexxna. A Paralyzation is generally designed to affect much of the raid so as to stop healing from occuring during this time. Paralyzation effects do not affect avoidance statistics -- you are fully capable of avoiding damage and blocking while paralyzed. &lt;br /&gt;
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Survival during a Paralyzation effect is primarily a strategy developed through your healing force. However, you can greatly increase your chances of survival by timing key skills. First, hold off on your Shield Block -- ideally Improved through talents -- and use the ability immediately prior to the Paralyzation. Second, use either Last Stand or Lifegiving Gem as necessary either immediately before or after the effect. Improved Shield Wall can also be particularly useful for handling Paralyzation as a fight draws near a close. Finally, if dealing with an enrage, forcing a tank rotation through the use of Limited Invulnerability Potions or Blessing of Protection immediately prior to the Paralyzation will temporarily move the creature onto the secondary aggro target. &lt;br /&gt;
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3.5 Positioning &lt;br /&gt;
Positioning will be different for nearly every fight and situation. Though certain classes of creatures such as dragons have general positioning guidelines, instanced encounters nearly always rely on using built-in terrain features to your advantage. &lt;br /&gt;
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The physical location of a creature will be built around a strategy you have developed. In some cases, the location itself will be shifting and the raid will be moving in relation to your actions as a tank -- for instance, Ossirian and Sartura. In other cases, positioning can be very strict depending on elements of your strategy - avoiding Line of Sight on Firemaw or Chromaggus or gaining maximum range from healers with torches on the Twin Emperors. &lt;br /&gt;
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Positioning itself is a critical element of tanking. There are some general guidelines and tips which will help you with this. &lt;br /&gt;
&lt;br /&gt;
3.5.1 Tactical Entry Tips &lt;br /&gt;
As you enter into nearly all encounters in this game -- with notable exceptions such as Ragnaros and C&amp;#039;Thun -- the way you approach the first several seconds of entry can give you immense control over positioning through the course of the fight. Here are some tips. &lt;br /&gt;
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Bloodrage &lt;br /&gt;
Bloodrage builds a small amount of aggro on the creature you are engaged with. Using this ability at the beginning of an encounter when no other player has developed any aggro will lock the creature onto you. These few seconds before engagement -- the calm before the storm -- allow you to pull a creature any distance and to any location. &lt;br /&gt;
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To use this effectively, no one else in the raid can use any buff, debuff, or ability. It will work on creatures that are pulled with hunter pets or are pulled through body aggro by any member of the raid; it will also work on creatures you ranged pull. It is particularly useful to use a Bloodrage on extended pulls such as Chromaggus or Baron Geddon and move yourself to whatever position you will need to be in for the fight -- the creature will find his way to you. &lt;br /&gt;
&lt;br /&gt;
Strafing &lt;br /&gt;
For entries to encounters that involve immediate contact but significant movement before you are in position -- such as Gluth or the Twin Emperors -- as well as for encounters that require constant movement or kiting, strafing is an important skill to develop. Strafing is generally accomplished by using your &amp;quot;Q&amp;quot; and &amp;quot;E&amp;quot; buttons in the default Blizzard interface; this is the act of running at full speed while facing 90 degrees away from the direction you are travelling. &lt;br /&gt;
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Strafing allows you to utilize all of your avoidance statistics while moving, as well as continue with standard abilities such as Shield Slam. It is useful for quickly covering distance you would otherwise walk backwards towards. When strafing, it is helpful to angle yourself very slightly inwards towards the creature attacking you -- this ensures that when dealing with turns or any degree of server lag that your avoidance statistics are still in play. &lt;br /&gt;
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3.5.2 Camera Spin &amp;amp; Jump Shot for Tanks &lt;br /&gt;
Camera control is important for quickly altering or changing positions. Any time you need to make a quick move or alteration in a given direction, the most effective way to prepare for it is to angle your in-game camera in the direction you want to move (behind you, for instance, when kiting Anub&amp;#039;Rhekan). Then, when you need to move, you can click your right mouse button -- or whichever key is bound for Steering -- and you will be moving in that direction immediately. &lt;br /&gt;
&lt;br /&gt;
Using your in-game camera to your advantage in movement as well as giving yourself an awareness of your surroundings is often very important and is a skill you will pick up naturally. I would suggest practicing mouse-movement and steering by engaging in active player-verse-player combat. &lt;br /&gt;
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There is a small trick I do which often helps me in quick positioning of a mob while still mitigating damage. Often, when flipping the position of a creature from front to back or when I need to move the creature farther back without incurring too much unavoided damage, I will do a more simplified version of the Hunter jump shot. &lt;br /&gt;
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Jumping gives you the ability to move in one direction while faced in another if you are quick with your camera. This means that you can move at full speed in the direction you need to go and, if you turn, also use Shield Block and any other ability during the course of the jump. You can also use the jump to readily put you in a good direction for strafing, allowing you to continue moving in the direction you need. You can repeat this as much as you need to until you are in the position you need to be. &lt;br /&gt;
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Jumping to get access to your avoidance and abilities while moving away from the creature is particularly useful when flipping a creature. Using this once you pass the central axis point, covered in the next section, is ideal.&lt;br /&gt;
&lt;br /&gt;
3.5.3 Dynamics of the Dragon -- Guidelines for Positioning &lt;br /&gt;
Dragons, as a general rule, illustrate most of the basic creature dynamics you will come across in this game in terms of positioning. The following is a repost of a section of the first edition of this reference guide called Dynamics of the Dragon. &lt;br /&gt;
&lt;br /&gt;
One notice I did not include in the following is a small detail regarding frontal breath attacks (as well as nearly all animated attacks in-game). When the animation for a breath has started, the damage has already been fully done -- the raid may feel free to move into a danger zone instantly as the ability goes off and they do not need to wait for the animation to finish. &lt;br /&gt;
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The Dragon&amp;#039;s Center &lt;br /&gt;
Of all of the things you need to know about dragon encounters, this is the single most important thing to understand when learning new encounters. &lt;br /&gt;
&lt;br /&gt;
When you click on a dragon, you get a very wide underlying targetting reticule. This circle represents the dragons in-game circumference. Most of your abilities will work outside this circumference, and from a signficant distance away, so don&amp;#039;t rely on it too much for positioning. However, pay attention to this reticule and estimate where the center of it is. Using this, you can roughly determine the pinpoint focus center of the dragon. &lt;br /&gt;
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This matters for one very specific reason: All Line of Sight (LOS) abilities stem from this point. Not your own, mind you - you do not need exact Line of Sight on any creature, you just need to be in range of the reticule itself. &lt;br /&gt;
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Instead, the dragon&amp;#039;s own abilities that it would use to destroy come from it&amp;#039;s belly, not it&amp;#039;s head. &lt;br /&gt;
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Why is this important? Firemaw. Chromaggus (dog-dragon!). Any strategy that relies on breaking line of sight relies on understanding this. Just because you can physically see and even attack the mob does not necessarily mean the mob can physically see and attack you with certain abilities. &lt;br /&gt;
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As a tank, this is particularly important for positioning. It&amp;#039;s a way of saying, don&amp;#039;t stress yourself out too badly on certain pulls. Chances are, if you needed a specific position and you are off by a small amount, you are still fine. &lt;br /&gt;
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Also, this is important for turning dragons or other mobs. This central point is also their spinning axis. To do a complete 180 degree flip of a dragon, you want to run through it -- as long as you are still facing the center, the dragon will not change its position, except for the couple seconds in which you run past it&amp;#039;s axis and it flips with you. &lt;br /&gt;
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&lt;br /&gt;
The Dragon&amp;#039;s Maw &lt;br /&gt;
This is a dead zone that only your tank should be in at any given time for most dragons. Generally, the maw includes both the breath and cleave attacks from a dragon. This area is determined through the following geometry (I&amp;#039;m no math major, bear with me): &lt;br /&gt;
&lt;br /&gt;
From the focus point of the dragon, a straight line to the tank represents the direction of the dragon. From this line, the maw is determined as a 30-90 degree arc extending from the focus point. Any attacks made in this arc, such as a 90 degree cleave, will then do a secondary check - anyone inside the targetting reticule (underneath the body) are not hit with the frontal cleave. Instead, the player will generally have to be in front of the actual flailing dragonlegs. &lt;br /&gt;
&lt;br /&gt;
This really plays itself out on the Nefarian Rogue class call. While you may have saved all of the rogues from a 30-45 degree Shadow Flame, you may not have saved them from the 75 degree cleave that kills them. &lt;br /&gt;
&lt;br /&gt;
On the other hand, letting your rogues die on Nefarian makes positioning really easy the rest of the fight. &lt;br /&gt;
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The Dragon&amp;#039;s Tail &lt;br /&gt;
Normally this doesn&amp;#039;t matter all too much to a tank, but has some weight in where you position the dragon for the raid. &lt;br /&gt;
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Dragon Tails don&amp;#039;t kill people; they just do weird things to them. Like, say, aggro a cave of whelps, aggro a pack of trash at green dragons, aggro giants, aggro... well, you get the idea. &lt;br /&gt;
&lt;br /&gt;
The epitome of knockback, try to avoid putting a dragon tail in the middle of the raid. &lt;br /&gt;
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The General Warrior&amp;#039;s Reference Guide &lt;br /&gt;
4.1 Encounters, by instance &lt;br /&gt;
In several encounters across the endgame the distinction between DPS warriors and tanks is blurred; for this reason, the following reference is written for all warriors. Note that many encounters can be done several different ways, and that developing a strategy around your guild makeup should take precedence over anything you read here. Also, note that the loot listing is applicable to tanking warriors. &lt;br /&gt;
&lt;br /&gt;
The following guide assumes normal progression and gear as if your guild was fresh to the encounter. &lt;br /&gt;
&lt;br /&gt;
Please take note that due to the complexity increase for fights starting in Blackwing Lair, these encounters will be explained more abstractly than Molten Core and world bosses. Also, the encounter outlines written in the original guide will generally have more detailed outlines than the encounter outlines written for the second edition (Blackwing, Ahn&amp;#039;Qiraj, Naxxramas). &lt;br /&gt;
&lt;br /&gt;
If you feel that any of these encounters should be approached differently, please feel free to share by replying to this thread. Our guild strategies tend to be based on what worked on our first kill and have been, on occasion, more than a little crazier than they needed to be -- tanking Flamegor in full Fire Resist, it turned out, was really an awful idea.&lt;br /&gt;
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MOLTEN CORE &lt;br /&gt;
Among the items not listed here are Heavy Dark Iron Ring and Flamewaker Legplates, as they have a chance of dropping off any boss. Also, the Belt and Bracers of Might are BOE drops off trash mobs in this zone. &lt;br /&gt;
&lt;br /&gt;
Molten Core is the least complex of the 40-man raids for tanking. &lt;br /&gt;
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Lucifron &lt;br /&gt;
Weapon: Mitigation Weapon for Lucifron, Aggro weapon for two adds &lt;br /&gt;
Gear: Full Tanking &lt;br /&gt;
Tactics:Lucifron brings with him two adds, making this an extended mitigation fight. &lt;br /&gt;
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As the Lucifron tank, you want to position Luci physically as far away from the raid as possible with a small group of healers and decursers set up for you. If you have an extra protection warrior, this can help early on in case one of you goes down - just fight each other for aggro on Lucifron. &lt;br /&gt;
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For either of the adds, you have a separate responsibility. The adds have a tendency to mind control, so we&amp;#039;ve generally let hunters pull and get the mind control. If you have had problems with it, try to burn your Intimidating Shout so it doesn&amp;#039;t lead to an uncomfortable encounter with nearby imps. Move towards the adds as they are pulled; try to position yourself on the run to them so the hunter maintains middle ground. Then, snag him. Taunt works here, as well as sunders. Once you have the mob, pull him backwards to the raid group and as far away from the Lucifron tank as possible. If you are comfortable with aggro, particularly if you have picked up Eskhandar&amp;#039;s from Magmadar, let the raid assist instantly on your target to speed the process. &lt;br /&gt;
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For other warriors? Work out assist and positioning similar to rogues, and be ready to tank in case of something horrible. Make sure you can taunt any of the adds if a tank goes down or is mind controlled! &lt;br /&gt;
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*When you are still not wearing Molten Core level gear, you never want to turn your back on a mob! This will negate your defense statistics. Instead, it is important to scoot mobs backwards by simply walking backwards. &lt;br /&gt;
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Goodies: &lt;br /&gt;
Gauntlets of Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16863 &lt;br /&gt;
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Magmadar &lt;br /&gt;
Weapon: Mitigation Weapon &lt;br /&gt;
Gear: Full Tanking, Dark Iron Legs/Helm as available &lt;br /&gt;
Tactics: Magmadar is one of the big dogs in endgame, no pun intended. He is as punishing as any boss - but will solidify your newly formed raid group once you have him down. Don&amp;#039;t fret if your guild wipes on Magmadar! &lt;br /&gt;
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For this boss you are going to need to learn stance dancing. Every 30 seconds he will do an AOE fear that will hit most of the raid; as a warrior, you are responsible for breaking this. When a fear is about to occur, go ahead and pop over to Berserker Stance and quickly hit Berserker Rage; this grants you 10 second fear immunity. After activating the ability, it will continue to work if you pop back to Defensive. &lt;br /&gt;
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Damage mitigation is also a big key to this fight. When starting Magmadar, understand that unless you have a veteran healing force and veteran hunters, you will most likely die if you don&amp;#039;t employ the virtues of Self Sustenance. Last Stand and Improved Shield Wall show their first great usefulness on this fight, as well as well-timed Greater Fire Protection Potions. &lt;br /&gt;
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Other warriors, build secondary aggro throughout the fight; DPS while in defensive stance if it helps. Early on in raiding, a little more DPS on this massive health bar won&amp;#039;t matter nearly as much as the ability to recover from a dead tank. &lt;br /&gt;
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Goodies: &lt;br /&gt;
Eskhandar&amp;#039;s Right Claw &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18203 &lt;br /&gt;
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Medallion of Steadfast Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=17065 &lt;br /&gt;
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Legplates of Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16867 &lt;br /&gt;
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Gehennas &lt;br /&gt;
Weapon: Mitigation Weapon for Gehennas, Aggro Weapon for two adds &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: The tactics for this fight are actually identical to those for Lucifron, with some noticeable ability changes. &lt;br /&gt;
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For this pull, again let the hunters absorb the add abilities; in this case, AOE stuns. Once they are stunned, run in and snag them. &lt;br /&gt;
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When tanking Gehennas, he is similar to Lucifron. You will want available cooldowns for Self Sustenance. Also, you will want to be ready to move out of the Rain of Fire AOE that he casts in his lair; again, walking backwards as opposed to turning around and running is the safest maneuevering when new to this encounter. Also, be prepared to go through multiple tanks; if possible, have at least one available warrior building secondary aggro or fighting for aggro on Gehennas. &lt;br /&gt;
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Goodies: &lt;br /&gt;
Sabatons of Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16862 &lt;br /&gt;
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Garr &lt;br /&gt;
Weapon: Mitigation Weapon for Garr, mini-Garrs, Main Assist warrior with Aggro Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: Setting up the fight is a guild and raid function, not a tanking function. &lt;br /&gt;
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As it relates to tanking, this is partly a mitigation fight and partly an aggro fight. When we first started Garr, the tanks would lose aggro on any of the mobs to nearby healers; on Garr this caused particular problems. &lt;br /&gt;
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That said, you want to be wearing as much mitigation gear as possible early on. Each of the adds can still hit for a healthy amount of damage on new tanks and Garr himself can bash your main tank pretty bad. As a tank on one of the adds, you want to stay in between the mob and any healers, so you have some reaction time if you lose aggro early on. You also want to keep your mob away from Garr himself, as Garr can explode the mob on command. Further, when the raid moves to Garr himself, if some of the mobs are banished, you want to be ready to jump off in case they take down a warlock in the mean time. &lt;br /&gt;
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Overall this fight is very controllable one. Though it has touchy initial aggro, primarily due to the number of people taking initial damage and heals and the number of adds involved, you should have no problem tanking a controlled takedown. &lt;br /&gt;
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Goodies: &lt;br /&gt;
Bindings of the Windseeker &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18564 &lt;br /&gt;
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Drillborer Disk &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=17066 &lt;br /&gt;
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Helm of Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16866 &lt;br /&gt;
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Baron Geddon &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Fire Resist. &lt;br /&gt;
Tactics: There are several ways to handle Baron Geddon. One of the more traditional ones is to handle him in the same room you just took Garr; honestly, positioning only matters to you as a means of reducing fall damage (the nearby hallway will reduce your fall damage drastically if you are marked as the bomb). &lt;br /&gt;
&lt;br /&gt;
Tank this fight in full Fire Resist gear. Once you see him, you&amp;#039;ll realize why. He has two primary abilities. First, he marks one person as the bomb. If you are the bomb and are also tanking Geddon, you must either move Geddon or the other melee must move away from you. This is entirely survivable, because while you are about to take fall damage, you have a window to get full heals mid-air and you are not being attacks. &lt;br /&gt;
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His other primary ability is a fire nova that spreads from his focus center. This becomes successively stronger with each wave. Once he begins this, run out of his center to any point. If you have primary aggro, he will drift right back to you after he&amp;#039;s done with the final nova blasts. Reposition him as necessary. &lt;br /&gt;
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Getting aggro? Our general rule of thumb when we began this fight was to wait through three full fire nova&amp;#039;s before calling assist. For refinement, you could probably cut this down significantly with specific itemiziation. However, beware that the fire resist you wear in Molten Core isn&amp;#039;t a whole lot different than the fire resist you wear on Flamegor at the end of Blackwing Lair. Aggro-wise, this means the rest of the raid is geared exponentially beyond you over the months since you start this encounter. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Bindings of the Windseeker &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18563 &lt;br /&gt;
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Shazzrah &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking, and if your truly determined on farming resist gear, some Arcane Resist. &lt;br /&gt;
Tactics: Shazzrah is the Arcanist among the Shadow Naga. His abilities reflect this: a powerful Arcane Explosion and blink. &lt;br /&gt;
&lt;br /&gt;
This is one of the fights that does not become harder or more difficult depending on gear. It is what it is. Conceivably, you could throw together an Arcane resist suit, but think about what you&amp;#039;d be giving up. &lt;br /&gt;
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To tank this fight, you will want instant aggro attacks and taunts ready. Sunder will be more useful here than immediate Heroic Strike due to the instant application. After any blink, your aggro is lost on Shazzrah -- go grab him, or approach him however your raid strategy is outlined. Some guilds use intercept (this requires 10 points in Arms to give you rage transfer between stances, otherwise you will only be able to intercept half of his blinks). Other guilds use hunters. Our guild generally adjusted the entire raid away from where he blinked. &lt;br /&gt;
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The second you reach him after a blink, sunder him and let the raid assist. Aggro generally is not an issue on this fight, just alot of motion. &lt;br /&gt;
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For mitigation, the only thing that really helps you here is a higher lifebar. The bulk of your serious damage is Arcane Explosions, though mixed with a few good whacks from him can take you down as you are new to this fight. &lt;br /&gt;
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Goodies: &lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Sulfuron &lt;br /&gt;
Weapon: Mitigation Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: The key to this fight is understanding that the adds can heal each other if left too close. Your positioning and movement as tanks is crucial to this. &lt;br /&gt;
&lt;br /&gt;
This is a mitigation fight for all of your tanks, including your Main Assist warrior. Generally we position Sulfuron where he is, three of his adds right next to him, and the add that everyone will kill is brought to where you entered the room from. Once fully across the room, we bring him down and then call for the next of the tanks to bring an add all the way back. &lt;br /&gt;
&lt;br /&gt;
At this point in raiding, unless you&amp;#039;ve dealt with extremely bad luck, you may be safe in turning and running with the adds, despite the defense drop across the board for these five or ten seconds. &lt;br /&gt;
&lt;br /&gt;
This is a simple mitigation-based fight where tank movement is the ability in question. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Pauldrons of Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16868 &lt;br /&gt;
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Golemagg &lt;br /&gt;
Weapon: Mitigation Weapon (Slowest available) &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: Golemagg is similar to Magmadar, without the fear. He has a huge lifebar and can dish out alot of damage, so hopefully you&amp;#039;ve been focusing on Stamina. &lt;br /&gt;
&lt;br /&gt;
There are two Core Ragers next to Golemagg. Early on, you can tank all three separately, keeping Golemagg where he starts or repositioning him to a place where you can recover from a wipe. Either way, your tanks will be handling fairly simple debuffs. &lt;br /&gt;
&lt;br /&gt;
The Core Ragers will add a serrated bite to you, the tank. In some circumstances you will want to have last stand or even shield wall available; setup on Majordomo will take long enough that it will be available again. &lt;br /&gt;
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Golemagg himself has a reactive proc. This means that every attack on Golemagg has a chance of putting a nasty debuff on yourself... that stacks. For this reason, you want the slowest weapon available. Can&amp;#039;t get a slow weapon? Two-tank him. &lt;br /&gt;
&lt;br /&gt;
At 10%, Golemagg goes berserk. You will want to pop Improved Shield Wall at this time, jump to Berserker Stance, and go ahead and execute him through the end of the fight (unless this takes more than 15 seconds, at which point you should jump back to Defensive). &lt;br /&gt;
&lt;br /&gt;
Want to flex your tanking muscle once you are much of the way through Blackwing Lair? Single tank all three mobs with a slower mitigation weapon that can effectively use Cleave and Whirlwind. Tab sundering (quickly switching mobs and hitting sunder armor) will solidify the aggro lock. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Breastplate of Might &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16865 &lt;br /&gt;
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Majordomo Executus &lt;br /&gt;
Weapon: Mitigation Weapon for adds, Aggro Weapon for Majordomo and Main Assist warrior &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: The order and position of this is a raid and guild function, not a tanking function. &lt;br /&gt;
&lt;br /&gt;
When tanking for this fight, you will want to wear your best Mitigation gear for all of the adds. They each do scaled down but still significant damage. Positioning them away from each other is also helpful, as they do a ground nova that can be dangerous when multiple are stacked near each other. &lt;br /&gt;
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Self Sustenance is key to this fight. Last Stand, Shield Wall, health potions, just about anything you can get your hands on. When first doing this fight, staying alive through eight separate mobs will be the biggest problem. &lt;br /&gt;
&lt;br /&gt;
Tanking Majordomo himself through this fight can be fairly difficult. Often it is best to have your three worst geared tanks handling Majordomo. The reason? He doesn&amp;#039;t hit for alot, but he&amp;#039;s very hard to control. He will port the nearest player straight into his pit&amp;#039;o&amp;#039;fire, and you&amp;#039;ll need to run out immediately if this happens. If you are one of the other tanks when the person with aggro is ported, immediately taunt and sunder him yourself! Make sure Majordomo stays away from all other tanks at all costs, as his port is not based on aggro but on the closest player... and it eventually will cause another tank to be ported while he&amp;#039;s tanking an add - possibly killed if unexpected or after unusual burst damage from that add. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Core Forged Greaves &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18806 &lt;br /&gt;
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Ragnaros &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Fire Resist (315). &lt;br /&gt;
Tactics: Ragnaros is one of the most difficult endgame encounters to pull together from a raid force. &lt;br /&gt;
&lt;br /&gt;
First, itemization. You will want as many buffs and fire protection potions available for this fight as possible. Another appropriate avenue for a new raid force to get fire resist is by mind controlling the casters immediately inside Blackrock Spire. &lt;br /&gt;
&lt;br /&gt;
Ragnaros can be single tanked, two-tanked, three-tanked, however you want and with whatever gear you have to accomodate it. Positioning is a little trickier. The inner circle of lava where Ragnaros emerges from sports two amazingly useful tank locations. The first is an indent of rock directly across from where Majordomo stands; the second is about 10 yards to the right of that location. &lt;br /&gt;
&lt;br /&gt;
How to spot this location? It&amp;#039;s not what&amp;#039;s in front of you that is key to your position, it&amp;#039;s what&amp;#039;s behind you. From the center of the inner lava pool, imagine a line that goes directly out to the far cave walls. In these two positions, there will be stone spires reaching from the ground; when knocked back from either of these positions, you will not suffer significant fall damage if you land on the spires, and you will easily be able to return to the fight. &lt;br /&gt;
&lt;br /&gt;
The fight itself? For phase 1, you are in a pure aggro battle. You must have aggro right off the bat, because you want the raid assisting right off the bat and bringing Ragnaros himself down as far as possible before phase 2. &lt;br /&gt;
&lt;br /&gt;
During this, you will sustain heavy damage. Though defense statistics do come into play, this is primarily a test of simply having a whole lot of resist. &lt;br /&gt;
&lt;br /&gt;
Ragnaros also does a binary knockback attack on you. Either you resist it or you don&amp;#039;t. This knockback is fire-based, and is the reason you want to cap out at a maximum resist of 315. Through the course of a Ragnaros fight, you will generally be knocked back between one and four times. &lt;br /&gt;
&lt;br /&gt;
Any other tanks on Ragnaros need to taunt immediately in case you are knocked back; also, all tanks on Ragnaros need to taunt any time someone else pulls aggro. &lt;br /&gt;
&lt;br /&gt;
Note that this is similar to Geddon: You will still be tanking in the same gear five months later while the rest of the raid will have far outclassed your own. This is the biggest drawback of resist-based fights. &lt;br /&gt;
&lt;br /&gt;
Phase 2 is a separate matter. All tanks and warriors will have different responsibilities depending on how you raid chooses to handle the adds. In our case, we banish between one and three adds, tank the rest. &lt;br /&gt;
&lt;br /&gt;
As Main Tank, you are also a good candidate for phase 2 Main Assist. This is because the Ragnaros fight is a fight of attrition, and anyone other than the main tanks could very easily have died before reaching this point. As Main Assist, you will need to quickly move from target to target and give vocal warning if you are switching off a target before it is dead. &lt;br /&gt;
&lt;br /&gt;
Once you handle all eight adds, Ragnaros will re-emerge. Get in position immediately, treat this just like a stunted phase 1, and bring him down. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Legplates of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16962 &lt;br /&gt;
&lt;br /&gt;
Dragon&amp;#039;s Blood Cape &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=17107 &lt;br /&gt;
&lt;br /&gt;
Essence of the Pure Flame &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18815 &lt;br /&gt;
*This can be very helpful for very specific situations when damage shields are ideal, such as Fankriss.&lt;br /&gt;
&lt;br /&gt;
BLACKWING LAIR &lt;br /&gt;
&lt;br /&gt;
Razorgore &lt;br /&gt;
Weapon: Mitigation Weapon &lt;br /&gt;
Gear: Orb Controlling Warrior, full Fire Resist. Kiting warriors, full Tanking. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Bracelets of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16959 &lt;br /&gt;
&lt;br /&gt;
Spineshatter &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19335 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vaelastrasz &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Tanking with moderate Fire Resist; I normally wear Dark Iron Leggings and Helm for this encounter. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Waistband of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16960 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Broodlord &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Sabatons of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16965 &lt;br /&gt;
&lt;br /&gt;
Lifegiving Gem &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19341 &lt;br /&gt;
&lt;br /&gt;
Maladath, Runed Blade of the Black Flight &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19351 &lt;br /&gt;
&lt;br /&gt;
Heartstriker &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19350&lt;br /&gt;
&lt;br /&gt;
Firemaw &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Fire Resist. Onyxia Scale Cloak necessary. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Gauntlets of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16964 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ebonroc &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking; if Shadow Resist available, wear any achievable amount. Onyxia Scale Cloak necessary. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Gauntlets of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16964 &lt;br /&gt;
&lt;br /&gt;
Dragonbreath Hand Cannon &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19368 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flamegor &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Fire Resist. Onyxia Scale Cloak necessary. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Gauntlets of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16964 &lt;br /&gt;
&lt;br /&gt;
Styleen&amp;#039;s Impeding Scarab &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19431 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chromaggus &lt;br /&gt;
Weapon: Mitigation Weapon &lt;br /&gt;
Gear: This is unique in that you do not know what resist gear to wear. Personally, I wear Dark Iron Helm and Leggings as well as Acid Inscribed Pauldrons and Malfurion&amp;#039;s Signet Ring, and keep full tanking gear on all other slots. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Pauldrons of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16961 &lt;br /&gt;
&lt;br /&gt;
Elementium Threaded Cloak &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19386 &lt;br /&gt;
&lt;br /&gt;
Elementium Reinforced Bulwark &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19349 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nefarian &lt;br /&gt;
Weapon: Mitigation Weapon &lt;br /&gt;
Gear: Full Tanking. Onyxia Scale Cloak necessary. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Breastplate of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16966 &lt;br /&gt;
&lt;br /&gt;
Archimtiros&amp;#039; Ring of Reckoning &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19376 &lt;br /&gt;
&lt;br /&gt;
Crul&amp;#039;Shorukh, Edge of Chaos &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19363 &lt;br /&gt;
&lt;br /&gt;
Master Dragonslayer&amp;#039;s Medallion &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=19383&lt;br /&gt;
&lt;br /&gt;
AHN&amp;#039;QIRAJ &lt;br /&gt;
There are plenty of great drops in Ahn&amp;#039;Qiraj. However, the set bonus of Wrath as well as the tank orientation of Blackwing Lair phases most of it out. Among items not listed here are Imperial Qiraji Armaments, as they drop off most bosses; also, while the ring itemization in this zone is good, they are outdone by the faction-based Signet Ring of the Bronze Dragonflight and the Archimtiros&amp;#039; Ring of Reckoning off Nefarian, per a pure Stamina build. &lt;br /&gt;
&lt;br /&gt;
Skeram &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Amulet of Foul Warding &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21702 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sartura &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Silithid Claw &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21673 &lt;br /&gt;
&lt;br /&gt;
Badge of the Swarmguard &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21670 &lt;br /&gt;
*Note: Don&amp;#039;t skip rogues or hunters on this item; it appears to be great for aggro fights but the tradeoff for other tanking trinket and the reliance on a proc doesn&amp;#039;t make it priority. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fankriss &lt;br /&gt;
Weapon: Mitigation Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: The way our guild has handled this fight involves several separate tanking duties. &lt;br /&gt;
Similar to Majordomo, you don&amp;#039;t want to put your best-geared tanks on Fankriss himself. Instead, your least-geared tanks or DPS warriors should be handling Fankriss. He adds a stacking debuff which reduces incoming heals by 10% per debuff. Once this stacks high enough, you will need to lose aggro. How? Taunt works, and if the aggro lock is unusually strong, go ahead and pop a Limited Invulnerability Potion to temporarily negate aggro. Just make sure another tank is assigned to grab him. &lt;br /&gt;
&lt;br /&gt;
Your top tanks have two separate responsibilities: handling snakes and handling silithid packs. &lt;br /&gt;
&lt;br /&gt;
Snakes will spawn occasionally, sometimes up to three in succession, and your raid will have to instantly take them down; as such, you will want an aggro weapon for the tanks handling snakes. They also hit for a considerable amount of damage. Getting aggro is priority. &lt;br /&gt;
&lt;br /&gt;
Silithid packs are handled in droves. Generally I personally handle the silithid packs, and I&amp;#039;ve found that I can hold these for about 20% of Fankriss&amp;#039; lifebar. As such, at 80%, 60%, 40%, etc., or sooner or later depending on odd spawn rates, I will call for AOE on the silithids. Holding aggro is fairly easy on these by using Demoralizing Shout. Keep your Lifegiving Gem, Last Stand, and Shield Wall available for this tanking duty! You will need it! A note on Silithid packs: use &amp;quot;V&amp;quot; to show ID Tags to your advantage. While you may see only one silithid skittering towards you at any given time, they are often stacked in groups of 5. Also, during AOE, do not be bashful about calling AOE off if you see a pack spawning before all of yours are dead -- if they reach the AOE area, your casters will gain aggro and you will not be able to get it off them without burning Challenging Shout. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Silithid Carapace Chestguard &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21652 &lt;br /&gt;
&lt;br /&gt;
Cloak of Untold Secrets &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=21627&lt;br /&gt;
&lt;br /&gt;
Huhuran (Placeholder) &lt;br /&gt;
Twin Emperors (Placeholder) &lt;br /&gt;
C&amp;#039;Thun (Placeholder) &lt;br /&gt;
&lt;br /&gt;
Naxxramas (Placeholder) &lt;br /&gt;
&lt;br /&gt;
I do not know how I am going to organize the Naxxramas section. The complexity of fights shoots far above each of the other zones. I need to condense much of this, as well as prior encounters in Blackwing and Ahn&amp;#039;Qiraj, because space is at a minimum (who would have thought that reserving 30 posts wouldn&amp;#039;t be enough!). &lt;br /&gt;
&lt;br /&gt;
I may create a separate thread altogether that deals strictly with encounters. Will have an update for this ASAP!&lt;br /&gt;
&lt;br /&gt;
OUTDOOR/INSTANCED BOSSES &lt;br /&gt;
Not included in this list is Quel&amp;#039;Serrar (quest line finished at Onyxia) and Malfurion&amp;#039;s Signet Ring, the quest turn-in for the Nightmare Encrusted Object off any of the Green Dragons. &lt;br /&gt;
&lt;br /&gt;
Onyxia &lt;br /&gt;
Weapon: Optional (Read Tactics) &lt;br /&gt;
Gear: Optional (Read Tactics) &lt;br /&gt;
Tactics: Onyxia is an encounter that evolves with your raid group. Be sure to read Dynamics of the Dragon for a clear idea on the standard markers of this fight. &lt;br /&gt;
&lt;br /&gt;
The difference between an early strategy and an advanced strategy is in raid gear. Early on, you as a tank want to carry a mitigation weapon in, along with Dark Iron gear to put your Fire Resist significantly up; have Greater Fire Protection Potions available. The key here is in both phase 1 and 3 to wait about 1-2 full minutes before calling for assist. The reason? You are focused on mitigating what would otherwise be an overwhelming boss fight; you do not have the aggro capability to go berserk. &lt;br /&gt;
&lt;br /&gt;
Our current Onyxia strategy works fairly well in 15-20 man raids; this can be effectively picked up once you, as a tank, have gotten at or near full Tier 1. For this, wear a full set of Tier 1 or Tier 2, an aggro weapon, and whatever the heck you want in your offhand. My personal favorite is the Ancient Runed Grimoire, because I get a free skeleton out of it. The reason? You don&amp;#039;t want to mitigate the relatively low damage Onyxia will be dealing to you; you just won&amp;#039;t have the rage to hold aggro if you try to. &lt;br /&gt;
&lt;br /&gt;
When entering Onyxia&amp;#039;s lair, I will generally mark a straight line North that intersects her body. While crossing, I will get my initial Sunder and any other ability I can before I&amp;#039;ve ran through her focus point. I turn around once I&amp;#039;m at the North wall; normally she walks towards at this point. At this stage, the raid will either wait a couple minutes or assist immediately, depending on your strategy. &lt;br /&gt;
&lt;br /&gt;
Positioning can be done several different ways. I personally use the north wall. There are two indents in the ground as you run in, however, that some guilds use to good effect. Used in phase 3, this prevents Whelp tragedies from people feared near Onyxia&amp;#039;s tail. &lt;br /&gt;
&lt;br /&gt;
Phase 1 is general tanking and holding aggro. Phase 2, whelps will spawn from the caves. Demoralizing shout, cleave, and other moderate aggro attacks will be useful here; however, your Arms/Fury warriors will be able to do better on whelp control with their 2h weapons. As she comes near 40%, go ahead and use stored up rage to place Sunder Armors on her (she is susceptible to these despite her being 30 feet in the air, oddly). This will give you some temporary aggro as she moves into phase 3. The shift to phase 3 you will have to get used to yourself; generally, stay in Berserker Stance to break the first fear, and use Deathwish to your advantage if you have it available. Keep applying aggro attacks until Onyxia has aggro&amp;#039;d you. Since this fight is one of the entire raid controlling their aggro, you will have to work out the flow of this battle with the raid. &lt;br /&gt;
&lt;br /&gt;
In Phase 3, Onyxia can fear as often as every 23 seconds. On notable occasions, she can fear within 10 seconds of a prior fear ending. Unless your guild is unusually gifted with a Dwarf Priest, you must either two-tank this encounter by switching Berserker Rage rotations or get a bit of attrition on the raid while you are feared. Either way will work. &lt;br /&gt;
&lt;br /&gt;
SUPPLEMENTAL VIDEO: &lt;br /&gt;
This was a 25-man run we did to play around with some theories. You can get a fairly good observation of an entry and flipping Onyxia against the back wall because I&amp;#039;m not tanking her for the beginning of this fight. Instead, our tank-rogue (who has tanked the last 5% of Vaelastrasz!) pulls her into position. Like most knockbacks, When Nycthel is knocked back he loses a certain amount of aggro and eventually cannot regain aggro. Also, I played around with the position on one of the middle stones to see the advantages of it during phase 3; note that the tail cannot knock people into the whelp cave but the fear can be an issue. Note that, after removing a shield, I still had a relatively difficult time getting significant rage built up for holding aggro during this fight. &lt;br /&gt;
http://files.filefront.com/EventideWarriorOnyxiawmv/;4959173;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Onyxia Blood Talisman &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18406 &lt;br /&gt;
&lt;br /&gt;
Helm of Wrath &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=16963 &lt;br /&gt;
&lt;br /&gt;
Ring of Binding &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18813 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kazzak &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking. &lt;br /&gt;
Tactics: This is one of the original raid bosses; as such, there&amp;#039;s little complexity. Run in, aggro, have everyone assist, and for heaven&amp;#039;s sakes don&amp;#039;t die - this will heal Kazzak in a big way. DPS warriors, lay into the DPS. He&amp;#039;ll be dead in three minutes. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
None. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Azuregos &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: Full Tanking, Frost Resistance as long as it doesn&amp;#039;t come at the cost of high-mitigation items such as leg, head, or chest slots. &lt;br /&gt;
Tactics: For this fight, see supplemental Dynamics of the Dragon. As far as warriors are concerned, there is nothing that sets this fight apart from other dragons; also, beware of Mark of Frost being placed upon you if you die; you will be unable to rejoin the fight. &lt;br /&gt;
&lt;br /&gt;
Beware, there are adds in the region, and Azuregos raids have a tendency to drift. Warriors, it can be very helpful to jump off and handle giants or at least off-tank them through the fight. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Unmelting Ice Girdle &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=18547&lt;br /&gt;
&lt;br /&gt;
Ysondre &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: 265 Nature Resist Ideal. All Green Dragons can be effectively killed with lower Nature Resist if there are enough healers to compensate, so don&amp;#039;t give up your major mitigation items like Helm and Legplates of Wrath. &lt;br /&gt;
Tactics: For this fight and the four Green Dragons, see supplemental Dynamics of the Dragon. &lt;br /&gt;
&lt;br /&gt;
Each of the Green Dragons have two shared abilities and two unique abilities. The unique ability will occur at roughly the 75%, 50% and 25% markers of the encounter (the abilities used to happen exactly at 25% markers but this was changed by patch). &lt;br /&gt;
&lt;br /&gt;
Sleep Cloud (Shared): Each of the dragons spawns two sleep clouds occasionally. These clouds are homing devices; they will select and seek players at random, move to them, and put them to sleep. Within seconds, anyone nearby will be slept. &lt;br /&gt;
&lt;br /&gt;
Warriors as well as rogues need to protect the raid from these sleep clouds. To do so, wear minimal Nature Resist unless you are Main Tanking. As you see each new cloud form at the base of the dragon, run immediately towards that cloud no matter where it is (even if it&amp;#039;s already back in the healers). If you resist it, keep chasing it until you don&amp;#039;t. This causes the Sleep Cloud to envelop you and soak into you and players nearby -- which means if you are a melee class and another melee just got slept, try to get away from them quickly so you don&amp;#039;t also get slept. &lt;br /&gt;
&lt;br /&gt;
Frantic as this sounds, it works. With melee classes soaking up these sleep clouds, healers and ranged classes have free reign. They have a limited number of charges before they dissipate, so you will not be permanently out of combat. &lt;br /&gt;
&lt;br /&gt;
Also be aware that as a dragon tank, you will occasionally be slept. This is simply not avoidable, as each dragon has a chance of spawning his sleep cloud directly on top of you and you have a relatively small chance to not resist it. As such, your raid must be flexible to some very awkward positions you are going to put yourself in regarding Line of Sight; after coming out of a sleep and regaining aggro on the dragon, his entire body will shift erratically and to reposition him in line with the raid you could wind up with no line of sight on three sides of you for healers. Saving cooldowns for this is generally good practice. &lt;br /&gt;
&lt;br /&gt;
Breath (Shared): Each of the dragons has another unique ability that (hopefully) only applies to you as a Main Tank. This is a stacking debuff which does large amounts of nature damage every few seconds but also slows all of your abilities down. This is specifically what you need Nature Resist for. You can two-tank dragons using Limited Invulnerability Potions to transfer aggro, or simply wear 265 Nature Resist to the fight and single-tank them. The key to this is, like all dragons, keep the dragon&amp;#039;s maw away from the raid. &lt;br /&gt;
&lt;br /&gt;
One note: With all cooldowns reduced, I have no problem holding aggro on Green Dragons; I am not sure if this is a dynamic hard coded into the dragons or if it is because of the choice of a high speed Aggro Weapon. &lt;br /&gt;
&lt;br /&gt;
Now, for the Druid Spawn (Ysondre): At every ~25% marker, corrupted druids will spawn on your raid. Warriors need to still manage sleeps during these periods but also be running back to pull corrupted druids off the casters. Challenging Shout and Shield Wall works fine for this, as does pretty much anything else. If your guild is at the stage of Green Dragons, Ysondre&amp;#039;s corrupted druids will be a breeze. &lt;br /&gt;
&lt;br /&gt;
Lightning Strike (Ysondre): Ysondre occasionally spams frost-shock. Go figure. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Acid Inscribed Pauldrons &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20637 &lt;br /&gt;
&lt;br /&gt;
Green Dragonskin Cloak &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20579 &lt;br /&gt;
&lt;br /&gt;
Acid Inscribed Greaves &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20619 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Taerar &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: 265 Nature Resist Ideal. &lt;br /&gt;
Tactics: As with Ysondre, Taerar shares the same breath and sleep cloud abilities. He, however, holds two other abilities. &lt;br /&gt;
&lt;br /&gt;
AOE Fear (Taerar): This is an interesting fear from a tanking perspective. Learning it the hard way usually wipes your raid: attempting to stance dance can put your stance cooldowns to 45 seconds. Unless you have high nature resist and good luck, forget about stance dancing Taerar. Instead, totems and fear ward can help you with this. In our case, Fear Ward has not always been an option, so the ability Deathwish has come into play (30 seconds fear immunity, used in 21/30 Fury/Protection builds). You will take additional damage and a hit to your nature resist, but nowhere near as badly as being stuck in Berserker Stance. Two-tanking strategies work well here. &lt;br /&gt;
&lt;br /&gt;
This fear is relatively innocuous, as is Taerar himself if he&amp;#039;s let loose on one side of the raid. The fear is short enough that you can run and pick aggro back up if you absolutely can&amp;#039;t break it. Also, it appears to be on a 30-35 second timer and, given a good raid force, will only occur four or five times during the course of the fight. &lt;br /&gt;
&lt;br /&gt;
Nightmares (Taerar): At the ~75%, ~50%, and ~25% markers, Taerar splits himself into three nightmares of himself. These shades are followed by high damage nature clouds, so you must constantly be moving them - preferably by walking, not running, backwards. Your Main Assist Warrior, Rogue or Hunter needs to pick a target immediately. &lt;br /&gt;
&lt;br /&gt;
Tanking these shades is possible by quickly using your Tab key to shift targets when they pop up if you were tanking Taerar himself. Taerar has phased out of the world temporarily, making mouse-clicking through him a hassle. However, if you do tank, your Main Assist should make absolutely sure your shade is not the last killed and that you are ready to tank Taerar himself once he phases into the world. &lt;br /&gt;
&lt;br /&gt;
Designating Shade tanks will vastly ease the encounter, particularly if your Main Tank does not need to deal with the nature breath of the mini-Taerars. If in this tanking role, you will want between 90 and 180 Nature Resist, but you shouldn&amp;#039;t give up any major tanking bonuses to achieve this. &lt;br /&gt;
&lt;br /&gt;
Taerar is also unique in that he does a long-range knockback. In-game dynamics currently cause anyone with aggro that is knocked back to be instantly ported to the front of the boss; this will cause a brief stir in your computer. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Green Dragonskin Cloak &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20579 &lt;br /&gt;
&lt;br /&gt;
Acid Inscribed Greaves &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20619 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Emeriss &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: 265 Nature Resist Ideal. &lt;br /&gt;
Tactics: Emeriss shares the Sleep Cloud and Breath abilities of Ysondre. &lt;br /&gt;
&lt;br /&gt;
This fight is far more dependent on healing strategy than tanking strategy. At ~75%, ~50%, and ~25%, Emeriss does an AOE DOT which deals 100% of a person&amp;#039;s lifebar in damage. If the person receives no heals in 10 seconds, they die. If they die, they become a noxious mushroom which does AOE damage to nearby players. If the other players are recently cursed and have minimal health, they die. Those players then become mushrooms. Et cetera. Once one player dies, the likelihood of everyone around them to die is very high. &lt;br /&gt;
&lt;br /&gt;
This is handled completely differently by different guilds, and is a healing based strategy. Whatever you do, pay attention to how your guild handles this fight. If your guild strategy involves running out of the area of the AOE DOT, don&amp;#039;t stay behind and dps! If your guild strategy involves group heals, make sure you are near your priest. &lt;br /&gt;
&lt;br /&gt;
No matter what your strategy is, Emeriss is the most punishing of the dragons. If you don&amp;#039;t soak up sleep clouds as a warrior, the raid will wipe. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Polished Ironwood Crossbow &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20599 &lt;br /&gt;
&lt;br /&gt;
Green Dragonskin Cloak &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20579 &lt;br /&gt;
&lt;br /&gt;
Acid Inscribed Greaves &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20619&lt;br /&gt;
&lt;br /&gt;
Lethon &lt;br /&gt;
Weapon: Aggro Weapon &lt;br /&gt;
Gear: 265 Nature Resist Ideal. &lt;br /&gt;
Tactics: Lethon shares the Sleep Cloud and Breath ability of Ysondre. &lt;br /&gt;
&lt;br /&gt;
Lethon is singularly the most powerful and most controllable of the Green Dragon fights. Unlike each of the other fights, Lethon truly relies on you, the tank, to handle the most devastating abilities. &lt;br /&gt;
&lt;br /&gt;
Shadow Whirl (Lethon): Every few seconds, Lethon casts a shadow storm on the raid. This shadow storm will quickly tear down the raid; after four strike the raid successively, you may have lost raid members. &lt;br /&gt;
&lt;br /&gt;
It is your job to remove this Shadow Whirl effect from the raid. How? Move Lethon. Alot. The Shadow Whirl will be cast on either Lethon&amp;#039;s left or ride side, determined by the Dragon&amp;#039;s Center (see Dynamics of the Dragon). If the entire raid is on the right side, for instance, this means during the duration that Lethon is casting shadow storms on his left side no one is being touched. &lt;br /&gt;
&lt;br /&gt;
The key to movement is this: Each time he casts the abilities, you will see the markings of a shadow spell being cast. Count them down from 4. When he has cast this four times, physically run through him at a slight angle until you reach the Dragon&amp;#039;s Center. If you are close to the focus point, the flip will happen so quickly that your raid will not have a chance to be tail swiped. Note that tail swipe is what you want to expose your raid to! When flipping Lethon, make sure his maw does not face the raid! A few people knocked back will do a whole lot less damage to your raid than hitting every healer with the breath. When flipping, be sure to avoid sleep clouds drifting near Lethon himself, even if it means a longer arc process. &lt;br /&gt;
&lt;br /&gt;
In essence, when Shadow Whirl is being cast on your raid, or is about to be cast on you raid, flip Lethon to the other side. As a result, your raid can focus on the important duty: slaying the dragon. &lt;br /&gt;
&lt;br /&gt;
Summon Souls (Lethon): At the ~75%, ~50%, and ~25%, Lethon will summon a shade from the body of every member in the raid (and others who may not be in the raid but nearby). These shades will slowly walk towards Lethon and, if not killed, will heal Lethon for a significant amount of health. The tanks as well as the entire raid will be temporarily banished during this time. &lt;br /&gt;
&lt;br /&gt;
As the tank on Lethon, make sure you&amp;#039;ve applied an available cooldown before being banished. My general order is Lifegiving Gem for the 75% marker, as it may be available again during the fight. During the 50% marker I burn Last Stand. Finally, at the 25% marker I burn Improved Shield Wall to cement the kill. &lt;br /&gt;
&lt;br /&gt;
For other warriors: do everything you can to single target kill the shades. Before the percentage summons, try to back away from Lethon and give yourself room - your shade will have to travel farther to Lethon. Not every player can kill their own shade, so try to help with other nearby shades too. &lt;br /&gt;
&lt;br /&gt;
Goodies: &lt;br /&gt;
Green Dragonskin Cloak &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20579 &lt;br /&gt;
&lt;br /&gt;
Acid Inscribed Greaves &lt;br /&gt;
http://wow.allakhazam.com/db/item.html?witem=20619&lt;br /&gt;
&lt;br /&gt;
Addendum &lt;br /&gt;
The following sections are supplementary information. &lt;br /&gt;
&lt;br /&gt;
i. Movie Listing &lt;br /&gt;
Here&amp;#039;s a current listing of encounter movies; specific notes about the circumstances of each movie can be found in their respective encounter guides. These movies span several months and quality levels; they also do not all reflect current strategy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OUTDOOR/INSTANCED BOSSES &lt;br /&gt;
Onyxia: &lt;br /&gt;
http://files.filefront.com/EventideWarriorOnyxiawmv/;4959173;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Ysondre: &lt;br /&gt;
http://files.filefront.com/EventideWarriorYsondrewmv/;4959384;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Lethon: &lt;br /&gt;
http://files.filefront.com/EventideWarriorLethonwmv/;4960961;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BLACKWING LAIR &lt;br /&gt;
Razorgore: &lt;br /&gt;
http://files.filefront.com/EventideWarriorRazorgorewmv/;4961137;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Vaelastrasz: &lt;br /&gt;
http://files.filefront.com/EventideWarriorVaelastraszwmv/;4962976;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Broodlord: &lt;br /&gt;
http://files.filefront.com/EventideWarriorBroodlordwmv/;4988060;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Firemaw: &lt;br /&gt;
http://files.filefront.com/EventideWarriorFiremawwmv/;4965516;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Nefarian: &lt;br /&gt;
Full Movie &lt;br /&gt;
http://files.filefront.com/EventideWarriorNefarianwmv/;4962517;;/fileinfo.html &lt;br /&gt;
Short segment including Scrolling Combat Text &lt;br /&gt;
http://files.filefront.com/EventideWarriorNefarian2wmv/;4987985;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NAXXRAMAS &lt;br /&gt;
These movies are considerably higher resolution than those of prior zones. They also reflect first-boss-kills and, as a result, are not a perfect reflection of streamlined strategy. &lt;br /&gt;
Noth: &lt;br /&gt;
http://files.filefront.com/EventideNothwmv/;5282122;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
Maexxna: &lt;br /&gt;
http://files.filefront.com/EventideMaexxnawmv/;5286320;;/fileinfo.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ii. Useful Mods &lt;br /&gt;
I use several mods that are useful for raiding and tanking. They are not necessary by any means (the standard UI is fine), but they do enhance my play experience. You can see a recent interface of mine by watching the Naxxramas Noth and Maexxna movies. &lt;br /&gt;
&lt;br /&gt;
These mods may be dated as each patch comes out! Be warned! &lt;br /&gt;
&lt;br /&gt;
Combat Log Parser &lt;br /&gt;
This is an incredible tool for researching encounters you are currently working on. This will parse your combat log from a saved playercombatlog.txt file and give you information on yours and the creatures damage, avoidance, etc.* &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-843-1-wow-combat-log-parser.html &lt;br /&gt;
&lt;br /&gt;
*Typing /combatlog in-game will save your combat log to the text file. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CTMod &amp;amp; CTRaid Assist &lt;br /&gt;
The bread and butter for many raiding guilds, this or similar raid interfaces can be very helpful for raids. Keep it constantly updated! Also, as a technical note, I use Viewports in the Miscellaneous addons for CTMod to create panoramic vision. &lt;br /&gt;
http://ctmod.net/ &lt;br /&gt;
&lt;br /&gt;
Bigwigs is a popular timer mod similar to CTRABossMods. I hate it, but only for personal reasons. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-4356-1-bigwigs.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
QuuSpellAlert &lt;br /&gt;
This is very helpful for learning new encounters. QuuSpellAlert alerts you of any spell or emote being used by hostile creatures; unlike other cast warning mods, this is not pre-programmed and will work on any and all fights. The drawback is that the mod cannot determine what is critical information in most cases, so you will have to keep your eyes out. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-1001-1-quuspellalert.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Itemrack &lt;br /&gt;
This mod allows you to quickly change your gear, as well as have gear ready for the moment you go out of combat. This mod is helpful when moving in and out of resistance fights such as those found in Molten Core, as well as switching from aggro to mitigation sets. Also, it is extremely helpful on fights such as C&amp;#039;Thun, where good timing allows you to go out of combat for a few brief seconds after the first phase. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-2045-1-itemrack.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scrolling Combat Text &lt;br /&gt;
This is a helpful visual representation of your damage, healing, buffs, debuffs and various other effects you receive in the course of combat. Scrolling Combat Text is the best of it&amp;#039;s kind -- just be sure to use the interface to rapidely move messages away from the center of your character! While main tanking, you will be receiving sometimes a half dozen or more messages every second. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-222-1-scrollingcombattext.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discord Action Bars &lt;br /&gt;
I use Discord Action Bars, although there are plenty of good alternatives. This is fairly technical to set up in a way you personally like, but well worth it. This mod generally has severe problems at every major patch. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-959-1-discord-action-bars-v316.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Perl Classic Unit Frames &lt;br /&gt;
I am a big fan of Perl Unit Frames, although like action bar mods, there are plenty to go around. Utilizing unit frames gives you flexibility over health bars -- which can always be a big plus when you need quicker reference to your health (I place a main healthbar generally just underneath my character that will show when I am in combat). &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-2257-1-perl-classic-unit-frames.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MoveAnything &lt;br /&gt;
This mod allows you to... move anything. I use it to organize the location of my buffs and debuffs as well as remove other parts of the interface I do not often need to see, such as the minimap. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-601-1-moveanything33.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SW Stats &lt;br /&gt;
This is another helpful tool for raid planning. SW Stats is a more advanced, synched version of Damage Meters which accurately places people on damage and healing charts as well as records who is using which abilities. Generally, it is not safe to judge a player&amp;#039;s output arbitrarily (i.e. in some fights a Mage may have much higher dps than a Rogue). It is, however, useful in comparing similar classes in similar raid positions and determing strengths and weaknesses around that. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-2909-1-sw-stats.html &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KLHThreatMeter &lt;br /&gt;
I have never used this mod, but I believe it is quite accurate to raid threat levels. It is based on Kenco&amp;#039;s threat research and is helpful in balancing raid DPS against your own. &lt;br /&gt;
http://www.curse-gaming.com/en/wow/addons-3488-1-klhthreatmeter.html&lt;br /&gt;
&lt;br /&gt;
iii. The Burning Crusade &lt;br /&gt;
I believe the Burning Crusade is going to greatly expand our roles as tanks. I am very excited for the expansion and am very impressed with what I have seen released so far. There are a few specific points of interest, though. &lt;br /&gt;
&lt;br /&gt;
Devastate &amp;amp; Weapon Theory &lt;br /&gt;
Devastate as an ability is going to dramatically affect the importance of our main-hand weapons. Further, it is going to completely reverse current weapon theory of faster-is-better -- the same theory I push for through a good portion of this guide. &lt;br /&gt;
&lt;br /&gt;
I couldn&amp;#039;t be happier. The change is going to be fairly brutal in changing how we play as Protection Warriors -- no longer will Heroic Strike on 1.6 speed weapons be the norm. Instead, we will be dealing constant, high damage with a weapon like Gressil, Dawn of Ruin. Weapons weighing in with slow, heavy, calculated hits. Yet changing Sunder Armor with a high-damage ability puts us in a new ballgame, so to speak. It also makes us far more viable in PVP. &lt;br /&gt;
&lt;br /&gt;
One thing I have learned in Ahn&amp;#039;Qiraj and Naxxramas is that aggro accumulation is not everything. Often, it is controlled burst aggro that makes the difference between success and failure. For a moment, imagine the following: Shield Slam, Heroic Strike, and Devastate as you engage a creature. Ouch. &lt;br /&gt;
&lt;br /&gt;
I have stressed one point of concern about slower weapon speeds. This is that any time you miss your target with an ability or weapon swing it can seriously stunt your aggro temporarily, as getting more rage and hitting again takes much longer. I believe Blizzard is fixing this pre-emptively; Naxxramas level tanking gear is stacked with +Hit and, further, Dreadnaught&amp;#039;s 6/9 bonus for Shield Slam hit will be very helpful. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sword &amp;amp; Shield, Aesthetically &lt;br /&gt;
A point of aesthetics that relates to the new Devastate. Recently, Blizzard changed our Shield Slam ability to be increased by Shield Block Value -- this is one of the most welcome and encouraging changes dedicated tanks have seen. Nevermind that our new Shield Slam does considerably more damage for a third of the rage, the concept itself respects us as tanks. Suddenly our choice of shield and our gear means something critical to who our characters are and how they develop. &lt;br /&gt;
&lt;br /&gt;
The change to our weapons with Devastate is the step beyond Shield Slam (figuratively and literally due to talent spread). The importance of our weapon choices will dramatically effect our abilities as a tank -- this is really good. &lt;br /&gt;
&lt;br /&gt;
After all, isn&amp;#039;t a Warrior all about his weapon and his shield? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell Reflection &lt;br /&gt;
This ability is good for obvious reasons. But what should also be noted is that it will allow the content developers to add a new level of complexity to boss fights they currently cannot. &lt;br /&gt;
&lt;br /&gt;
Spells in this game are universally built on a resistance system. With the exception of trinkets and item procs, spell reflection and spell avoidance as a tank cannot be guaranteed. This also means that there is no avoid-or-die spell in any boss fight. &lt;br /&gt;
&lt;br /&gt;
Careful planning on the part of content developers will expand the Warrior class significantly with just this ability. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vitality &lt;br /&gt;
Finally! I was disappointed when this talent was announced and then retracted from patch 1.11. I am happy to see it will be in the Burning Crusade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paladins &amp;amp; Druids as Tanks &lt;br /&gt;
Different types of tanks working alongside us in the Burning Crusade will be a boon to our overall experience. What I appreciate about Blizzard&amp;#039;s approach to these classes is that they will not be Warriors-lite. They are fully developed and fully separate types of tanks. One notable ability is that of the Paladins when they are pushed beneath 20% health -- they will take 50% less damage on all attacks. This should be useful when dealing with burst damage that is followed up with normal damage (for example, eating a Shadow Flame then a physical hit in Blackwing Lair). I can&amp;#039;t speak too deeply for their new roles because we have not seen the content we will be working with, but I suspect we will see them as equals. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In conclusion, I have one thing I sincerely hope for. The grind to 70 I want to be fun; I&amp;#039;m not interested in jumping through hoops for kicks. If Blizzard continues the path they seem to be going, I believe we will find we are going to get a grind which respects us as players -- creatures we fight, perhaps even non-instanced, will be scripted and unique. The 5 and 10-man zones we explore will require more than simply holding aggro wherever we want and hoping our DPS can match it. If we are challenged intellectually, the World of Warcraft will see it&amp;#039;s first major expansion in a huge way; and, in a way it&amp;#039;s tanks will appreciate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Priest_ability&amp;diff=49512</id>
		<title>Priest ability</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Priest_ability&amp;diff=49512"/>
		<updated>2011-10-05T15:37:03Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Got rid of broken links...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Level 1 ===&lt;br /&gt;
[[Lesser Heal]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
35 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
1.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heal your target for 43 to 53.&lt;br /&gt;
&lt;br /&gt;
[[Holy Smite]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
25 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
1.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Smite an enemy for 13 to 17 holy damage.&lt;br /&gt;
&lt;br /&gt;
[[Power Word: Fortitude]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 10c&amp;lt;br&amp;gt;&lt;br /&gt;
60 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Holy power infuses the target, increasing their Stamina by 3 for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Level 4 ===&lt;br /&gt;
[[Lesser Heal]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 50c&amp;lt;br&amp;gt;&lt;br /&gt;
50 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heal your target for 66 to 80.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Word: Pain]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 50c&amp;lt;br&amp;gt;&lt;br /&gt;
25 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
A word of darkness that causes 30 damage over 18 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 6 ===&lt;br /&gt;
[[Holy Smite]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 1s&amp;lt;br&amp;gt;&lt;br /&gt;
35 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Smite an enemy for 24 to 28 holy damage.&lt;br /&gt;
&lt;br /&gt;
[[Power Word: Shield]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
45 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
4 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly shields the target, absorbing 44 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted by physical attacks. The target becomes afflicted with a weakned soul preventing further shielding for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 8 ===&lt;br /&gt;
[[Renew]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2s&amp;lt;br&amp;gt;&lt;br /&gt;
35 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heals the target for 50 damage over 15 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Fade (World of Warcraft)|Fade]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2s&amp;lt;br&amp;gt;&lt;br /&gt;
40 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Fade out, reducing the caster&amp;#039;s threat level on all enemies by a small amount for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 10 ===&lt;br /&gt;
[[Lesser Heal]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3s&amp;lt;br&amp;gt;&lt;br /&gt;
95 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heal your target for 142 to 166.&lt;br /&gt;
&lt;br /&gt;
[[Resurrection]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3s&amp;lt;br&amp;gt;&lt;br /&gt;
150 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
10 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Brings a dead player back to life with 15% of their health and mana.  They are afflicted by ressurection sickeness reducing their stats by 75% for the next 2 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Mind Blast]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3s&amp;lt;br&amp;gt;&lt;br /&gt;
50 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
8 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Blasts the target for 39 to 43 shadow damage, but causes a high amount of threat.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Word: Pain]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 3s&amp;lt;br&amp;gt;&lt;br /&gt;
50 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
A word of darkness that causes 66 damage over 18 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 12 ===&lt;br /&gt;
[[Power Word: Fortitude]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 8s&amp;lt;br&amp;gt;&lt;br /&gt;
155 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Holy power infuses the target, increasing their Stamina by 8 for 30 minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Power Word: Shield]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 8s&amp;lt;br&amp;gt;&lt;br /&gt;
75 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
4 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly shields the target, absorbing 82 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted by physical attacks. The target becomes afflicted with a weakned soul preventing further shielding for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Inner Fire]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 8s&amp;lt;br&amp;gt;&lt;br /&gt;
20 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
A burst of Holy energy fills the caster, increasing his or her attack power by 20 and armor by 60 for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Level 14 ===&lt;br /&gt;
&lt;br /&gt;
[[Holy Smite]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 9s&amp;lt;br&amp;gt;&lt;br /&gt;
65 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Smite an enemy for 54 to 62 holy damage.&lt;br /&gt;
&lt;br /&gt;
[[Cure Disease]]&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 9s&amp;lt;br&amp;gt;&lt;br /&gt;
60 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Removes 1 disease from friendly target.&lt;br /&gt;
&lt;br /&gt;
[[Renew]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 9s&amp;lt;br&amp;gt;&lt;br /&gt;
55 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heals the target for 85 damage over 15 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Psychic Scream]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 9s&amp;lt;br&amp;gt;&lt;br /&gt;
100 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
The caster lets out a psychic scream, causing 2 nearby enemies to flee for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 16 ===&lt;br /&gt;
&lt;br /&gt;
[[Heal]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 18s&amp;lt;br&amp;gt;&lt;br /&gt;
150 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
3.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heal your target for 247 to 285.&lt;br /&gt;
&lt;br /&gt;
[[Mind Blast]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 18s&amp;lt;br&amp;gt;&lt;br /&gt;
80 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
8 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Blasts the target for 72 to 78 shadow damage, but causes a high amount of threat.&lt;br /&gt;
&lt;br /&gt;
=== Level 18 ===&lt;br /&gt;
&lt;br /&gt;
[[Dispel Magic]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 29s&amp;lt;br&amp;gt;&lt;br /&gt;
75 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Dispels magic on the target, removing 1 harmful spell from a friend or 1 beneficial spell from an enemy.&lt;br /&gt;
&lt;br /&gt;
[[Power Word: Shield]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 29s&amp;lt;br&amp;gt;&lt;br /&gt;
110 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
4 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly shields the target, absorbing 134 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted by physical attacks. The target becomes afflicted with a weakned soul preventing further shielding for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Word: Pain]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 29s&amp;lt;br&amp;gt;&lt;br /&gt;
95 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
A word of darkness that causes 132 damage over 18 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 20 ===&lt;br /&gt;
&lt;br /&gt;
[[Flash Heal]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 23s&amp;lt;br&amp;gt;&lt;br /&gt;
110 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
1.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heals a friendly target for 170 to 208.&lt;br /&gt;
&lt;br /&gt;
[[Inner Fire]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 23s&amp;lt;br&amp;gt;&lt;br /&gt;
45 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
A burst of Holy energy fills the caster, increasing his or her attack power by 35 and armor by 100 for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Renew]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 23s&amp;lt;br&amp;gt;&lt;br /&gt;
90 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heals the target for 150 damage over 15 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Shackle Undead]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 23s&amp;lt;br&amp;gt;&lt;br /&gt;
90 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
1.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Shackles the target undead enemy for up to 30 seconds. Any damage caused will release the target. Only one target can be shackled at a time.&lt;br /&gt;
&lt;br /&gt;
[[Fade (World of Warcraft)|Fade]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 23s&amp;lt;br&amp;gt;&lt;br /&gt;
75 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Fade out, reducing the caster&amp;#039;s threat level on all enemies by a medium amount for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Mind Soothe]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 23s&amp;lt;br&amp;gt;&lt;br /&gt;
50 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects targets level 40 or lower. Lasts 15 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 22 ===&lt;br /&gt;
[[Heal]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 42s&amp;lt;br&amp;gt;&lt;br /&gt;
23 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
3.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heal your target for 421 to 481.&lt;br /&gt;
&lt;br /&gt;
[[Holy Smite]] (Rank 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 42s&amp;lt;br&amp;gt;&lt;br /&gt;
105 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Smite an enemy for 96 to 110 holy damage.&lt;br /&gt;
&lt;br /&gt;
[[Mind Blast]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 42s&amp;lt;br&amp;gt;&lt;br /&gt;
110 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
8 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Blasts the target for 112 to 120 shadow damage, but causes a high amount of threat.&lt;br /&gt;
&lt;br /&gt;
[[Mind Vision]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 42s&amp;lt;br&amp;gt;&lt;br /&gt;
65 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
100 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
1 minute cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Allows the caster to see through the target&amp;#039;s eyes for 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Level 24 ===&lt;br /&gt;
[[Power Word: Fortitude]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 71s&amp;lt;br&amp;gt;&lt;br /&gt;
400 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Holy power infuses the target, increasing their Stamina by 18 for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Power Word: Shield]] (Rank 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 71s&amp;lt;br&amp;gt;&lt;br /&gt;
145 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
4 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly shields the target, absorbing 194 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted by physical attacks. The target becomes afflicted with a weakned soul preventing further shielding for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Mana Burn]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 71s&amp;lt;br&amp;gt;&lt;br /&gt;
95 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
3 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Drains 191 to 203 mana from a target. For each mana drained in this way, the target takes 0.5 damage.&lt;br /&gt;
&lt;br /&gt;
[[Holy Fire]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 18s&amp;lt;br&amp;gt;&lt;br /&gt;
135 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
5 sec cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yd range&amp;lt;br&amp;gt;&lt;br /&gt;
1 min cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Consumes the enemy in flames that causes 120 to 154 Fire damage and an additional 36 Fire damage over 8 sec.&lt;br /&gt;
&lt;br /&gt;
=== Level 26 ===&lt;br /&gt;
[[Flash Heal]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 67s&amp;lt;br&amp;gt;&lt;br /&gt;
135 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
1.5 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heals a friendly target for 226 to 274.&lt;br /&gt;
&lt;br /&gt;
[[Renew]] (Rank 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 67s&amp;lt;br&amp;gt;&lt;br /&gt;
120 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heals the target for 210 damage over 15 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Resurrection]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 2.2g&amp;lt;br&amp;gt;&lt;br /&gt;
250 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
10 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Brings a dead player back to life with 30% of their health and mana. They are afflicted by ressurection sickeness reducing their stats by 75% for the next 2 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Word: Pain]] (Rank 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 67s&amp;lt;br&amp;gt;&lt;br /&gt;
155 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
A word of darkness that causes 234 damage over 18 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Level 28 ===&lt;br /&gt;
[[Heal]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 81s&amp;lt;br&amp;gt;&lt;br /&gt;
350 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
4 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Heal your target for 670 to 762.&lt;br /&gt;
&lt;br /&gt;
[[Mind Blast]] (Rank 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 81s&amp;lt;br&amp;gt;&lt;br /&gt;
150 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
8 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Blasts the target for 167 to 177 shadow damage, but causes a high amount of threat.&lt;br /&gt;
&lt;br /&gt;
[[Psychic Scream]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 81s&amp;lt;br&amp;gt;&lt;br /&gt;
140 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
The caster lets out a psychic scream, causing 3 nearby enemies to flee for 8 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Mind Flay]] (Rank 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 21s&amp;lt;br&amp;gt;&lt;br /&gt;
70 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast (Channeling)&amp;lt;br&amp;gt;&lt;br /&gt;
20 yd range&amp;lt;br&amp;gt;&lt;br /&gt;
Assault the target&amp;#039;s mind with Shadow energy, causing 126 damage over 3 sec and slowing the target to 50% of their movement speed.&lt;br /&gt;
&lt;br /&gt;
=== Level 30 ===&lt;br /&gt;
[[Holy Smite]] (Rank 5)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
160 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
2 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Smite an enemy for 160 to 182 holy damage.&lt;br /&gt;
&lt;br /&gt;
[[Power Word: Shield]] (Rank 5)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
205 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
40 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
4 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Instantly shields the target, absorbing 294 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*4RCO8K0VZE*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; by physical attacks. The target becomes afflicted with a weakned soul preventing further shielding for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Inner Fire]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
75 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
A burst of Holy energy fills the caster, increasing his or her attack power by 50 and armor by 140 for 3 minutes.&lt;br /&gt;
&lt;br /&gt;
[[Prayer of Healing]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
400 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
3 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
A powerful prayer heals nearby party members for 293 to 313.&lt;br /&gt;
&lt;br /&gt;
[[Fade (World of Warcraft)|Fade]] (Rank 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
125 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 second cooldown&amp;lt;br&amp;gt;&lt;br /&gt;
Fade out, reducing the caster&amp;#039;s threat level on all enemies by a high amount for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Mind Control]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
350 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
3 second cast&amp;lt;br&amp;gt;&lt;br /&gt;
20 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Controls a humanoid mind up to level 32, but slows its attack speed by 20%. Lasts 1 minute, but the target gets a chance to break free every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
[[Shadow Protection]] (Rank 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Cost: 65s&amp;lt;br&amp;gt;&lt;br /&gt;
250 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
30 yard range&amp;lt;br&amp;gt;&lt;br /&gt;
Increases the target&amp;#039;s resistance to Shadow spells by 50 for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Affliction_Warlock_Build&amp;diff=49511</id>
		<title>Affliction Warlock Build</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Affliction_Warlock_Build&amp;diff=49511"/>
		<updated>2011-10-05T15:36:57Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Fixing grammar errors...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview&lt;br /&gt;
&lt;br /&gt;
The Affliction effect - low to zero downtime. This is a progression of course, as you need to get ahold of the talents\equipment and spells neccessary to pull it off. The effect is noticeable though; at 15 there is downtime, at 25 there is less, at 35 there is not much at all, at 45 barely any and at 55 you are pretty sure you have heard the term downtime but have no idea what it means. Overall, and almsot right from the beginning an affliction [[warlock]] will need less rest than just about any other class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells\Abilities&lt;br /&gt;
&lt;br /&gt;
[[Dark Pact]], Improved Lifetap, Improved Drain Life, Fel Concentration, Shadow Mastery, [[Death Coil]], Siphon Life and Demonic Embrace combine to give almost zero downtime. Against equal or higher lvl mobs there will be times where a little rest is needed (yesterday with some adds I had to fight 4 lvl 52-53 mobs in a row which left me needing to med), but it will be way less than other classes. In an instance with impy out as a mana battery and where you will probaly not have aggro you will never stop casting ever and be the envy of all mages and priests. Of course that power doesnt come until lvl 42 or so - but it is nice when its reached. &lt;br /&gt;
&lt;br /&gt;
These abilities can be supplemented with equipment and trade professions to make a completely self sustaining character.&lt;br /&gt;
&lt;br /&gt;
AoE Spells&lt;br /&gt;
&lt;br /&gt;
While the talents seem to pull the warlock into focusing on single target damage, due to the mana recovery power of affliction a warlock can be very adept at using AoE as well; due to the fact that they will have more mana to cast it more often. What will be different between an affliction warlock and a destruction warlock is that an affliction warlock will need more support as they will nto have the stunning or uninterruptable aoe abilities. That means the warrior had better have aggro locked down and the priest had better be aware of our hits and casting the shield to prevent hellfire from killing ourselves.&lt;br /&gt;
&lt;br /&gt;
With the proper support though, we can cast aoe after aoe and shoot our DPS through the roof. I had experience being the sole damage dealer doing the higher lvl instance Temple. Two warriors managed aggro, a priest and a druid healed and shielded me and I killed everything with hellfire and rain of fire. This was only possible because I had the mana due to alternating darkpacts and lifetaps with Hellfire casts to repeatadly cast Hellfire over and over. In the one encounter, Hakkari or something like that, it was 10 straight minutes of fighting and all the warriors did was drag the swarms of mobs over to where I was casting Hellfire. Requires a disciplined party but its arguably more powerful than destruction, and possibly a mage as a mage will run out of mana for their AoE.&lt;br /&gt;
&lt;br /&gt;
While not beneficial to soloing or your average PvP encounter, its a nice bonus to go into instances and be able to switch the playstyle to AoE for variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That is equipment combining with talents and spells to reduce downtime by the unique mana recovery skills a warlock has. The other effect of the talents though is killing speed. The affliction + destruction talents give a few things to &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*T66N5JUNPO*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; help that. Improved Corruption is a must have, gives a 2nd instant DoT. At lvl 53 in an absolute worst case scenario I could land curse of agony and corruption for 1200+ damage in 30 seconds. Nightfall, gives the chance to proc a buff to cast an instant shadow bolt, which is more likely to occur if your corruption is instant and cast more often. Then there is shadowburn, which was iffy in its first implementation but is now a must have spell. At 53 rank 4 or 5 of it is an instant 490 damage. What these give then is something the warlock lacked in pvp, which is big fast damage. A viable strategy when jumped is to cast CoA, Corruption, and kite until nightfall procs, then turn and Shadow Bolt, Death Coil, ShadowBurn for 1400-1500 damage or so. Even if nightfall doesnt proc shadowburn is always available so its a real important skill to have. Especially if getting the jump on someone which then gives this oppurtunity:&lt;br /&gt;
&lt;br /&gt;
Succubus Seduces -&amp;gt; Amplify Curse +Soulfire + Death Coil +Shadowburn + Corruption + CoA which is about 1700 front loaded damage and 1550 in instant DoT&amp;#039;s &lt;br /&gt;
&lt;br /&gt;
Talents&lt;br /&gt;
&lt;br /&gt;
Affliction - 32 points&lt;br /&gt;
&lt;br /&gt;
5 - Improved Corruption&lt;br /&gt;
Rank 1: Reduces the casting time of your Corruption spell by 0.4 seconds.&lt;br /&gt;
Rank 2: 0.8 seconds&lt;br /&gt;
Rank 3: 1.2 seconds&lt;br /&gt;
Rank 4: 1.6 seconds&lt;br /&gt;
Rank 5: 2 seconds&lt;br /&gt;
&lt;br /&gt;
2 - Improved Lifetap&lt;br /&gt;
Rank 1: Increases the amount of Mana awarded by your Life Tap spell by 10%.&lt;br /&gt;
Rank 2: 20%&lt;br /&gt;
&lt;br /&gt;
5 - Improved Drain Life&lt;br /&gt;
Rank 1: Increases the Health drained by your Drain Life spell by 2%.&lt;br /&gt;
Rank 2: 4%&lt;br /&gt;
Rank 3: 6%&lt;br /&gt;
Rank 4: 8%&lt;br /&gt;
Rank 5: 10%&lt;br /&gt;
&lt;br /&gt;
5 - Fel Concentration&lt;br /&gt;
Rank 1: Gives you a 14% chance to avoid interruption caused by damage while channelling the Drain Life, Drain Mana, or Drain Soul spell.&lt;br /&gt;
Rank 2: 28%&lt;br /&gt;
Rank 3: 42%&lt;br /&gt;
Rank 4: 56%&lt;br /&gt;
Rank 5: 70%&lt;br /&gt;
&lt;br /&gt;
2 - NightFall&lt;br /&gt;
Rank 1: Gives your Corruption and Drain Life spells a 2% chance to cause you to enter a Shadow Trance state after damaging the opponent. The Shadow Trance state reduces the casting time of your next Shadow Bolt spell by 100%.&lt;br /&gt;
Rank 2: 3%&lt;br /&gt;
&lt;br /&gt;
Nightfall procs from Corruption and from Drain Life. So yeah you can cast corruption and start casting other spells and all of a sudden nightfall procs and you hit an instant bolt.&lt;br /&gt;
&lt;br /&gt;
On one target it can be iffy - but with a corruption\drain life combo I can get a shadow trance (nightfall proc) every other or every third mob or so. Its great for soloing - as by the time you get it the mob is about 50% or less health on average, hit an instant shadowbolt and a shadowburn and the target is probaly dead.&lt;br /&gt;
&lt;br /&gt;
You can guarntee a shadow trance on adds - have the voidwalker aoe taunt, cast corruption on every mob and shortly you will get one. Its a good strategy on adds actually as if you have 3+ mobs you want to get 1 or 2 dead very quickly, start landing some shadow trances, shadowburns and a death coil and your first target goes down fast and hard. &lt;br /&gt;
&lt;br /&gt;
I almost always try to use the instant bolt when it comes up - it spikes the DPS way up too in the cosmos DPS tracker when it happens.&lt;br /&gt;
&lt;br /&gt;
Recently a graphic effect and sound where added to nightfall, making it much easier to know when a shadow trance was landed. No longer is a third window needed that displays only dot damage.&lt;br /&gt;
&lt;br /&gt;
2 - Grim Reach&lt;br /&gt;
Rank 1: Increases the range of your Affliction spells by 10%.&lt;br /&gt;
Rank 2: 20%&lt;br /&gt;
&lt;br /&gt;
1 - Siphon Life&lt;br /&gt;
Transfers 13 health from the target to the caster every 3 seconds. Lasts 30 seconds.&lt;br /&gt;
&lt;br /&gt;
1 - Amplify Curse&lt;br /&gt;
Increases the effect of your next Curse of Weakness, Curse of Agony, or Curse of Exhaustion by 50%.&lt;br /&gt;
&lt;br /&gt;
1 - Curse of Exhaustion&lt;br /&gt;
Reduces the target&amp;#039;s speed to 90% of normal for 15 seconds. Only one Curse per Warlock can be active on any one target.&lt;br /&gt;
&lt;br /&gt;
2 - Improved Curse of Exhaustion&lt;br /&gt;
Rank 1: Increases the speed reduction of your Curse of Exhaustion by 5%.&lt;br /&gt;
Rank 2: 10%&lt;br /&gt;
Rank 3: 15%&lt;br /&gt;
Rank 4: 20%&lt;br /&gt;
&lt;br /&gt;
5 - Shadow Mastery&lt;br /&gt;
Rank 1: Increases the damage dealt or life drained by your Shadow spells by 2%.&lt;br /&gt;
Rank 2: 4%&lt;br /&gt;
Rank 3: 6%&lt;br /&gt;
Rank 4: 8%&lt;br /&gt;
Rank 5: 10%&lt;br /&gt;
&lt;br /&gt;
1 - Dark Pact&lt;br /&gt;
Drains 150 of your pet&amp;#039;s Mana, returning 100% to you.&lt;br /&gt;
&lt;br /&gt;
Destruction - 11 points&lt;br /&gt;
&lt;br /&gt;
5 - Improved Shadowbolt&lt;br /&gt;
Rank 1: Your Shadow Bolt critical strikes increase the next 4 sources of Shadow damage dealt to the target by 4%.&lt;br /&gt;
Rank 2: 8%&lt;br /&gt;
Rank 3: 12%&lt;br /&gt;
Rank 4: 16%&lt;br /&gt;
Rank 5: 20%&lt;br /&gt;
&lt;br /&gt;
5 - Bane&lt;br /&gt;
Rank 1: Reduces the casting time of your Shadow Bolt and Immolate spells by 0.1 seconds.&lt;br /&gt;
Rank 2: 0.2 seconds&lt;br /&gt;
Rank 3: 0.3 seconds&lt;br /&gt;
Rank 4: 0.4 seconds&lt;br /&gt;
Rank 5: 0.5 seconds&lt;br /&gt;
&lt;br /&gt;
1 - Shadow Burn&lt;br /&gt;
Reagents: Soul Shard&lt;br /&gt;
Instantly blasts the target with 87 to 90 Shadow damage. Requires 1 Soul Shard. If the target dies from Shadowburn, and yields experience, the caster gains a Soul Shard.&lt;br /&gt;
&lt;br /&gt;
Demonology - 8 points&lt;br /&gt;
&lt;br /&gt;
5 - Demonic Embrace&lt;br /&gt;
Rank 1: Increases your total Stamina by 3%, but reduces your total Spirit by 1%.&lt;br /&gt;
Rank 2: 6%, 2%&lt;br /&gt;
Rank 3: 9%, 3%&lt;br /&gt;
Rank 4: 12%, 4%&lt;br /&gt;
Rank 5: 15%, 5%&lt;br /&gt;
&lt;br /&gt;
3 - Improved Imp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tradeskills&lt;br /&gt;
&lt;br /&gt;
I am going for the full pvp orientated setup of mining + engineering and some first aid. Engineering will give some additional cc with nets and also the ability to use some great stamina items in goggles\lenses. The best stamina item in the game at the moment is a green lens from engineering.&lt;br /&gt;
&lt;br /&gt;
First aid is a great ability for a warlock to have - with bandages + healstones and the life\mana recovery skills a warlock has you will never use food.&lt;br /&gt;
&lt;br /&gt;
Alchemy is also good - potions to restore health are in affect doing double duty as this health can then be used to replenish mana. There are regeneration potions which fit this role well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Rabies&amp;diff=49510</id>
		<title>Rabies</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Rabies&amp;diff=49510"/>
		<updated>2011-10-05T15:36:51Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Correcting spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Shape&lt;br /&gt;
|Type=Single target melee attack&amp;lt;br&amp;gt;Periodic piercing missile attack&lt;br /&gt;
|Tier=4&lt;br /&gt;
|Rlvl=18&lt;br /&gt;
|Req=Werewolf&lt;br /&gt;
|Town=No&lt;br /&gt;
|Mana=10&lt;br /&gt;
|ANM=Yes&lt;br /&gt;
|WD=100%&lt;br /&gt;
|LB=Yes&lt;br /&gt;
|r1={{Req}}&lt;br /&gt;
|r2=&lt;br /&gt;
|r3=&lt;br /&gt;
|r4={{Req}}&lt;br /&gt;
|r5=&lt;br /&gt;
|r6=&lt;br /&gt;
|r7=&lt;br /&gt;
|r8=&lt;br /&gt;
|r9=&lt;br /&gt;
|r10=&lt;br /&gt;
|s1=&lt;br /&gt;
|s2=&lt;br /&gt;
|s3=&lt;br /&gt;
|s4=&lt;br /&gt;
|s5=&lt;br /&gt;
|s6=&lt;br /&gt;
|s7=&lt;br /&gt;
|s8=&lt;br /&gt;
|s9=&lt;br /&gt;
|s10=}}&lt;br /&gt;
{{U|=When a Druid utilizes this ability, he toxifies his own saliva and attacks his enemies with a vicious bite, spreading a contagious disease that wracks the flesh of his infected opponents.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
[[Rabies#Level 1-60 stats|Level 1-60 stats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Stat}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+[[% Attack Rating]]&lt;br /&gt;
|43+(7*slvl)&lt;br /&gt;
|-&lt;br /&gt;
!align=left|{{S|=+% Poison Damage}}&lt;br /&gt;
|18*Poison Creeper.blvl&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Infection and Poison Length (Frames)&lt;br /&gt;
|(10*slvl)+90&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Infection and Poison Length (Seconds)&lt;br /&gt;
|(0.4*slvl)+3.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skill}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min [[Poison Damage|Poison]] Bit Rate&lt;br /&gt;
|(32*slvl)+16||(40*slvl)-48||(56*slvl)-304||(88*slvl)-1008||(128*slvl)-2128&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|(32*slvl)+80||(40*slvl)+16||(56*slvl)-240||(88*slvl)-944||(128*slvl)-2064&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Rabid bite applies poison rate and infection, both for displayed length. Once a target has been infected, infection length cannot be overridden until it expires (although poison rate and length can still be overridden by an equal or higher rate). [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=78126]&lt;br /&gt;
*While infected, infection is spread from the host by invisible piercing missiles, which always hit and cannot be blocked: one missile is fired in a random direction horizontally every 4 frames, infecting every target (which may include the host) with which it collides before expiring. Poison rate and infection are applied for remaining length. Infection will expire simultaneously on all targets whose infection was spread from the same bite.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Image&lt;br /&gt;
|width=&lt;br /&gt;
|image=&lt;br /&gt;
|caption=Targets within ~3 1/3 yard [[radius]] of the host can become infected.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skill level is set upon biting. Any poison attack damage added by items or &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*P7SO314LPA*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; is treated as a separate and thus competing source. If poison attack damage has a higher rate, it will be applied for its length; if this expires before the infection, Rabies poison rate and remaining length may be applied by missile afterwards.&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*69BO8490LM*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&lt;br /&gt;
*+% [[Poison Skill Damage]] is applied upon biting and upon firing of missiles spreading infection, while -% [[Enemy Poison Resistance]] is applied whenever a new source of poison is applied to a target. Consequently, damage can be maximised by attacking at the highest skill level possible, then switching weapons or other equipment to apply more +% PSD and -% EPR. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=78126]&lt;br /&gt;
*-% EPR can result in variable poison length to different targets, even those whose infection was spread from the same bite, since poison rate can be applied multiple times with diminishing length each time.&lt;br /&gt;
*Since poison damage can be constantly reapplied while infected, Rabies can kill players outright: after being reduced to one life point, a subsequent application will kill them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Skill bonus]]===&lt;br /&gt;
*+(1-3) Rabies (Druid Only) can spawn on ilvl &amp;gt;18 Druid pelts.&lt;br /&gt;
&lt;br /&gt;
{{Skill bonus}}&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
!align=left|[[Plague Bearer|{{U|=Plague Bearer Rune Sword}}]]&lt;br /&gt;
|41||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Level 1-60 stats==&lt;br /&gt;
[[Rabies#Details|Details]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Poison damage and poison damage/s are rounded down to the nearest point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Levels 1-10}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+% Attack Rating&lt;br /&gt;
|50||57||64||71||78||85||92||99||106||113&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Bit Rate&lt;br /&gt;
|48||80||112||144||176||208||240||272||312||352&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|112||144||176||208||240||272||304||336||376||416&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Frames&lt;br /&gt;
|100||110||120||130||140||150||160||170||180||190&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage&lt;br /&gt;
|18||34||52||73||96||121||150||180||219||261&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage&lt;br /&gt;
|43||61||82||105||131||159||190||223||264||308&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Seconds&lt;br /&gt;
|4||4.4||4.8||5.2||5.6||6||6.4||6.8||7.2||7.6&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage/s&lt;br /&gt;
|4||7||10||14||17||20||23||26||30||34&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage/s&lt;br /&gt;
|10||14||17||20||23||26||29||32||36||40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Levels 11-20}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+% Attack Rating&lt;br /&gt;
|120||127||134||141||148||155||162||169||176||183&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Bit Rate&lt;br /&gt;
|392||432||472||512||552||592||648||704||760||816&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|456||496||536||576||616||656||712||768||824||880&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Frames&lt;br /&gt;
|200||210||220||230||240||250||260||270||280||290&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage&lt;br /&gt;
|306||354||405||460||517||578||658||742||831||924&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage&lt;br /&gt;
|356||406||460||517||577||640||723||810||901||996&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Seconds&lt;br /&gt;
|8||8.4||8.8||9.2||9.6||10||10.4||10.8||11.2||11.6&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage/s&lt;br /&gt;
|38||42||46||50||53||57||63||68||74||79&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage/s&lt;br /&gt;
|44||48||52||56||60||64||69||75||80||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Levels 21-30}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+% Attack Rating&lt;br /&gt;
|190||197||204||211||218||225||232||239||246||253&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Bit Rate&lt;br /&gt;
|872||928||1,016||1,104||1,192||1,280||1,368||1,456||1,584||1,712&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|936||992||1,080||1,168||1,256||1,344||1,432||1,520||1,648||1,776&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Frames&lt;br /&gt;
|300||310||320||330||340||350||360||370||380||390&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage&lt;br /&gt;
|1,021||1,123||1,270||1,423||1,583||1,750||1,923||2,104||2,351||2,608&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage&lt;br /&gt;
|1,096||1,201||1,350||1,505||1,668||1,837||2,013||2,196||2,446||2,705&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Seconds&lt;br /&gt;
|12||12.4||12.8||13.2||13.6||14||14.4||14.8||15.2||15.6&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage/s&lt;br /&gt;
|85||90||99||107||116||125||133||142||154||167&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage/s&lt;br /&gt;
|91||96||105||114||122||131||139||148||160||173&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Levels 31-40}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+% Attack Rating&lt;br /&gt;
|260||267||274||281||288||295||302||309||316||323&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Bit Rate&lt;br /&gt;
|1,840||1,968||2,096||2,224||2,352||2,480||2,608||2,736||2,864||2,992&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|1,904||2,032||2,160||2,288||2,416||2,544||2,672||2,800||2,928||3,056&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Frames&lt;br /&gt;
|400||410||420||430||440||450||460||470||480||490&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage&lt;br /&gt;
|2,875||3,151||3,438||3,735||4,042||4,359||4,686||5,023||5,370||5,726&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage&lt;br /&gt;
|2,975||3,254||3,543||3,843||4,152||4,471||4,801||5,140||5,490||5,849&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Seconds&lt;br /&gt;
|16||16.4||16.8||17.2||17.6||18||18.4||18.8||19.2||19.6&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage/s&lt;br /&gt;
|179||192||204||217||229||242||254||267||279||292&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage/s&lt;br /&gt;
|185||198||210||223||235||248||260||273||285||298&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Levels 41-50}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+% Attack Rating&lt;br /&gt;
|330||337||344||351||358||365||372||379||386||393&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Bit Rate&lt;br /&gt;
|3,120||3,248||3,376||3,504||3,632||3,760||3,888||4,016||4,144||4,272&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|3,184||3,312||3,440||3,568||3,696||3,824||3,952||4,080||4,208||4,336&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Frames&lt;br /&gt;
|500||510||520||530||540||550||560||570||580||590&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage&lt;br /&gt;
|6,093||6,470||6,857||7,254||7,661||8,078||8,505||8,941||9,388||9,845&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage&lt;br /&gt;
|6,218||6,598||6,987||7,386||7,796||8,215||8,645||9,084||9,533||9,993&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Seconds&lt;br /&gt;
|20||20.4||20.8||21.2||21.6||22||22.4||22.8||23.2||23.6&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage/s&lt;br /&gt;
|304||317||329||342||354||367||379||392||404||417&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage/s&lt;br /&gt;
|310||323||335||348||360||373||385||398||410||423&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Levels 51-60}}&lt;br /&gt;
|-&lt;br /&gt;
!align=left|+% Attack Rating&lt;br /&gt;
|400||407||414||421||428||435||442||449||456||463&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Bit Rate&lt;br /&gt;
|4,400||4,528||4,656||4,784||4,912||5,040||5,168||5,296||5,424||5,552&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Bit Rate&lt;br /&gt;
|4,464||4,592||4,720||4,848||4,976||5,104||5,232||5,360||5,488||5,616&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Frames&lt;br /&gt;
|600||610||620||630||640||650||660||670||680||690&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage&lt;br /&gt;
|10,312||10,789||11,276||11,773||12,280||12,796||13,323||13,860||14,407||14,964&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage&lt;br /&gt;
|10,462||10,941||11,431||11,930||12,440||12,959||13,488||14,028||14,577||15,136&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Seconds&lt;br /&gt;
|24||24.4||24.8||25.2||25.6||26||26.4||26.8||27.2||27.6&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Min Poison Damage/s&lt;br /&gt;
|429||442||454||467||479||492||504||517||529||542&lt;br /&gt;
|-&lt;br /&gt;
!align=left|Max Poison Damage/s&lt;br /&gt;
|435||448||460||473||485||498||510||523||535||548&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
*[http://classic.battle.net/diablo2exp/skills/druid-shapeshifting.shtml Shape Shifting] (Arreat Summit)&lt;br /&gt;
*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=78126 How Rabies Works] (Druid Room)&lt;br /&gt;
*Onderduiker, [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=77441 How Rabies Works] (Technical Discussion)&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Cooking&amp;diff=49509</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Cooking&amp;diff=49509"/>
		<updated>2011-10-05T15:36:47Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Got rid of bad hyperlinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooking is one of the secondary [[WoW Tradeskills]]. It allows a character to create cooked food out of raw ingredients, which can be used to heal health loss after a fight is over, or to feed a pet or critter. Some food created by the cooking skill provides a temporary stat buff after a character has spent long enough sitting and eating the food.&lt;br /&gt;
==Intro==&lt;br /&gt;
Cooking is an excellent tool for melee characters to reduce downtime and provide moderate duration buffs.  While it might be overlooked by mana-centric classes, no one who stands on the front lines should fail to consider it.  Hungry pets eating you out of house and home?  Look no farther.  As a secondary profession it won&amp;#039;t interfere with your other trade skills, and is the perfect complement to fishing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Fishing_recipes_summary|Fishing/Cooking Recipe Summary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cooking_Recipes|List of cooking recipes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Horde_Quick_Cooking_Skillup_Guide|Quick Skillup Guide (Horde-specific)]]&lt;br /&gt;
&lt;br /&gt;
==Apprentice==&lt;br /&gt;
To start your career as a chef, talk to a cooking trainer located in any major city.  Press &amp;quot;P&amp;quot;, find your cooking icon, and if you have the ingredients you can cook at any fire.  I never carry flint, tinder, or wood, as inventory space will always be at a premium - there are plenty of fires in any town, and even field cooking using fires in mobs&amp;#039; camps is highly feasible.  You will learn a few recipes that use random drops from beasts near your level, but to really get started I recommend cooking in conjuction with fishing.  Buy a recipe for brilliant smallfish and head to a noob fishing hole ([[Fishing#Tools_of_the_Trade:_Tips_and_Tricks|as described here]]).  I start all my horde cooks at Bloodhoof Village in Mulgore, which has a fishing trainer (west of town by the lake), cooking trainer, a vendor who sells the first several freshwater fish recipes, and a lake which provides lots of brillant smallfish and longjaw mud snappers.&lt;br /&gt;
==Journeyman==&lt;br /&gt;
Journeyman trainers are plentiful, so grab this tier (as well as any additional recipes you think may be useful) and press on.  If you&amp;#039;re fishing you should have a good supply of longjaw mud snappers to jump-start your skill through most of Journeyman.  Mix in meat drops from mobs, and finish it off with some [http://www.thottbot.com/index.cgi?i=845 bristle whisker catfish](for horde, recipe is in ratchet and TB).&lt;br /&gt;
&lt;br /&gt;
At level 30 if your cooking skill is stuck between 90 and 150 get the [http://www.thottbot.com/?i=2443 Murloc Fin Soup Recipe] and massacre the murlocs in Baradin Bay ( Menethil Harbor ) for their fins. They spawn quickly and are not social like other murlocs, so they dont gang up on you.&lt;br /&gt;
&lt;br /&gt;
==Expert==&lt;br /&gt;
An Expert Cookbook may be purchased from [http://www.thottbot.com/index.cgi?m=11931 Wulan in Desolace] or [http://www.thottbot.com/wow/?m=8470 Shandrina in Ashenvale].  Since you probably blew through apprentise and journeyman fairly quickly, this is where you&amp;#039;ll slow down and decide your own path to culinary excellence.  Many recipes start at 175 cooking skill, meaning 150-175 is about the slowest time in your career.  For fishermen I recommend sticking with bristle whisker catfish which can be fished about 65% of the time from freshwater in Ashenvale.  Horde characters should leave Orgrimmar via the barrens exit, cross the bridge then immediately turn right and follow the river up a bit.  Also try to get your hands on some tangy clam meat (from sea fishing, Ratchet docks are a favorite for horde), which will power you to 175 as well as privide a nice stam/spirit buff.  Once you&amp;#039;ve hit 175, a whole new world of recipes opens up, including several different kinds of fish.  If you quest in Arathi, pick up all that raptor meat and turn it into roast raptor.  Personally, once I hit 175 I made 225 about 10 mintues later from all the recipes and meats I had saved.&lt;br /&gt;
&lt;br /&gt;
If you are at or around level 35 (Alliance), and have a cooking skill of 150, the easiest way to take it all the way to 200 is to get the tasty lion steak recipe [http://www.thottbot.com/?i=7975 A Costly Menace] from Southshore, and then farm the lions at Gavins Naze (Alterac Mountains northwest of Southshore) for lion meat. You will need 100 pieces of lion meat to gain 50 points in cooking. I found it worth the while for the XP, and the bristly whiskers that drop sell for 7 silver each.&lt;br /&gt;
&lt;br /&gt;
==Artisan==&lt;br /&gt;
At level 40 and 225 cooking, the cooking trainer in your major city will tell you to go to Gadgetzan to begin&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*OWM9VF9MD5*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; It&amp;#039;s simply a treasure hunt for ingredients. Zesty clam meat comes from big-mouth clams, which drop readily from murlocs in Swamp of Sorrows and nagas in Feralas, all low 40&amp;#039;s mobs (or the spitelashes in Azshara if you&amp;#039;re a late bloomer, i.e. ~lvl 45). Giant eggs drop from the roc&amp;#039;s in Tanaris, or the owlbeasts in Hinterlands (horde should pick up the&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*A3ZQMT4YUT*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;quest in Feralas before heading there). Alterac Swiss is bought&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*ARYDY9NZHT*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;(innkeeper in 1k needles for horde). Bon appetite!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:TacoSupreme/Kevisa-Tich&amp;diff=49508</id>
		<title>User:TacoSupreme/Kevisa-Tich</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:TacoSupreme/Kevisa-Tich&amp;diff=49508"/>
		<updated>2011-10-05T15:36:43Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Correcting grammar mistakes...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kevisa is a level 60 troll priest on Tichondrius played by [[User:TacoSupreme|Taco Supreme]]&amp;lt;br&amp;gt;&lt;br /&gt;
Have Molten Core Attunement and the Onyxia Key.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://wow.allakhazam.com/profile.html?15502 Allakhazam Profile]&lt;br /&gt;
[http://www.aphasic.com/brp/viewmember.php?s=&amp;amp;name=Kevisa BRP Profile]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current Talent Build ==&lt;br /&gt;
??&lt;br /&gt;
&lt;br /&gt;
== Damage Gear ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Trinket&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=51923 Neltharion&amp;#039;s Tear]&lt;br /&gt;
* [http://www.thottbot.com/?i=19202 Briarwood Reed]&lt;br /&gt;
* [http://www.thottbot.com/?i=39255 Talisman of Ephemeral Power]&lt;br /&gt;
* [http://www.thottbot.com/?i=51326 Zandalarion Hero Charm]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon/Offhand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=38169 Anathema]&lt;br /&gt;
* [http://www.thottbot.com/?i=51396 Mindfang]&lt;br /&gt;
* [http://www.thottbot.com/?i=28233 Aurastone Hammer]&lt;br /&gt;
* [http://www.thottbot.com/?i=22975 Scepter of the Unholy]&lt;br /&gt;
* [http://www.thottbot.com/?i=40582 Tome of Shadow Force]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Neck&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=37852 Choker of the Firelord]&lt;br /&gt;
* [http://www.thottbot.com/?i=43505 Orb of the Darkmoon]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Feet&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=51608 Betrayer&amp;#039;s Boots]&lt;br /&gt;
* [http://www.thottbot.com/?i=37222 Maleki&amp;#039;s Footwraps]&lt;br /&gt;
* [http://www.thottbot.com/?i=51595 Defiler&amp;#039;s Cloth Boots]&lt;br /&gt;
* [http://www.thottbot.com/?i=38529 Dragonrider Boots]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hands&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=40810 Ebony Flame Gloves]&lt;br /&gt;
* [http://www.thottbot.com/?i=52133 Gloves of Delusional Power]&lt;br /&gt;
* [http://www.thottbot.com/?i=51687 Bloodtinged Gloves]&lt;br /&gt;
* [http://www.thottbot.com/?i=20924 Hands of Power]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Finger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=44692 Band of Dark Dominion]&lt;br /&gt;
* [http://www.thottbot.com/?i=44356 Band of Forced Concentration]&lt;br /&gt;
* [http://www.thottbot.com/?i=52182 Elemental Focus Band]&lt;br /&gt;
* [http://www.thottbot.com/?i=44457 Ring of Blackrock]&lt;br /&gt;
* [http://www.thottbot.com/?i=40370 Ring of Spellpower]&lt;br /&gt;
* [http://www.thottbot.com/?i=51325 Zanzil&amp;#039;s Seal]&lt;br /&gt;
* [http://www.thottbot.com/?i=40658 Advisor&amp;#039;s Ring]&lt;br /&gt;
* [http://www.thottbot.com/?i=5646 Underworld Band]&lt;br /&gt;
* [http://www.thottbot.com/?i=15655 Maiden&amp;#039;s Circle]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wrist&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=40818 Bracers of Arcane Accuracy]&lt;br /&gt;
* [http://www.thottbot.com/?i=52241 Black Bark Wristguards]&lt;br /&gt;
* [http://www.thottbot.com/?i=40660 Dryad&amp;#039;s Wrist Bindings]&lt;br /&gt;
* [http://www.thottbot.com/?i=35879 Sublime Wristguards]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Legs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=40401 Fel Infused Leggings]&lt;br /&gt;
* [http://www.thottbot.com/?i=40679 Flarecore Leggings]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=40649 Flarecore Robe]&lt;br /&gt;
* [http://www.thottbot.com/?i=35746 Robe of Everlasting Night]&lt;br /&gt;
* [http://www.thottbot.com/?i=8129 Robe of Winter Night]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shoulder&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=51596 Defiler&amp;#039;s Epaulets]&lt;br /&gt;
* [http://www.thottbot.com/?i=21306 Deadwalker Mantle]&lt;br /&gt;
* [http://www.thottbot.com/?i=27135 Mantle of Prophecy]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=51819 Touch of Chaos]&lt;br /&gt;
* [http://www.thottbot.com/?i=18952 Bonecreeper Stylus]&lt;br /&gt;
* [http://www.thottbot.com/?i=51414 Woestave]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=51914 Cloak of the Brood Lord]&lt;br /&gt;
* [http://www.thottbot.com/?i=51827 Cloak of Consumption]&lt;br /&gt;
* [http://www.thottbot.com/?i=27268 Sapphiron Drape]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Head&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=51756 The Hexxer&amp;#039;s Cover]&lt;br /&gt;
* [http://www.thottbot.com/?i=37373 Circlet of Prophecy]&lt;br /&gt;
* [http://www.thottbot.com/?i=37196 Crimson Felt Hat]&lt;br /&gt;
* [http://www.thottbot.com/?i=17881 Felcloth Hood]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana Regen Gear==&lt;br /&gt;
Total Max Mana Regen, &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*HX9E7HIXYQ*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; food buffs as well. 184 every 5 seconds. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Trinket&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17064 Shard of the Scale] - 16&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18371 Mindtap Talisman] - 11&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19395 Rejuvenating Gem] - 9&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18469 Royal Seal of Eldre&amp;#039;Theras] - 4&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapon/Offhand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19884 Jin&amp;#039;do&amp;#039;s Judgment] - 14&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17113 Amberseal Keeper] - 12&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19566 Advisor&amp;#039;s Gnarled Staff] - 8&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18311 Quel&amp;#039;Dorai Channeling Rod] - 8&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17743 Resurgence Rod] - 8&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18609 Anathema] - 7&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19903 Fang of Venoxis] - 6&lt;br /&gt;
* Renatki&amp;#039;s Soul Conduit - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17105 Aurastone Hammer] - 5&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19347 Claw of Chromaggus] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17070 Fang of the Mystics] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18491 Lorespinner] - 3&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17710 Charstone Dirk] - 2&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18536 Milli&amp;#039;s Lexicon] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19312 Lei of the Lifegiver] - 3&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Neck&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19371 Pendant of the Fallen Dragon] - 9&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19303 Darkmoon Necklace] - 6&lt;br /&gt;
* [http://www.thottbot.com/?f=a&amp;amp;loc=Neck&amp;amp;name=of+concentration&amp;amp;minl=&amp;amp;maxl=&amp;amp;stat1=&amp;amp;c1=gt&amp;amp;v1=&amp;amp;stat2=&amp;amp;c2=gt&amp;amp;v2=&amp;amp;stat3=&amp;amp;c3=gt&amp;amp;v3=&amp;amp;stat4=&amp;amp;c4=gt&amp;amp;v4=&amp;amp;stat5=&amp;amp;c5=gt&amp;amp;v5=&amp;amp;spellboost= Various Random Stat Amulets] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19096 Frostwolf Advisor&amp;#039;s Pendant] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19923 Jeklik&amp;#039;s Opaline Talisman] - 3&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Feet&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19391 Shimmering Geta] - 12&lt;br /&gt;
* Mendicant&amp;#039;s Slippers&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19131 Snowblind Shoes] - 5&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18697 Coldstone Slippers] - 4&lt;br /&gt;
* Runed Stygian Boots - 4&lt;br /&gt;
* Runed Stygian Belt - 3&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hands&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=16812 Gloves of Prophecy] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=14142 Ghostweave Gloves] - 6&lt;br /&gt;
* Gloves of Delusional Power - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18730 Shadow Laced Handwraps] - 5&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19123 Everwarm Handwraps] - 4&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Finger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=13143 Mark of the Dragon Lord] - 22&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19397 Ring of Blackrock] - 9&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19920 Primalist&amp;#039;s Band] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18314 Ring of Demonic Guile] - 6&lt;br /&gt;
* [http://www.thottbot.com/?f=a&amp;amp;loc=Finger&amp;amp;name=of+concentration&amp;amp;minl=&amp;amp;maxl=&amp;amp;stat1=&amp;amp;c1=gt&amp;amp;v1=&amp;amp;stat2=&amp;amp;c2=gt&amp;amp;v2=&amp;amp;stat3=&amp;amp;c3=gt&amp;amp;v3=&amp;amp;stat4=&amp;amp;c4=gt&amp;amp;v4=&amp;amp;stat5=&amp;amp;c5=gt&amp;amp;v5=&amp;amp;spellboost= Various Random Stat Rings] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19905 Zanzil&amp;#039;s Band] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19518 Advisor&amp;#039;s Ring] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19038 Ring of Subtelty] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17110 Seal of the Archmagus] - 3&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wrist&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18263 Flarecore Wraps] - 9&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18726 Magistrate&amp;#039;s Cuffs] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=16819 Vambraces of Prophecy] - 2&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Waist&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=20217 Belt of Tiny Heads] - 7&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18327 Whipvine Cord] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=14143 Ghostweave Belt] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19400 Firemaw&amp;#039;s Clutch] - 5&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=16817 Girdle of Prophecy] - 4&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=19047 Wisdom of the Timbermaw] - 4&lt;br /&gt;
* Sash of Whispered Secrets - 4&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Legs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18872 Manastorm Leggings] - 14&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=14144 Ghostweave Pants] - 8&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=16814 Pants of Prophecy] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=14545 Ghostloom Leggings] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18386 Padre&amp;#039;s Trousers] - 6&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18532 Mindsurge Robe] - 10&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=14141 Ghostweave Vest] - 8&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=17741 Nature&amp;#039;s Embrace] - 8&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=14154 Truefaith Vestments] - 6&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shoulder&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18757 Diabolic Mantle] - 8&lt;br /&gt;
* Mantle of the Timbermaw - 6&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18483 Mana Channeling Wand] - 4&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18743 Gracious Cape] - 6&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=13386 Archivist&amp;#039;s Cape of ????] - 4&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Head&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://www.thottbot.com/?i=35894 Green Lens of Concentration] - 10&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=18308 Clever Hat] - 7&lt;br /&gt;
* [http://wow.allakhazam.com/db/item.html?witem=13216 Crown of the Pentient] - 6&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Enchant&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/spell.html?wspell=23801 Enchant Bracer - Mana Regeneration] - 4&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Food Buff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* [http://wow.allakhazam.com/item.html?witem=13931 Nightfin Soup] - 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:TacoSupreme/Shaman_Group&amp;diff=49507</id>
		<title>User:TacoSupreme/Shaman Group</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:TacoSupreme/Shaman_Group&amp;diff=49507"/>
		<updated>2011-10-05T15:36:38Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Correcting grammar errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jotting stuff down for an all [[shaman]] group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Nukes:&lt;br /&gt;
* [01] Lightning Bolt - Casting time nuke&lt;br /&gt;
* [04] Earth Shock - Interrupt Casting&lt;br /&gt;
* [10] Flame Shock - Good Mana Effeciency, dot&lt;br /&gt;
* [20] Frost Shock - Snare&lt;br /&gt;
* [32] Chain Lightning - Casting time AoE nuke&lt;br /&gt;
&lt;br /&gt;
Heals:&lt;br /&gt;
* [01] Healing Wave - basic heal&lt;br /&gt;
* [12] Ancestral Spirit - Ressurection&lt;br /&gt;
* [16] Cure Poison - Cures 1 poison&lt;br /&gt;
* [20] Lesser Healing Wave - fast heal&lt;br /&gt;
* [22] Cure Disease - Cures 1 disease&lt;br /&gt;
&lt;br /&gt;
Earth Totems:&lt;br /&gt;
* [04] Stoneskin - Reduces Melee Damage&lt;br /&gt;
* [06] Earthbind - Slows Movement&lt;br /&gt;
* [08] Stoneclaw - Target Dummy (stackable)&lt;br /&gt;
* [10] Strength of Earth - Group Strength Buff&lt;br /&gt;
* [18] Tremor - Removes fear, charm and sleep effects&lt;br /&gt;
&lt;br /&gt;
Fire Totems:&lt;br /&gt;
* [12] Fire Nova - AoE damage after 4 seconds (stackable)&lt;br /&gt;
* [10] Searing - Fire nuke (stackable)&lt;br /&gt;
* [24] Frost Resistance - Increase group frost resist&lt;br /&gt;
* [26] Magma Totem - AoE fire dot (stackable?)&lt;br /&gt;
* [28] Flametongue - Gives group flametongue weapon (useless for shaman group)&lt;br /&gt;
&lt;br /&gt;
Water Totems:&lt;br /&gt;
* [20] Healing Stream - Regen health slowly (stackable)&lt;br /&gt;
* [22] Poison Cleansing - Removes poisons from group for 90 seconds&lt;br /&gt;
* [26] Mana Spring - Regen mana slowly for party (stackable)&lt;br /&gt;
* [28] Fire resistance - Increase group fire resist&lt;br /&gt;
* [38] Disease Cleansing - Removes diseases from group for 90 seconds&lt;br /&gt;
* [40] Mana Tide - Regen mana quickly for party, talent (stackable?)&lt;br /&gt;
&lt;br /&gt;
Air Totems:&lt;br /&gt;
* [30] Nature Resist - Increase group nature resist&lt;br /&gt;
* [30] Grounding - Redirect harmfull spells to this totem&lt;br /&gt;
* [32] Windfury - Gives group windfury weapon (useless for shaman group)&lt;br /&gt;
* [34] Sentry - Totem that grants sight to it&amp;#039;s location&lt;br /&gt;
* [36] Windwall - Reduces ranged damage&lt;br /&gt;
* [42] Grace of Air - Group agility buff&lt;br /&gt;
&lt;br /&gt;
Weapon Buffs:&lt;br /&gt;
* [01] Rockbite - Increaser attack power and aggro&lt;br /&gt;
* [10] Flametongue - Add fire damage&lt;br /&gt;
* [20] Frostbrand - Damage and snare proc&lt;br /&gt;
* [30] Windfury - Extra attack proc&lt;br /&gt;
&lt;br /&gt;
Misc Spells:&lt;br /&gt;
* [09] Lightning Shield - Damage Shield for tank&lt;br /&gt;
*&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*GDIF34Z832*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;Purge - Removes 1 or 2 magic effects from a hostile target&lt;br /&gt;
* [20] Ghost Wolf - Travel Form&lt;br /&gt;
* [22] Water Breathing - No drowning, takes fish scales&lt;br /&gt;
* [26] Far Sight - Never used, see stuff far away?&lt;br /&gt;
* [28] Water Walking - Walk on water, takes fish oil&lt;br /&gt;
* [30] Reincarnation - Come back from the dead, requires ankh&lt;br /&gt;
* [30] Astral Recall - Teleport to your bind point&lt;br /&gt;
* [40] Mail - Wear mail armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=New_Game_Enhancements&amp;diff=49506</id>
		<title>New Game Enhancements</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=New_Game_Enhancements&amp;diff=49506"/>
		<updated>2011-10-05T15:36:34Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Fixing grammar errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[SWG Main Page|SWG Main Wiki]]&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
(Thanks JZ)&lt;br /&gt;
*Strength - Increases melee damage&lt;br /&gt;
*Precision - Increases ranged damage&lt;br /&gt;
*Constitution - 8 health and 2 action per point&lt;br /&gt;
*Stamina - 2 health and 8 agility per point&lt;br /&gt;
*Agility - Increases defense (rumored to not be working well, if at all)&lt;br /&gt;
*Luck - Increases the chance of a critical effect (see below)&lt;br /&gt;
&lt;br /&gt;
Note: A critical effect is extra damage being dealt on an outgoing attack, less damage being dealt on an incoming attack or more damage being healed by a heal ability.&lt;br /&gt;
&lt;br /&gt;
Bliz Update 2-28-07: These are out of date. Stam and Con are known results. Currently &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*VMS4VCN4XR*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; there are debates as to what luck, prec, str and agil do and what the returns are like. If someone has a clear answer please point me there!&lt;br /&gt;
&lt;br /&gt;
=Food=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Seems like the top requested foods are:&amp;#039;&amp;#039;&amp;#039;(from Laeir) &lt;br /&gt;
&lt;br /&gt;
Updated Stats with BE comps and a Sprinkle of Bliz Majic Crafting! :)&lt;br /&gt;
&lt;br /&gt;
*Thakitillo (77 Stam, 30 Con)&lt;br /&gt;
*Vercupti of Agazza Boleruuee (75 Precision, 30 Con)&lt;br /&gt;
*Rakririan Burnout sauce (75 Str, 25 Precision)&lt;br /&gt;
*Mandalorian Wine (65 Something, 30 something else, I forget)&lt;br /&gt;
*Flameout (64 Con, 25 Agi, 25 Stam) Currently most used.&lt;br /&gt;
*Breath of Heaven (75 Agility, 30 Con)&lt;br /&gt;
*Deneelian Fizz Pudding (75 Luck, 30 Con)&lt;br /&gt;
*Accarragm (88 Terrain negotiation)&lt;br /&gt;
*Bespin Port (24% to Experimentation Success)&lt;br /&gt;
*Pyollian Cake (15 to Assembly Success)&lt;br /&gt;
&lt;br /&gt;
All of them listed here pretty normal stats. I forget Mando wine. its like Str-Pre or something. Best IMHO are Thak or Flameout. Although a case could be made for the Pudding.&lt;br /&gt;
&lt;br /&gt;
=Armor=&lt;br /&gt;
*Bounty Hunter - Assault&lt;br /&gt;
*Smuggler - Recon&lt;br /&gt;
*Commando - Assualt&lt;br /&gt;
*Officer - Battle (Maurader)&lt;br /&gt;
*Spy - Recon&lt;br /&gt;
*Medic - Recon (Ubese, Tantel, Mabari)&lt;br /&gt;
*Entertainer - None&lt;br /&gt;
*Jedi - None&lt;br /&gt;
*Trader - None&lt;br /&gt;
&lt;br /&gt;
Bliz-2-28-07 Currently anyone can wear any of the standard 3 classes of Armour. Mando, BH and a couple others are still class specific.&lt;br /&gt;
&lt;br /&gt;
=Expertise System=&lt;br /&gt;
[[ExpertiseSystem]]&lt;br /&gt;
&lt;br /&gt;
Bliz 2-28-07 &lt;br /&gt;
&lt;br /&gt;
All of these are taken from the Friday Features. That is a great way to get some general info on Whats happened in the game updates currently and in the last 12 months. &lt;br /&gt;
Here is the link to the index of FF&amp;#039;s : http://starwarsgalaxies.station.sony.com/en_US/players/content.vm?page=Friday%20Feature%20Index&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
Expertise Basics: http://starwarsgalaxies.station.sony.com/players/content.vm?id=66917&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
Medic Expertise: http://starwarsgalaxies.station.sony.com/players/content.vm?id=66924&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
Entertainer Build a buff: http://starwarsgalaxies.station.sony.com/players/content.vm?id=66927&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
The RE System(the main part of Trader Expertise): http://starwarsgalaxies.station.sony.com/players/content.vm?id=66925&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
Spy Expertise: http://starwarsgalaxies.station.sony.com/players/content.vm?id=66923&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
Commando Expertise: http://starwarsgalaxies.station.sony.com/players/content.vm?id=66921&amp;amp;resource=features&lt;br /&gt;
&lt;br /&gt;
BH Expertise: http://starwarsgalaxies.station.sony.com/players/guides.vm?id=80118&lt;br /&gt;
&lt;br /&gt;
Jedi Expertise: http://starwarsgalaxies.station.sony.com/players/guides.vm?id=80117&lt;br /&gt;
&lt;br /&gt;
Officer Expertise FTW: http://starwarsgalaxies.station.sony.com/players/guides.vm?id=80122&lt;br /&gt;
&lt;br /&gt;
Smuggler Expertise: http://starwarsgalaxies.station.sony.com/players/guides.vm?id=80123&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trader Expertise is different for each of the 4 trader sub-classes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Wars: Galaxies]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Hotkey_Efficiency_%26_The_Tank&amp;diff=49504</id>
		<title>Hotkey Efficiency &amp; The Tank</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Hotkey_Efficiency_%26_The_Tank&amp;diff=49504"/>
		<updated>2011-10-05T15:36:27Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Got rid of broken links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;A bit out of date with the latest warrior changes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While the MMORPG is generally devoid of the infamous &amp;quot;twitch,&amp;quot; there is an unfortunate misconception that skills are not required for play.  This is simply not the case; good group play is definitely something one has to work towards.  Much like RTS games, hotkey customization, speed, and efficiency are a good place to start trying to hone your skills.  &lt;br /&gt;
&lt;br /&gt;
As a Protection minded Warrior you are often placed in a primary leading role for your party, and while no class is necessarily expendable, lets assume as fact out of my personal bias that the warrior is definitely not.:)  Below is a rundown of a reasonably efficient hotkey setup I&amp;#039;ve come to use... obviously as the game continues to change here in beta things may need to be re-prioritized.  That is pretty much the key to any hotkey setup... priorities, which you&amp;#039;ll see below.&lt;br /&gt;
&lt;br /&gt;
(Before I get going, lets assume its a given that you have Cosmos installed, or whatever similar UI:Mod may be around at the time.  I&amp;#039;m running on the assumption that at the very least you have a second action bar above your first, which is hotkey compatible)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.planetageofmythology.com/images/forums/members/jcl/jayhotkeys.GIF&lt;br /&gt;
&lt;br /&gt;
1 - Taunt&amp;lt;br&amp;gt;&lt;br /&gt;
2 - Sunder Armor&amp;lt;br&amp;gt;&lt;br /&gt;
3 - Revenge&amp;lt;br&amp;gt;&lt;br /&gt;
4 - Shield Bash&amp;lt;br&amp;gt;&lt;br /&gt;
5 - Demoralizing Shout&amp;lt;br&amp;gt;&lt;br /&gt;
6 - Battle Shout&amp;lt;br&amp;gt;&lt;br /&gt;
7 - Challenging Shout&amp;lt;br&amp;gt;&lt;br /&gt;
8 - Inner Rage&lt;br /&gt;
&lt;br /&gt;
Alt 1 - Bloodrage&amp;lt;br&amp;gt;&lt;br /&gt;
Alt 2 - Disarm&amp;lt;br&amp;gt;&lt;br /&gt;
Alt 3 - Shield Block&amp;lt;br&amp;gt;&lt;br /&gt;
Alt 4 - Shield Wall&amp;lt;br&amp;gt;&lt;br /&gt;
Alt 5 - Potions&amp;lt;br&amp;gt;&lt;br /&gt;
Alt 6 - Intimidating Shout&lt;br /&gt;
&lt;br /&gt;
Now for some pretty simple reasoning.  Its much easier for your left hand to hit Alt and 1 then to slide down and try to find 0, -, or = for those obscure final hotkeys to the right of your bar.  I&amp;#039;ve prioritized the most important skills to be on the left for easiest and swiftest access, so that a rather lopsided action bar has developed. &lt;br /&gt;
&lt;br /&gt;
These hotkeys are clearly not setup for solo play, but focused on groups.  &lt;br /&gt;
&lt;br /&gt;
Every battle will have you casting Taunt, without any doubt as the warrior currently stands. Sunder Armor is usually worthless, unless you have a Rogue or &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*3YUU1DY0T0*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; an Offensive Warrior, etc in your group. Bloodrage should be cast every battle, probably twice in later fights as they become more extended. Disarm is very effective, and as shield Block and Revenge make a great combination I&amp;#039;ve placed them in line vertically. Potions are of course reasonably close as well for emergencies, as opposed to bandages and food. Intimidating Shout is slightly off, because a misclick of that could easily lead to Wipe. &lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m considering swapping Sunder Armor/Disarm with Shield Block/Revenge.  Assuming I have the Rage, Shield Block helps preserve my own life and therefore tanking ability, and Revenge, with a 40% stun rate with talents, helps to shut mobs down further.  My job is not to do damage, so any spare rage I can get should go to minimizing my own damage taken (ie, stunning and blocking).  Shield Bash as well should be very accessible, because out of all the above skills its perhaps most &amp;quot;twitch&amp;quot; friendly, when mobs have relatively short casting times that need to be interrupted before its too late.  &lt;br /&gt;
&lt;br /&gt;
Concussion Blow will likely be placed between Shield Wall &amp;amp; Shield Block, and give me an extra buffer between a Spammed Skill (Shield Block) and a Shield Wall which is a life saver with such a long timer, to help guard against accidently misclicks.&lt;br /&gt;
&lt;br /&gt;
For pulling I generally use a Gun, with the Shoot action being placed on a Sidebar, as patience goes a long way with Pulling I figure I can get away with a manual click for it usually.&lt;br /&gt;
&lt;br /&gt;
/testwiki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=User:TacoSupreme/TacosUI&amp;diff=49503</id>
		<title>User:TacoSupreme/TacosUI</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=User:TacoSupreme/TacosUI&amp;diff=49503"/>
		<updated>2011-10-05T15:36:21Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Fixing grammar mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&amp;#039;m [[User:TacoSupreme|TacoSupreme]] and this is [[User:TacoSupreme|my]] UI.  Please add your suggestions to the [[Talk:TacosUI|Discussion page]]&lt;br /&gt;
&lt;br /&gt;
[http://www.microwizard.com/ian/wow/tacos_ui.jpg http://www.microwizard.com/ian/wow/tacos_ui_s.jpg&amp;lt;br&amp;gt;Click to Enlarge]&lt;br /&gt;
&lt;br /&gt;
==List of AddOns==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=1598 All in one Inventory and Bank]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Replaces your inventory and bank bags with one big inventory screen.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=539 Atlas]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;View annotated maps in game for many instances.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=274 AutoBar]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Autoloads Food/Water/Potions onto a hotbar&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=644 AutoRepair]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Pops up a window to autorepair things in inventory and equipped when visiting a merchant&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=2306 BestBuff]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Autocasts the max buff rank someone can receive when buffing them.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=105 Bookworm]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Read stored in game lore while flying.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=476 BuffTimers]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;little timers under the buffs&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=3828 Carnival Enemy Castbar]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;See a simulated cast bar for hostile targets.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.rpgoutfitter.com/CharacterProfiler/ Character Profiler]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;I use it dump bank inventories into a file for posting on the boards.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.ctmod.net/downloads.ct CT_Expsense History]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Track your in game expenses.  Have I really spent over 1000g in repairs in 6 months!&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.ctmod.net/downloads.ct CT_Mail Mod]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Mass Mail and Grab all mail from your box.  Very handy.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.ctmod.net/raidassist.ct CT_RaidAssist]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A very nice raiding mod for lifebars, bossmods, tank windows and more.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.ctmod.net/downloads.ct CT_Raid Tracker]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Tracks Raid Attendance and items looted.  I use it to update BRP on raids.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.ctmod.net/downloads.ct CT_Viewport]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Shrinks the in game viewable area allowing ui mods to be placed outside of it.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=582 DamageMeters]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;I don&amp;#039;t use it much anymore, but it is still here (although disable for me in game)&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=643 Decursive]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Debuff Cleansing mod that works with party and raids.  /decursive in a macro to use. /dcrshow for options.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.discordmods.com/cgi-bin/page.pl?mod=DAB Discord Action Bars]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Very customizable hotkeys with a gui.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.theamazonbasin.com/wow/forums/index.php?showtopic=2860 ForumName]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Put someones public note after their name in chat&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=1122 Friend and Ignore Share]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Shares your friend and ignore lists between your alts.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=44 Gatherer]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Records Herbs/Minerals/Treasure Boxes in a database that can then display them on your minimap.  This makes it easier to find these objects and to plan routes to gather them.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=220 goodinspect]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Inspect at range, also lets you inspect the other faction and see the players guild rank.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=467 HitsMode]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Cleaner looking combat log&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=130 LootLink]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Searchable Item Database&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=395 MapCoords]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;See the x,y coords on the big map&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=66 MiniGroup]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Display a smaller cleaner player/party/target frames.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=681 Mobhealth]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Estimates Mob HP.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.nurfedui.net/addons.php Nurfed Combat Log]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Trying out this as a replacement to Hitsmode.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=132 QuickLoot]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Move the lootbox to your cursor&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=472 RedOut]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Make out of range spells shaded red&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=75 Scrolling Combat Text]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Scrolls informative combat text in the middle of the screen.  (I currently disable it and am not missing it as much as I suspected.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=133 SelfCast]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Autocast friendly spells on yourself - Made modifications for many spells to play nice with decursive.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=2364 Spell Alert]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Alert on screen when an enemy casts a spell.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://ui.worldofwar.net/ui.php?id=1766 SW_Stats]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Stat mod that I am currently using instead of Damage Meters&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.curse-gaming.com/mod.php?addid=860 Titan Panel]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Adds a bar at the top of the screen that accepts a lot of plugins.&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[http://www.wowinterface.com/downloads/fileinfo.php?id=4471 Wardrobe]&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;A mod to switch gear quickly.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Picture with Descriptions==&lt;br /&gt;
[http://www.microwizard.com/ian/wow/tacos_ui_edit.jpg http://www.microwizard.com/ian/wow/tacos_ui_edit_s.jpg&amp;lt;br&amp;gt;Click to Enlarge]&lt;br /&gt;
&lt;br /&gt;
==Download Link==&lt;br /&gt;
Just unzip this archive to your World of Warcraft folder.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.microwizard.com/ian/wow/tacos_ui.zip Download Here]&lt;br /&gt;
&lt;br /&gt;
==Setting it up==&lt;br /&gt;
This image is what you will see when you first install my UI.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.microwizard.com/ian/wow/tacos_ui_setup.jpg http://www.microwizard.com/ian/wow/tacos_ui_setup_s.jpg&amp;lt;br&amp;gt;Click to Enlarge]&lt;br /&gt;
&lt;br /&gt;
You drag things by clicking the green boxes on them.  You can resize them by clicking the Grey Boxes in the bottom right corner of each ui element.  For hotkeybars you can rotate them with the arrows till you get a hotkey setup you like.&lt;br /&gt;
The box in the bottom right with 9 dots on it is for your tooltip.  Drag it where you like to see the tooltip (I use top center) and the dot is where the tooltip originates from that box.  &lt;br /&gt;
There is also the bibmod control bar.  It lets you lock things in place like the buffs, tooltips, hotkey bars and hide some ui elements like bags and the control bar.  You can lock buttons in your hotkey bars and hide boxes that have no hotkeys in them.&lt;br /&gt;
The buffs have a draggable/resizable box.  You can move buffs around or change the size (changing the size might mess some stuff up with buff timers).&lt;br /&gt;
In the top left you have the Minigroup player frame, target something to see the target frame and join a party to see that frame as well.  You can drag these wherever you like to have them.&lt;br /&gt;
Also you have the CombatStats mod, I like to put it somewhere out of the way so I can click on it when I want to, but don&amp;#039;t need to click it.&lt;br /&gt;
You will have a HitsMode window created with your chat boxes I drag it to the side and use it in place of the combat log.&lt;br /&gt;
Top center has your clock, you can drag it wherever you want then lock it with a /clock freeze.&lt;br /&gt;
The autobar is in the center of the screen.  You can set it up with /autobar.  I dock mine to the bottom of my chatbox.&lt;br /&gt;
When you need it you can find RaidAssist settings in a new tab in your social window.&lt;br /&gt;
&lt;br /&gt;
Here is a list of usefull slash commands.&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/aioi&amp;#039;&amp;#039;&amp;#039; List all in one inventory commands.  I like to use /aioi replacebags&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/atlas&amp;#039;&amp;#039;&amp;#039; Bring up the in game atlas.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/minigroup&amp;#039;&amp;#039;&amp;#039; You can also access this menu from the MG button on the minimap. I join my party and player frames, use some different scaling, use debuff colors with &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*QI0KW7RJSU*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; all curable debuffs being red and make the background pretty much transparent. Also I have 5/5 party buff/debuffs on and for target I use 10/10 buffs/debuffs.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/autobar&amp;#039;&amp;#039;&amp;#039; Set up your autoloading bar.  /autobar config gives you most all the options you need.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/lootlink (or /ll)&amp;#039;&amp;#039;&amp;#039; You can scan the AH while you are there with /ll scan.  You need to use /ll scan to get auctioneer to work.  Try to do a scan every day.  You can also bind a key to see your lootlink window.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/selfcast&amp;#039;&amp;#039;&amp;#039; This can turn on/off auto selfcast and alt selfcast.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/decursive&amp;#039;&amp;#039;&amp;#039; Put this in a macro to use to autocast your classes cure spells on people with negative effects you can cure.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/dcr show&amp;#039;&amp;#039;&amp;#039; Show the decursive UI to set options.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;/gatherer&amp;#039;&amp;#039;&amp;#039; A ton of options here, tell it what to show, how many objects to display, at what range.  If it is annoying you can tell it to not show you anything but it will still record things you gather.&lt;br /&gt;
&lt;br /&gt;
Lots of keys to bind as well.  You can bind hotkeys for all your bib toolbars, for various autobar functions, lootlink, etc.  Take a look you should find a wealth of hotkeys if you choose to use them in there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Nightshade_template&amp;diff=49502</id>
		<title>Nightshade template</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Nightshade_template&amp;diff=49502"/>
		<updated>2011-10-05T15:36:12Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Deleted spam...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;Chest: Golden Scarab Vest (archer) - Perma 3% melee resists + snare/nearsight proc w/scarab shapechange&lt;br /&gt;
15 Dex&lt;br /&gt;
6 Crush&lt;br /&gt;
6 Slash&lt;br /&gt;
6 Thrust&lt;br /&gt;
4% Arch Rng&lt;br /&gt;
4% Arch Dmg&lt;br /&gt;
&lt;br /&gt;
Arms: 37.5/32 (100 Qual) - 100 ablative&lt;br /&gt;
25 Con - flawless Earthen Essence&lt;br /&gt;
9 Heat - polished Heated Shielding&lt;br /&gt;
3 Spear - rough Heated War Rune&lt;br /&gt;
60 Hits - precious Blood Essence&lt;br /&gt;
&lt;br /&gt;
Head: Winged Helm - 10 min speed + 5 min &lt;br /&gt;
75% style dmg reduction (buff)&lt;br /&gt;
15 Str&lt;br /&gt;
15 Dex&lt;br /&gt;
40 Hits&lt;br /&gt;
5 Spirit&lt;br /&gt;
5 Matter&lt;br /&gt;
5 Fatigue&lt;br /&gt;
10 AF&lt;br /&gt;
&lt;br /&gt;
Legs: Pants of the Transfixer - 80 heal&lt;br /&gt;
proc&lt;br /&gt;
19 Dex&lt;br /&gt;
19 Qui&lt;br /&gt;
3 Bow&lt;br /&gt;
2 Arch Spd&lt;br /&gt;
10 Dex Cap&lt;br /&gt;
&lt;br /&gt;
Hands: Mariasha&amp;#039;s Sharkskin Gloves - Disease/DoT proc + arrow creation&lt;br /&gt;
4 Crush&lt;br /&gt;
4 Slash&lt;br /&gt;
4 Thrust&lt;br /&gt;
4 Heat&lt;br /&gt;
4 Cold&lt;br /&gt;
4 Energy&lt;br /&gt;
3 Bow&lt;br /&gt;
3 Arch Spd&lt;br /&gt;
3 Arch Rng&lt;br /&gt;
&lt;br /&gt;
Feet: 37/32 (100 Qual) - 100 ablative&lt;br /&gt;
25 Con - flawless Earthen Essence&lt;br /&gt;
5 Thrust - flawed Airy Shielding&lt;br /&gt;
9 Slash - polished Watery Shielding&lt;br /&gt;
9 Energy - polished Light Shielding&lt;br /&gt;
&lt;br /&gt;
Bow1: Falcon&amp;#039;s Talon - 5% slash debuff&lt;br /&gt;
15 Dex&lt;br /&gt;
5 Bow&lt;br /&gt;
40 Hits&lt;br /&gt;
2 Arch Spd&lt;br /&gt;
8 Dex Cap&lt;br /&gt;
&lt;br /&gt;
Bow2: Fool&amp;#039;s Bow - DoT proc + Seige Lore&lt;br /&gt;
18 Dex&lt;br /&gt;
18 Qui&lt;br /&gt;
5 Bow&lt;br /&gt;
3 Arch Dmg&lt;br /&gt;
3 Arch Rng&lt;br /&gt;
3 Arch Spd&lt;br /&gt;
&lt;br /&gt;
Spear1: Sun Spear - 35% Energy debuff + DD proc&lt;br /&gt;
27 Str&lt;br /&gt;
6 Spear&lt;br /&gt;
2 Style Dmg&lt;br /&gt;
2 Melee Dmg&lt;br /&gt;
2 Melee Spd&lt;br /&gt;
&lt;br /&gt;
Spear2: Spirit Legendary Spear - 35% Spirit debuff + DD proc&lt;br /&gt;
28 Str&lt;br /&gt;
8 Matter&lt;br /&gt;
8 Spirit&lt;br /&gt;
10 AF&lt;br /&gt;
&lt;br /&gt;
1h slot: Traitor&amp;#039;s Dagger - Shade form/10 min (30 min reuse) offensive proc (give up 50 life for 200ish damage)&lt;br /&gt;
&lt;br /&gt;
Neck: Beaded Resisting Stones&lt;br /&gt;
10 Body&lt;br /&gt;
10 Cold&lt;br /&gt;
10 Crush&lt;br /&gt;
10 Thrust&lt;br /&gt;
&lt;br /&gt;
Cloak: Shades of Mist - Shade Form w/10 min 200pt 100% ablative (15 min reuse) def proc + Stealth Lore&lt;br /&gt;
3 Stealth&lt;br /&gt;
15 Str&lt;br /&gt;
15 Qui&lt;br /&gt;
10 AF&lt;br /&gt;
4 Fatigue&lt;br /&gt;
5 Melee Spd&lt;br /&gt;
&lt;br /&gt;
Jewel: Harpy Feather Charm&lt;br /&gt;
44 Hits&lt;br /&gt;
6 Body&lt;br /&gt;
6 Cold&lt;br /&gt;
6 Heat&lt;br /&gt;
6 Matter&lt;br /&gt;
&lt;br /&gt;
Belt: Belt of Sun - 10% melee resist charge + Sun weapon creation&lt;br /&gt;
5 Fatigue&lt;br /&gt;
40 Hits Cap&lt;br /&gt;
10 Str&lt;br /&gt;
10 Dex&lt;br /&gt;
5 Energy&lt;br /&gt;
5 Spirit&lt;br /&gt;
5 Crush&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Seven Souls&lt;br /&gt;
4 Stealth&lt;br /&gt;
40 Hits&lt;br /&gt;
6 Crush&lt;br /&gt;
15 Con&lt;br /&gt;
13 Dex&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Unyielding Will - 350 &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*9BBZMM7EAR*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; radius PBAE 40% snare/50 HoT charge + 10 min 40 DoT/30 HoT def proc&lt;br /&gt;
10 Con&lt;br /&gt;
28 Hits&lt;br /&gt;
4 Body&lt;br /&gt;
4 Cold&lt;br /&gt;
4 Energy&lt;br /&gt;
5 AF&lt;br /&gt;
&lt;br /&gt;
Wrist: Blackened Wrap - 10 min slow HoT charge&lt;br /&gt;
16 Dex&lt;br /&gt;
16 Qui&lt;br /&gt;
2 Spear&lt;br /&gt;
3 Stealth&lt;br /&gt;
7 Dex Cap&lt;br /&gt;
7 Qui Cap&lt;br /&gt;
&lt;br /&gt;
Wrist: Ebon Hide Bracer&lt;br /&gt;
6 Cold&lt;br /&gt;
6 Body&lt;br /&gt;
6 Heat&lt;br /&gt;
6 Slash&lt;br /&gt;
6 Matter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Age of Camelot]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Mage&amp;diff=49501</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Mage&amp;diff=49501"/>
		<updated>2011-10-05T15:36:05Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Removing spelling mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mages of Warcraft once centered their powers within the mageocracy of Dalaran. After that kingdom&amp;#039;s destruction by the Burning Legion the arcane arts spread to the far corners of the world.&lt;br /&gt;
&lt;br /&gt;
The Mage is a very important and helpful party member. One of the Mage&amp;#039;s most powerful abilities is Polymorph, which allows it to control the number of monsters currently attacking the party. The mage is also able to use a teleportation spell, allowing it to travel through the land more quickly. Mages can even summon in food and drink to help everyone recover faster from battle.&lt;br /&gt;
&lt;br /&gt;
[[ArcaneMageBuilds]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FireMageBuilds]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FrostMageBuild]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In an effort to help folks new to the Mage class understand the Talents they are presented all together with an explanation as to their usefulness on the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*C5VIP05KLR*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; page.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
* [[Fire Talents]]&lt;br /&gt;
* [[Frost Talents]]&lt;br /&gt;
* [[Arcane Talents]]&lt;br /&gt;
&lt;br /&gt;
==Mage End Game==&lt;br /&gt;
&lt;br /&gt;
[[Magister Armor Set]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[mage damage gear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[mage crit gear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[mage heavy stats gear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[mage fire resist gear]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Zangarmarsh&amp;diff=49500</id>
		<title>Zangarmarsh</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Zangarmarsh&amp;diff=49500"/>
		<updated>2011-10-05T15:35:59Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Removing grammar mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zangarmarsh is the second zone in World of Warcrafts The Burning Crusade expansion that most players will come to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Towns&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Swamprat Post&amp;#039;&amp;#039;&amp;#039; === Horde&lt;br /&gt;
Flightpaths - Falcon Watch(Hellfire Peninsula), Shattrath (Terokkar Forest)&amp;lt;br&amp;gt;&lt;br /&gt;
Regeant Vendor, Ammo merchant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Cenarion Refuge&amp;#039;&amp;#039;&amp;#039;=== - Neutral&lt;br /&gt;
Moonwell, Stable master, Fishing merchant -375 fishing book &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The innkeeper has food, water, and ammo&amp;lt;br&amp;gt;&lt;br /&gt;
Items and recipies that require Rep to buy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Telredore&amp;#039;&amp;#039;&amp;#039; === Alliance&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Orebor Harborage&amp;#039;&amp;#039;&amp;#039; === Alliance&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Cenarion Refuge&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Dying Balance&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kill Boglash (South of town) 8800 exp &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Disturbance at Umbrafen Lake&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Look SW of town, and look for why the lake level is falling. 7250 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*As the Crow Flies&amp;lt;br&amp;gt;&lt;br /&gt;
Explore the lakes.  Cool quest.5450 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Balence Must Be Preserved&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
take seeds, kill water pumps. 9350 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warden Hamoot&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Talk to Warden Hamoot in town&amp;lt;br&amp;gt;&lt;br /&gt;
750 exp&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A Warm Welcome&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Get 30 Naga claws&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Laeder of the Darkcrest&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
From wanted poster. &lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Expedition Mantle - plate shoulders, 616 armor, 14 str,21 stam, 14 int, 16 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Cushy Cenarion walkers - cloth boots, 17 int, +16 spell crit rating, 20 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Swift Cenarion Footwear - leatehr boots, 114 armor, 17 agil, 16 Hit rating, 34 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Hearty Cenarion Cinture - mail waist, 259 armor, 14 str, 21 stam, 14 int, 16 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;leader of the Darkcrest&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
From wanted poster. 9050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Wild SHoulderpads - Leather, 157 armor, 14 str, 14 agil, 21 stam, 14 hit rating&amp;lt;br&amp;gt;&lt;br /&gt;
Gloves of markmanship - mail, 288 armor, 17 agil, 16 hit rating, 34 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Belt of the moonkin - leather, 118 armor, 14 int,14 spirit, 14 crit spell rating, 16 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Expedition Footgear - plate, 565 armor, 17 str, 25 stam, 16 crit strike rating&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Umbrafen Tribe&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head to Umbrafen Village (south of town) and kill stuff. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;A Damp Dark Place&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Find Ikeyen&amp;#039;s Belongings in the cave down south. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Ikeyen&amp;#039;s Boots - cloth, 16 Int, +15 spell Crit rating, +19 damage / healing&amp;lt;br&amp;gt;&lt;br /&gt;
Mud Encrusted Boots - Leather, 136 Armor, 15 Agil, 24 Stam, +30 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Ikeyen&amp;#039;s Pauldreons - Mail, 325 armor, 24 Stam, 16 int, +18 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Plants of Zangarmarch&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; (Repeatable, as Identify Plant Parts, 250 rep)&lt;br /&gt;
Get 10 Unidentified Plant Parts either from Herb picking, or monster drops&amp;lt;br&amp;gt;&lt;br /&gt;
7250 Exp, and a package of Identified Plants.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Uncatalogued Species&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Take the item from last step, turn it in. 500 rep&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Saving the Sporeloks&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kill 20 marsh mobs. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Expedition Forager Leggings - Mail, 391 armor, 12 Agil, 18 Stam, 12 Int,  +36 AP, red/yellow/blue socket, socket bonus +4 crit spell rating&amp;lt;br&amp;gt;&lt;br /&gt;
Refuge Armor of the Rightous - Plate chest, 796 armor, 12 &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*GBXXZ050HX*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; str, 18 stam, 12 int, +21 damage / healing, red/yellow/blue socket, socket bonus +4 spell Crit rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Circle&amp;#039;s Stalwart Helmet - plate, 647 armor,16 str, 22 stam, +15 crit strike rating, red/yellow/blue socket, socket bonus + 4 str&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Drain Scematics&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Forgot where I picked up the item.  Go find the drain in the lake. 7250 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Expedition Caster&amp;#039;s Band - ring, 13 stam, 10 int, 9 crit spell rating, 11 damage/healing, 4 mana /5 sec&amp;lt;br&amp;gt;&lt;br /&gt;
Pendant of the Marsh - neck, 13stam, 10 int, 9 spirit, 11 damage/healing, 4 mana/ 5 sec&amp;lt;br&amp;gt;&lt;br /&gt;
Warden&amp;#039;s Ring of Precision - finger, 12 agil, 12 hit rating, 26 attacl power&amp;lt;br&amp;gt;&lt;br /&gt;
Watcher&amp;#039;s cloak of vigilance - 55 armor, 13 str, 18 stam, 12 hit rating&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Warning the Cenarion Circle&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Travel to Cenarion Post (Hellfire Peninsula) 3750 exp. &amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Return to the Marsh&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
and... head back. &amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Cenarion Expedition Boots - Leather feet, 151 armor, 17 int, 16 spirit, 20 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Windcaller&amp;#039;s Gauntlets - Mail, 303 armor, 17 int, 16 spell crit strike rating, 20 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Marshstrider&amp;#039;s Spaulders - plate shoulder, 648 armor, 22 str, 31 stam&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Failed Incursion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
head to the Coilfang drain, find missing druids.  Talk to Watcher Jhang.  775 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Lost in Action&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Find the missing druids.&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Cenarion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Safeguarding the Watchers&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Not sure what quest I turned in unlocked this one...&amp;lt;br&amp;gt;&lt;br /&gt;
Kill Lord Klaq. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Believe these require friendly req to start&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blessings of the Ancients&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
talk to the ancients. 3750 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What&amp;#039;s Wrong at Cenarion Thicket?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
talk to druid at Cenarion Thicket (Terokkar Forest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Swamprat Post&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Report to Shadow Hunter Denjai&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Find Shadow Hunter Denjal in Zabra&amp;#039;jin&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Thick Hydra Scales&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Get 8 Thick Hydra Scales from hydras. 7050 exp &amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Searching for scout Jyoba&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
find him.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Jyoba&amp;#039;s Report&amp;#039;&amp;#039;&amp;#039; get his report from a mob&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Bog Walker&amp;#039;s Bands = Leatehr wrist, 82 armor, 10 int, 9 spirit, 12 damage/heaing&amp;lt;br&amp;gt;&lt;br /&gt;
Murk-Darkened Bracers - mail wrists, 206 armor, 12 agil, 12 int, 24 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Bog Walker&amp;#039;s Belt - plate, 471 armor, 16 str, 24 stam, 16 hit rating&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;News from Zangarmarsh&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Find Mokasa in Stonebreaker Hold (Terokkar Forest)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Menacing Marshfangs&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Kill 10 Marshfang Rippers. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Nothin&amp;#039; Says Lovin&amp;#039; Like a Big Stinger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
kill Blacksting. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There&amp;#039;s No Explanation for Fashion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
get 8 Diaphanous Wings from Umbraglow Stingers. 9150 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;No More Mushrooms&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Get 8 Eel Fillets from Umbrafen Eels 6850 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;A Job Undone&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kill Sporewing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Zanbr&amp;#039;jin&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spirits of the Feralfen&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Get 12 Feralfen totems. Currently a annoyingly low drop rate. 7050 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;A Spirit Ally?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
drop totem in Ruins. &amp;lt;br&amp;gt;&lt;br /&gt;
Reward&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient Crystal Talisman - trinket, 26 damage/healing. Use: +104 damage/healing for 20 seocnds.&amp;lt;br&amp;gt;&lt;br /&gt;
Serpent Spirit&amp;#039;s Drape - cape 6 Armor, 13 str, 19 stam&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stinging the Stingers&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
kill 8 Marshlight Bleeders. 7500 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The Sharpest Blades&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gather 10 Marshfang Slicer Blades 7500 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Ensorcelled Marshfang Blade - MH dagger 1.70 speed, 41.3 dps, 13 stam, 9 int, 10 spell crit strike rating, 35 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Marshfang Blade Axe - MH axe, 1.50 speed, 48.7 dps, 12 agil, 24 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Keen Marsfang Slicer onehand sword, 2.60 speed, 48.8 dps, 9 agil, 10 hit rating, 18 attack power&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WANTED: Boss Grog&amp;#039;ak&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
12150 exp. &amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Impending Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Find plans on top of one of the towers&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Us or Them&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Kill ogre leader in the Stronghold and 20 of his closest buddies. 12150 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Captain Krosh&amp;#039;s Crash Helmet - Leather hat, 183 armor, 23 Agil, 34 stam, 15 hit rating, 32 AP&amp;lt;br&amp;gt;&lt;br /&gt;
also 5 energy drinks, restores 100 energy (class rogue)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WANTED: Chieftain Mummaki&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Kill him.  9750 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Angling to Beat the Competition&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
kill 10 Fenclaw Thrashers.  7500exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;The Biggest of Them All&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kill Mragesh. 7500 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Perusing Terrorclaw&amp;#039;&amp;#039;&amp;#039; (Also granted after Angling to Beat the Competition)&amp;lt;br&amp;gt;&lt;br /&gt;
Kill Terrorclaw.  7500 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Burstcap Mushrooms, Mon!&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
gather 6 Burstcap Mushrooms.  7500 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Have You Ever Seen One Of These?&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Release murlocs onto the world!&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
The Witch Doctor&amp;#039;s Wraps - cloth hands 21 stam, 14 int, 16 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
Daggerfen Mail - mail chest, 441 armor, 17 agil, 25 stam, 16 int, 34 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Fen Striders Footguards, plate feet, 515 armor, 12 str, 21 stam, 14 Defense rating&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Message to the Daggerfen&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kill 3 assassins and 15 muckdwellers.  7500 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Sporeggar&amp;#039;&amp;#039;&amp;#039;===  ( I lost the first round of quests with a browser crash)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Glowcap Mushrooms&amp;#039;&amp;#039;&amp;#039; &amp;lt;br&amp;gt;&lt;br /&gt;
collect 10 glowcap mushrooms. 750 rep. Followup is the repeatable More Glowcaps, 750 more rep&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fertile Spores&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
collect 10 Fertile spore.  Followup is the repeatable More Fertile Spores.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Oh, It&amp;#039;s On!&amp;#039;&amp;#039;&amp;#039; (believe friendly rep) &amp;lt;br&amp;gt;&lt;br /&gt;
Get a Underspore Frond from the Underbog&amp;lt;br&amp;gt;&lt;br /&gt;
Reward - Everlasting Underspore Frond. Use: Creates 10 edible Underspore pods&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Now That We&amp;#039;re Friends&amp;#039;&amp;#039;&amp;#039; (believe friendly rep) &amp;lt;br&amp;gt;&lt;br /&gt;
Kill 24 mobs.  7500 faction.   Gives followup to kill 24 more. then 24 more&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Staff of the Wild - 56.9 dps, 21 str, 20 agil, 30 stam, 20 hit rating, 147 AP non-cow form&amp;lt;br&amp;gt;&lt;br /&gt;
Survivalist&amp;#039;s Pike - 67.3 dps polearm, 21 agil, 30 stam, 20 int, 40 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Hammer of the Sporelings - 67.5 dps 2h mace, 30 stam, 20 int, 25 damage/healing, 8 mana / 5 secs. &amp;lt;br&amp;gt;&lt;br /&gt;
Zangarmarsh Claymore - 2H sword, 67.5 dps, 21 str, 30 stam, 20 hit rating, 20 crit strike rating&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stalk the Stalker&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Head to Underbog and get the Brain of the Black Stalker.&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Essence Infused Mushroom - One restores 200 heath after a kill, the other is mana&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Cenarion Refuge&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
A small tent in the SW corner of the zone.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Observing the Sporelings&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Investigate Spawning Glen&amp;lt;br&amp;gt;&lt;br /&gt;
(had a browser crash, lost some info&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Familiar Fungi&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Collect 15 mushrooms from Hewn Gog.  7250 exp&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Stealing from Thieves&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
get 10 boxes of mushrooms. 9350 exp&amp;lt;br&amp;gt;&lt;br /&gt;
rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Zangar Epaulets, cloth shoulders, 18 int, 17 spell hit rating, 20 healing/damage&amp;lt;br&amp;gt;&lt;br /&gt;
Survivalist&amp;#039;s Belt - mail belt, 281 armor, 18 agil,25 stam, 34 AP&amp;lt;br&amp;gt;&lt;br /&gt;
Help of Purity - Plate hat, 724 armor, 23 str, 34 stam, 23 int, 19 damage/healing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Fahssn&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
Thing wandering WNW of Cenarion Refuge&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Sporelings&amp;#039; Plight&amp;lt;br&amp;gt;&lt;br /&gt;
Collect 10 Mature Spore Sacs from on the ground in The Spawning Grounds&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Natural Enemies&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Get 6 Bog Lord Tendrils from Bog Lords&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Watcher Jhang&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
Coilfang Reservoir (Inside the tunnel in the middle of Serpent Lake)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lost in Action&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Find 4 people. They are in Slave Pens and Underbog&amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Cenarion Ring of Casting - 24Stam, 16 Int, +18 heal/spell damage&amp;lt;br&amp;gt;&lt;br /&gt;
Goldenvine Wraps - cloth bracer 19 Stam, 13 Int, 29 healing/spell damage, 5 mana/5 sec&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Cloak of the Marsh - Cape 59 armor, 16 Agil, 24 stam, +30 attack power&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Kayra Longmane&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Escape from Umbrafen&amp;#039;&amp;#039;&amp;#039; - Found in a hut in Umbrafen Village. Escort quest. &amp;lt;br&amp;gt;&lt;br /&gt;
Rewards&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&amp;#039;s Leggings - Leather pants 183Armor, 23Int, 22 Spirit, 26 Damage/Healing&amp;lt;br&amp;gt;&lt;br /&gt;
Preserve&amp;#039;s Medallion - Neck +35 healing, 6 mana / 5 sec&amp;lt;br&amp;gt;&lt;br /&gt;
Warden&amp;#039;s Hammer - main hand mace, 48.7 dps, +12 hit rating, +24 attack power&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Mob drops that start quests&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Count Ungula&amp;#039;&amp;#039;&amp;#039; take item to Watcher Leesa&amp;#039;oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can work on these quests in the same area.&amp;lt;br&amp;gt;&lt;br /&gt;
Identify Plant Parts can work with many mobs.&amp;lt;br&amp;gt;&lt;br /&gt;
Saving the Spoerloks &amp;amp; A damp,Dark Place, Safeguarding the Watchers&amp;lt;br&amp;gt;&lt;br /&gt;
The Umbrafen Tribe, Escape from Umbrafen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Fishing&amp;diff=49499</id>
		<title>Fishing</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Fishing&amp;diff=49499"/>
		<updated>2011-10-05T15:35:56Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Correcting grammar errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fishing is one of the secondary [[WoW Tradeskills]], and is a great skill to get ingredients to use your [[Cooking]] skill for some food to heal between fights at a low level.&lt;br /&gt;
==Intro==&lt;br /&gt;
Most of the items that you recieve from fishing will, of course, be fish.  But there is a small chance that you can find other items such as boxes (will most likely need the help of a rogue to open them), potions, or even a green item.&lt;br /&gt;
&lt;br /&gt;
Most parts of the world have a minimum fishing skill requirement which generally scales along with the level of the creatures in that zone, although some places can not be fished even with a skill of 300. In order to improve your fishing skill, all you need to do is fish.  It doesn&amp;#039;t matter where you fish, as long as you catch something your skill will improve.  At lower levels, you will usually gain one point for every fish you catch, but at the higher levels it will be more like one point for every 10 fish.  &lt;br /&gt;
While you can skill just as easily in a lower level zone as a high level zone, the higher the level of the zone the better the fish (and loot) you can get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[List of catches by fishing hole]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fishing recipes summary]]&lt;br /&gt;
&lt;br /&gt;
==Apprentice: Getting Started==&lt;br /&gt;
&lt;br /&gt;
Fishermen can be found in many low level areas to teach you Apprentise Fishing. Nearby there should also be a fishing vendor, who will sell you a pole (required) and some lures (recommended, at least at first). Purchase the basic pole and the lowest level lures. &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*QEZ0IYPCBI*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; There should be water nearby, so go ahead and pick a spot on the shore right by the water. Now, equip your pole like a 2h weapon. Pressing &amp;#039;P&amp;#039; will allow you to put your new &amp;#039;Fishing&amp;#039; icon on your toolbar. Since you&amp;#039;re currently a terrible fisher, right-click on your lure, then click on your equipped pole. Lures are limited in duration, so don&amp;#039;t apply it until you&amp;#039;re ready to get down to some serious fishing. Near the water&amp;#039;s edge, pressing the fishing icon on your toolbar will cause to you cast. A timer will begin counting down, but you&amp;#039;ll want to be watching the bobber - I put my cursur on it immediately. When you see it bob and splash, right-click (&amp;#039;open&amp;#039;) on the bobber and your fish/loot will be there - unless it gets away. Take your reward and repeat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Journeyman: Continuing Your Career==&lt;br /&gt;
&lt;br /&gt;
Your skill will raise quickly at first, and you&amp;#039;ll soon outgrow your humble newbie hole.  Journeymen Trainers are common as well, just about any trainer that will teach apprentice fishing will teach Journeyman.  Be sure and purchase a &amp;quot;Strong&amp;quot; fishing pole if you haven&amp;#039;t already, and look for a more difficult area.  The difficulty and reward of different fishing areas is proportional to the level of the mobs around it - you&amp;#039;ll also learn to gage difficulty based on the level of loot you&amp;#039;re pulling in and the number of failed fishing attempts.  For the Horde, Orgrimmar or the Ratchet docks are great places to skill up to 150.  Continue to use appropiate lures if you&amp;#039;re getting too many failures - I find, however, that one rarely need use anything more expensive than nightcrawlers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Expert: Angling for Fun and Profit (or not, post-nerf)==&lt;br /&gt;
&lt;br /&gt;
Getting &amp;#039;Expert&amp;#039; in secondary professions requires the purchase of a book, and fishing is no exception.  There is no level requirement for purchasing the book, however you need to be level 20 in order to read the book and progress in fishing beyond 150.  Old Man Hemming in Booty Bay sells an expert fishing book for 1g - he&amp;#039;s on the south side, somewhat near the bank.  On the Horde side, most people will catch the boat to Booty Bay after skilling up Journeyman in Ratchet - if you&amp;#039;re short on cash for the book, just fish around the Bay until you have your 1g.  Then don&amp;#039;t leave, Booty Bay is one of the best fishing holes for raising expert fishing.  At first you&amp;#039;ll need to use lures to avoid too many escapees.  Here you&amp;#039;ll be pulling up crates and locked chests - these can be picked by any rogue with 90 lockpicking (perhaps less).&lt;br /&gt;
&lt;br /&gt;
==Artisan: Zen and Art of Fishing==&lt;br /&gt;
&lt;br /&gt;
Artisan secondary skills are obtained through quests.  When you have reached 225 fishing and are at least level 40, the fishing trainer in Orgrimmar/Ironforge will tell you to find [http://www.thottbot.com/?q=1281 Nat Pagle, Angler Extreme], who is [http://www.thottbot.com/?m=7277 in Dustwallow Marsh].  The &amp;quot;rare&amp;quot; fish he wants you to catch actually have a rather high % (thottbot fishing %&amp;#039;s are skewed by fishing without the quest), so just make sure you&amp;#039;re in the right zone/body of water and you should have them in no time.  You will need to fish in the follow places: Desolace, Swamp of Sorrows, Stranglethorn Vale, and Feralas.  Out of those 4 places, Feralas is the hardest and you will want to bring lures for it.&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade: Tips and Tricks==&lt;br /&gt;
&lt;br /&gt;
I highly recommend the Tackle Box mod available in Cosmos (I have no experience with importing the stand alone mod to gypsy, etc) which allows you to cast by right-clicking on water when your pole is equipped (including recasting when you loot the bobber).  I use this with shift+right click to autoloot and recast in one stroke.  Try it once and you&amp;#039;ll never go back.&lt;br /&gt;
&lt;br /&gt;
An alternative to Tackle Box, with its dependency on the Sea library and Cosmo and such, is a spin-off called [http://ui.worldofwar.net/ui.php?id=932 FishEase]. It has all the same functions (easycast by right-clicking when rod is equipped, fastcast by looting and re-casting with one click, switch macro to change from rod to standard adventuring gear, etc) and is a stand-alone mod. Works right out of the box, no worries.&lt;br /&gt;
&lt;br /&gt;
If you plan to skill cooking in conjunction with fishing (why wouldn&amp;#039;t you), I highly recommend starting fishing at a lake where you will catch a high percentage of brilliant smallfish.  You can start off fishing in Orgrimmar, but it will take you forever to catch the 50+ smallfish required to get to 50 cooking for the next fishing recipe (15% catch rate - 330 to 350 catches!).  FOR THE HORDE(!!) you will catch smallfish over 50% of the time in Stonebull Lake, Sen&amp;#039;jin Village, or Valley of Trials (for undead, nothing in Silverpine has a great %, so just use that zeppelin early).  If you&amp;#039;re already in Orgrimmar and don&amp;#039;t want to walk far, thottbot shows that Jaggedswine Farm (outside by the zeppelin) might be a likely spot.  Go to one of these spots, and you should catch enough fish to skill cooking through smallfish and mud snappers in one moderate session in about the time you&amp;#039;d raise your skill enough to want to move on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Scholomance&amp;diff=49498</id>
		<title>Scholomance</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Scholomance&amp;diff=49498"/>
		<updated>2011-10-05T15:35:46Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Fixing spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scholomance is an instance found in south eastern [[Western Plaguelands]].  A key or a Rogue with 280 skill in lockpicking (level 56+) is required to gain entry into the instance.  &lt;br /&gt;
&lt;br /&gt;
== External Guides ==&lt;br /&gt;
MongoJerry&amp;#039;s [http://www.theamazonbasin.com/forums/index.php?showtopic=5925 Schooling Scholomance].&lt;br /&gt;
&lt;br /&gt;
Annotated [http://www.worldofwar.net/cartography/instances/scholomance.php map] of Scholomance.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
===Alliance===&lt;br /&gt;
&lt;br /&gt;
52 (60) [http://www.thottbot.com/index.cgi?q=1698 Barov Family Fortune] - This quest is obtained from Weldon Barov located at Chillwind Point in northern Alterac Mountains.  This quest requires you to obtain 4 deeds located around the instance.  The Deed to Southshore is located in the first room, on the far side of the room from the entrance.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horde===&lt;br /&gt;
&lt;br /&gt;
60 Barov Family Fortune Horde&lt;br /&gt;
Scholomance  Alexi Barov&lt;br /&gt;
&amp;lt;House of Barov&amp;gt;&lt;br /&gt;
Tirisfal Glades &lt;br /&gt;
6600 XP &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
55 (58) [http://www.thottbot.com/index.cgi?q=885 Plagued Hatchlings] - This quest is obtained from Betina Bigglezink at the Chapel of Hope in the eastern portion of the [[Eastern Plaguelands]].  &lt;br /&gt;
&lt;br /&gt;
58 (60) [http://www.thottbot.com/?q=5600 Healthy Dragon Scale] - This quest is obtained from Scholomance after you complete the Plagued Hatchlings quest. A healthy scale will drop from a plagued hatchling which begins the quest. You turn the scale in to Betina Bigglezink at the Chapel of Hope in the eastern portion of the [[Eastern Plaguelands]].  Its reward is 50 reputation points with the Argent Dawn.  This quest is repeatable.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
58 (60) [http://www.thottbot.com/?q=4394 Leonid Barthalomew] - This quest is obtained from Tinkee Steamboil in the Burning Steppes.  It is part of a chain starting with ... The objective is to take Frozen Eggs obtained from UBRS to Leonid Barthalomew the Revered in the [[Eastern Plaguelands]].  &lt;br /&gt;
&lt;br /&gt;
58 (60) [http://www.thottbot.com/?q=5123 Betina Bigglezink] - This quest follows &amp;#039;Leonid Barthalomew&amp;#039; when he sends you to talk to Betina Bigglezink.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
55 (60) [http://www.thottbot.com/?q=1341 Doctor Theolen Krastinov, the Butcher] - This quest is obtained from Eva Sarkhoff and is the first in a chain.  The objective is to kill Doctor Theolen Krastinov, aka The Butcher. &lt;br /&gt;
&lt;br /&gt;
Eva Sarkhoff is one of the two ghosts standing by the entrance. This quest is not available until you talk to her and listen to her long, sad tale of woe. Keep clicking through -- afterwards the &amp;quot;!&amp;quot; will appear above her head and the quest will be available.&lt;br /&gt;
&lt;br /&gt;
55 (60) [http://www.thottbot.com/?q=1341 Krastinov&amp;#039;s Bag of Horrors] -  This quest is obtained from Eva Sarkhoffand follows &amp;#039;Doctor Theolen Krastinov&amp;#039;.   The goal is to kill Jandice Barov and retrieve Krastinov&amp;#039;s Bag of Horrors from her corpse.  Then return to Eva outside the entrance.  &lt;br /&gt;
&lt;br /&gt;
56 (60)&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*EGQOIT0N4N*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;- This quest is obtained from Eva Sarkhoff and is in the chain following &amp;#039;Krastinov&amp;#039;s Bag of Horrors.&amp;#039; You can drop this quest before turning it in and continually re-acquire it from from Eva if you want to farm Kirtonos for drops. When you get this quest you are given a Blood of Innocents to summon Kirtonos on the Porch. Only one person needs to use the blood to summon Kirtonos, so assuming a party does this quest line all at once you can summon Kirtonos on 5 different runs. &lt;br /&gt;
&lt;br /&gt;
This quest is the final step in the chain. Completion of this quest will give you an item allowing you to talk to previously-invisible ghosts in Caer Darrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the item from the Butcher series you can now see Magistrate Marduke who starts the next quest line:&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?q=5183 The Human, Ras Frostwhisper] - This quest is obtained from Magistrate Marduke.  The objective is to retrieve the Keepsake of Remembrance from Stromgarde.  &lt;br /&gt;
&lt;br /&gt;
The followon quests are:&lt;br /&gt;
[http://www.thottbot.com/?q=5591 The Dying, Ras Frostwhisper]- After bringing the Keepsake of Remembrance back to Magistrate Marduke, he sends you to Leonid Barthalomew the Revered at Light&amp;#039;s Hope Chapel. Leonid then sends you to Stratholme, where you must put the Keepsake on the Scourge Holy Ground, Menethil&amp;#039;s Gift.&lt;br /&gt;
 &lt;br /&gt;
Step 3: Menethil&amp;#039;s Gift - This step involves taking the Keepsake into the Baron&amp;#039;s chamber in UD Stratholme and using the item on the rune in the floor that heals the Baron.  Might want to compelte the quest after the Baron is dead.  This step is doable in a raid.  &lt;br /&gt;
 &lt;br /&gt;
Step 4: Menethil&amp;#039;s Gift - Completing the previous step lets you get a quest to bring the Soulbound Keepsake back to Leonid Barthalomew the Revered at light&amp;#039;s hope chapel in EPL.&lt;br /&gt;
 &lt;br /&gt;
Step 5: Soulbound Keepsake - Leonid then sends you back to Magistrate Marduk.  &lt;br /&gt;
 &lt;br /&gt;
59 (63) [http://www.thottbot.com/?q=4937 The Lich, Ras Frostwhisper] - This quest is obtained from Magistrate Marduke.  The objective is to bring back the head of the Lich, Ras Frostwhisper to Magistrate Marduke.  You always receive the [http://www.thottbot.com/?i=20130 Darrowshire Strongguard] along with one of the following: [http://www.thottbot.com/?i=21093 Crown of Caer Darrow], the [http://www.thottbot.com/?i=20133 Warblade of Caer Darrow], or the dagger, [http://www.thottbot.com/?i=20684 Darrowspike] for completing the quest.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [http://www.thottbot.com/index.cgi?i=Skin%20of%20Shadow Skin of Shadow] drops in Scholomance for the following quests: [http://www.thottbot.com/index.cgi?q=1343 Legplates of the Chromatic Defier], [http://www.thottbot.com/index.cgi?q=5133 Breastplate of Bloodthirst], [http://www.thottbot.com/index.cgi?q=5358 Leggings of Arcana], [http://www.thottbot.com/index.cgi?qu=7484 Libram of Focus].&lt;br /&gt;
&lt;br /&gt;
It can also be used to make the [http://www.thottbot.com/index.cgi?i=36198 Shifting Cloak].&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
[http://www.thottbot.com/?n=88609 Marduk Blackpool] - 58 Elite&lt;br /&gt;
* Ebon Hilt of Marduk - Sword, 38.9 DPS, 210 dmg over 3 seconds&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=91134 Doctor Theolen Krastinov &amp;lt;The Butcher&amp;gt;] - 60 Elite&lt;br /&gt;
* Brain Hacker - Epic, BoE, 2H Axe, 56.7 DPS&lt;br /&gt;
* Doombringer - BoE, 2H Sword, 51.4 DPS&lt;br /&gt;
* Magister&amp;#039;s Gloves - Cloth, BoE, Gloves&lt;br /&gt;
* Twig of the World Tree - BoE, 2H Mace, 49.7 DPS&lt;br /&gt;
* Bloodmail Hauberk - Mail, Chest,&lt;br /&gt;
* Cadaverous Armor - Leather, Chest,&lt;br /&gt;
* Deathbone Chestplate - Plate, Chest,&lt;br /&gt;
* Necropile Robe - Cloth, Chest, &lt;br /&gt;
* Bloodmail Set - &lt;br /&gt;
* Cadaverous Set - &lt;br /&gt;
* Deathbone Set - &lt;br /&gt;
* Necropile Set - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=211490 Instructor Malicia] - 60 Elite&lt;br /&gt;
* Doombringer &lt;br /&gt;
* Myrmidon&amp;#039;s Signet &lt;br /&gt;
* Bloodmail Hauberk - Mail, Chest,&lt;br /&gt;
* Cadaverous Armor - Leather, Chest,&lt;br /&gt;
* Deathbone Chestplate - Plate, Chest,&lt;br /&gt;
* Necropile Robe - Cloth, Chest, &lt;br /&gt;
* Shadowcraft Bracers &lt;br /&gt;
* Bloodmail Set - &lt;br /&gt;
* Cadaverous Set - &lt;br /&gt;
* Deathbone Set - &lt;br /&gt;
* Necropile Set - &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=75222 Kirtonos the Herald] - 60 Elite &lt;br /&gt;
* Skullflame Shield - Shield, BoE, Epic, 2256 Armor, 10 Fire Resist, 10 Shadow Resist, 2 Procs&lt;br /&gt;
* [http://www.thottbot.com/?i=19389 Boots of Valor] - Plate, Feet, 424 Armor, 8 Str, 4 Agi, 20 Sta, +3 Spi&lt;br /&gt;
* Clutch of Andros - Cloth, Belt, &lt;br /&gt;
* Frightalon - Dagger, 40DPS, &lt;br /&gt;
* Gargoyle Slashers - Leather, Hands, &lt;br /&gt;
* Gravestone War Axe - 2H Axe, 53.1 DPS&lt;br /&gt;
* Heart of the Fiend - Neck, 5 Int, 5 Sta, 15 Spi&lt;br /&gt;
* Loomguard Armbraces - Mail, Wrist&lt;br /&gt;
* Stoneform Shoulders - Plate, Shoulder&lt;br /&gt;
* Windreaver Greaves - Mail, Feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=75237 Lord Alexei Barov] - 60 Elite&lt;br /&gt;
* Lightforge Bracers - Plate, BoE, Wrist, &lt;br /&gt;
* Bloodmail Hauberk - Mail, Chest, &lt;br /&gt;
* Cadaverous Armor - Leather, Chest, &lt;br /&gt;
* Deathbone Chestplate - Plate, Chest, &lt;br /&gt;
* Necropile Robe - Cloth, Chest, &lt;br /&gt;
* Bloodmail Set - &lt;br /&gt;
* Cadaverous Set - &lt;br /&gt;
* Deathbone Set - &lt;br /&gt;
* Necropile Set - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=75235 Lady Illucia Barov] - 60 Elite&lt;br /&gt;
* Stonegrip Gauntlets - &lt;br /&gt;
* Bloodmail Hauberk  - Mail, Chest, &lt;br /&gt;
* Cadaverous Armor  - Leather, Chest, &lt;br /&gt;
* Deathbone Chestplate - Plate, Chest, &lt;br /&gt;
* Necropile Robe - Cloth, Chest, &lt;br /&gt;
* Bloodmail Set - &lt;br /&gt;
* Cadaverous Set - &lt;br /&gt;
* Deathbone Set - &lt;br /&gt;
* Necropile Set - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=211491 The Ravenian] - 60 Elite&lt;br /&gt;
* Mass of McGowan - BoE, Mace, 40.9 DPS, 80-149Dmg, 10 Sta, 10 Str&lt;br /&gt;
* Bloodmail Hauberk - Mail, Chest, &lt;br /&gt;
* Cadaverous Armor - Leather, Chest, &lt;br /&gt;
* Deathbone Chestplate - Plate, Chest, &lt;br /&gt;
* Necropile Robe - Cloth, Chest, &lt;br /&gt;
* Bloodmail Set - &lt;br /&gt;
* Cadaverous Set - &lt;br /&gt;
* Deathbone Set - &lt;br /&gt;
* Necropile Set - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=75253 Vectus] - 60 Elite&lt;br /&gt;
* [http://www.thottbot.com/?i=24703 Skullsmoke Pants] - Cloth, Legs, 76 armor, 20 Int, 20 Sta, 10 Fire resist, 5 Shadow Resist&lt;br /&gt;
* [http://www.thottbot.com/?i=19696 Band of the Hierophant] - BoE, Finger, 10 Int, 7 Sta, 11 Spi&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=210879 Rattlegore] - 61 Elite&lt;br /&gt;
* Frightskull Shaft - 2H Mace, 50.4 DPS, &lt;br /&gt;
* Serathil - BoE, Axe, 40 DPS, &lt;br /&gt;
* Shadowcraft Boots - Leather, Feet, &lt;br /&gt;
* Bone Ring Helm - Leather, Head, &lt;br /&gt;
* Corpselight Greaves - Plate, Feet, &lt;br /&gt;
* Deadwalker Mantle - Back&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=30382 Jandice Barov] - 61 Elite&lt;br /&gt;
* Barovian Family Sword - 2H Sword, 52.1DPS, &lt;br /&gt;
* [http://www.thottbot.com/?i=23106 Dreadmist Mantle] - 64 Armor, 14 Sta, 15 Int, 9 Spi&lt;br /&gt;
* Orb of Deception - Trinket, Transforms user to look like member of opposite faction&lt;br /&gt;
* Darkshade Gloves - Cloth, Hands, 50 armor, 15 Arc Resist, 10 Shadow Resist&lt;br /&gt;
* Ghostloom Leggings - Leather, Legs, 18 Int, 10 Sta, &lt;br /&gt;
* Pattern: Chimeric Leggings &lt;br /&gt;
* Pattern: Runecloth Shoulders &lt;br /&gt;
* Pattern: Runic Leather Pants &lt;br /&gt;
* Royal Cap Spaulders - Mail, Shoulders, &lt;br /&gt;
* [http://www.thottbot.com/?i=37217 Phantasmal Cloak] 114 Armor +12 Strength +11 Stamina &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=211493 Darkmaster Gandling] - 61 Elite&lt;br /&gt;
*  Headmaster&amp;#039;s Charge - Epic, Staff, &lt;br /&gt;
* Pattern: Robe of the Void - Recipe, Epic, &lt;br /&gt;
* Beaststalker&amp;#039;s Cap - Mail, Head, &lt;br /&gt;
* Bonecreeper Stylus - Wand, 62.6 DPS, 4 Int, +6 dmg and healing&lt;br /&gt;
* Boots of the Shrieker - Leather, Feet, &lt;br /&gt;
* [http://www.thottbot.com/?i=14049 Coif of Elements] - Mail, Head, 297 Armor, 7 Str, 13 Sta, 23 Int, 12 Spi&lt;br /&gt;
* Detention Strap - Mail, Waist, &lt;br /&gt;
* Devout Crown - Cloth, Head, &lt;br /&gt;
* [http://www.thottbot.com/?i=20064 Dreadmist Mask] - Cloth, Head, 71 Armor, 15 Sta, 23 Int, 12 Spi, &lt;br /&gt;
* Helm of Valor - Plate, Head, &lt;br /&gt;
* Lightforge Helm - Plate, Head, &lt;br /&gt;
* Magister&amp;#039;s Crown - Cloth, Head, &lt;br /&gt;
* Shadowcraft Cap - Leather, Head, &lt;br /&gt;
* Silent Fang - Sword, 40.6DPS, &lt;br /&gt;
* Tombstone Breastplate - Leather, Chest, &lt;br /&gt;
* Vigorsteel Vambraces - Plate, Wrist, &lt;br /&gt;
* [http://www.thottbot.com/?i=23551 Wildheart Cowl] - Leather, Head, 141 Armor, 6 Str, 10 Sta, 20 Int, 20 Spi&lt;br /&gt;
* Witchblade - Dagger, 40.6 DPS, +10 Arc spell damage, +10 Shadow spell damage&lt;br /&gt;
* Pattern: Felcloth Robe - &lt;br /&gt;
* Recipe: Major Mana Potion - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?n=373339 Ras Frostwhisper] - 62 Elite&lt;br /&gt;
* Bonechill Hammer - Mace, 40.6 DPS, &lt;br /&gt;
* Boneclenched Gauntlets - Plate, Hands, &lt;br /&gt;
* Death&amp;#039;s Clutch - Leather, Shoulder, &lt;br /&gt;
* Freezing Lich Robes - Cloth, Chest, &lt;br /&gt;
* Frostbite Girdle - Leather, Waist, &lt;br /&gt;
* Iceblade Hacker - Axe, 42.2 DPS, &lt;br /&gt;
* Maelstrom Leggings - Mail, Legs, &lt;br /&gt;
* Magister&amp;#039;s Mantle - Cloth, Shoulders, &lt;br /&gt;
* Recipe: Flask of Supreme Power - +150 Spell damage for 1 hour&lt;br /&gt;
&lt;br /&gt;
== Item List ==&lt;br /&gt;
===Cloth===&lt;br /&gt;
[http://www.thottbot.com/?i=21781 Necropile Robe] - Chest, 87 armor, 25 Sta, 12 Int, 12 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=26068 Pattern: Robe of the Void] - Chest Pattern&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=19325 Freezing Lich Robes] - Chest, 88 armor, 15 Frost resist, Frost dmg +42&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=18528 Magister&amp;#039;s Gloves] - Hands, 52 armor, 14 Int, 15 Spi, 6 Sta, 6 Agi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=17054 Dreadmist Wraps] - Hands, 52 Armor, 8 Agi, 9 Sta, 9 Int, 14 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=21093 Crown of Caer Darrow] - Head, 73 armor, 20 Int, 20 Spi, 8 Sta, 15 Frost Resist&lt;br /&gt;
&lt;br /&gt;
[http://www.thottbot.com/?i=18565 Magister&amp;#039;s Crown] - Head, 71 armor, 30 Int, 11 Sta, 5 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=20064 Dreadmist Mask] - Head, 71 armor, 23 Int, 15 Sta, 12 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=20132 Devout Crown] - Head, 71 armor, 24 Int, 13Sta, 15 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=24703 Skullsmoke Pants] - Legs, 76 armor, 20 Int, 20 Sta, 10 Fire resist, 5 Shadow Resist&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=23106 Dreadmist Mantle] - Shoulder, 64 armor, 15 Int, 14 Sta, 9 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=14642 Magister&amp;#039;s Mantle] - Shoulder, 64 armor, 22 Int, 6 Sta, 6 Spi&lt;br /&gt;
 &lt;br /&gt;
[http://www.thottbot.com/?i=18958 Clutch of Andros] - Waist, 49 armor, 22 Int, 8 Spi, 3 Sta&lt;br /&gt;
&lt;br /&gt;
===Leather===&lt;br /&gt;
Tombstone Breastplate - Chest Drop&lt;br /&gt;
 &lt;br /&gt;
Cadaverous Armor - Chest Drop&lt;br /&gt;
 &lt;br /&gt;
Boots of the Shrieker - Feet Drop&lt;br /&gt;
 &lt;br /&gt;
Shadowcraft Boots - Feet Drop&lt;br /&gt;
 &lt;br /&gt;
Gargoyle Slashers - Hands Drop&lt;br /&gt;
 &lt;br /&gt;
Shadowcraft Cap - Leather Head Drop&lt;br /&gt;
 &lt;br /&gt;
Wildheart Cowl - Leather Head Drop&lt;br /&gt;
 &lt;br /&gt;
Death&amp;#039;s Clutch - Leather Shoulder Drop&lt;br /&gt;
 &lt;br /&gt;
Frostbite Girdle - Leather Waist Drop&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Mail===&lt;br /&gt;
&lt;br /&gt;
Bonebrace Hauberk - Mail Chest Drop&lt;br /&gt;
 &lt;br /&gt;
Bloodmail Hauberk - Mail Chest Drop&lt;br /&gt;
 &lt;br /&gt;
Windreaver Greaves - Mail Feet Drop&lt;br /&gt;
 &lt;br /&gt;
Beaststalker&amp;#039;s Cap - Mail Head Drop&lt;br /&gt;
 &lt;br /&gt;
Coif of Elements - Mail Head Drop&lt;br /&gt;
 &lt;br /&gt;
Maelstrom Leggings - Mail Legs Drop&lt;br /&gt;
 &lt;br /&gt;
Detention Strap - Mail Waist Drop&lt;br /&gt;
 &lt;br /&gt;
Loomguard Armbraces - Mail Wrist Drop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Plate===&lt;br /&gt;
 &lt;br /&gt;
Deathbone Chestplate - Plate Chest Drop&lt;br /&gt;
 &lt;br /&gt;
Boots of Valor - Plate Feet Drop&lt;br /&gt;
 &lt;br /&gt;
Boneclenched Gauntlets - Plate Hands Drop&lt;br /&gt;
 &lt;br /&gt;
Helm of Valor - Plate Head Drop&lt;br /&gt;
 &lt;br /&gt;
Lightforge Helm - Plate Head Drop&lt;br /&gt;
 &lt;br /&gt;
Cloudkeeper Legplates - Plate Legs Drop&lt;br /&gt;
 &lt;br /&gt;
Stoneform Shoulders - Plate Shoulder Drop&lt;br /&gt;
 &lt;br /&gt;
Vigorsteel Vambraces - Plate Wrist Drop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon/Shield/Ranged===&lt;br /&gt;
* [http://www.thottbot.com/?i=37260 Ancient Bone Bow] - BoP, Bow, 31.2 DPS, +11 Agi.&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=18952 Bonecreeper Stylus] - BoP, Arcane Wand, 62.6 dps, +4 int, Equip: Increases damage and healing done by magical spells and effects by up to 11. &lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=14033 Iceblade Hacker] - BoP, Main Hand Axe, +1-5 Frost, 42.2dps&lt;br /&gt;
 &lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=24367 Gravestone War Axe] - BoP, 2h Axe, 53.1dps   &lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=35987 Scarlet Kris] - BoP, Dagger, +10 Agi, +10 Stam, 41.3dps &lt;br /&gt;
 &lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=19083 Witchblade] - BoP, Dagger, +8 Int, +12 Arcane, +12 Shadow &lt;br /&gt;
 &lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=19394 Frightalon] - BoP, Dagger, chance to lower all target attributes by 10 for 1 min&lt;br /&gt;
 &lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=18829 Bonechill Hammer] BoP, 1h Mace, chance to hit target for 90 frost&lt;br /&gt;
 &lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=19371 Frightskull Shaft] - BoP, 2h Mace, Chance on hit: Deals 8 Shadow damage every 2 sec for 30 sec and lowers their Strength for the duration of the disease.&lt;br /&gt;
&lt;br /&gt;
Headmaster&amp;#039;s Charge - Staff Two-Hand Drop&lt;br /&gt;
 &lt;br /&gt;
Silent Fang - Sword Main Hand Drop&lt;br /&gt;
 &lt;br /&gt;
Ebon Hilt of Marduk - Sword Main Hand Drop&lt;br /&gt;
 &lt;br /&gt;
Barovian Family Sword - Sword Two-Hand Drop&lt;br /&gt;
&lt;br /&gt;
===Jewlery===&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/?i=19696 Band of the Hierophant] - BoE, Finger, 10 Int, 7 Sta, 11 Spi&lt;br /&gt;
* [http://www.thottbot.com/?i=19395 Heart of the Fiend] - Neck, 5 Int, 5 Sta, 15 Spi&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
&lt;br /&gt;
==Bestiary==&lt;br /&gt;
59-60+ Corrupted Spirit   &amp;lt;br&amp;gt;&lt;br /&gt;
57-58+ Dark Shade  &amp;lt;br&amp;gt;&lt;br /&gt;
54-58+ Diseased Ghoul   &amp;lt;br&amp;gt;&lt;br /&gt;
58-59+ Fallen Hero  &amp;lt;br&amp;gt;&lt;br /&gt;
59+ Malicious Spirit  &amp;lt;br&amp;gt;&lt;br /&gt;
53-60+ Necrofiend  &amp;lt;br&amp;gt;    &lt;br /&gt;
54-58 Plagued Hatchling  &amp;lt;br&amp;gt;  &lt;br /&gt;
58-59+ Ragged Ghoul&amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
55-59+ Risen Bonewarder&amp;lt;br&amp;gt;&lt;br /&gt;
56-61+ Risen Construct &amp;lt;br&amp;gt;&lt;br /&gt;
52-59+ Risen Guard  &amp;lt;br&amp;gt;  &lt;br /&gt;
56-60+ Risen Protector&amp;lt;br&amp;gt;&lt;br /&gt;
57-61+ Risen Warrior   &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
52-58+ Scholomance Acolyte&amp;lt;br&amp;gt;  &lt;br /&gt;
56-59+ Scholomance Adept &amp;lt;br&amp;gt;&lt;br /&gt;
52-58+ Scholomance Necrolyte  &amp;lt;br&amp;gt;&lt;br /&gt;
52-58+ Scholomance Neophyte  &amp;lt;br&amp;gt;  &lt;br /&gt;
53-59+ Scholomance Dark Summoner  &amp;lt;br&amp;gt;  &lt;br /&gt;
56-59+ Scholomance Necromancer &amp;lt;br&amp;gt;  &lt;br /&gt;
57-60+ Scholomance Handler &amp;lt;br&amp;gt;&lt;br /&gt;
57-59+ Scholomance Occultist &amp;lt;br&amp;gt;&lt;br /&gt;
58-59+ Scholomance Student&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
56-59+ Spectral Researcher  &amp;lt;br&amp;gt;&lt;br /&gt;
57-59+ Splintered Skeleton  &amp;lt;br&amp;gt;&lt;br /&gt;
59-61+ Spectral Teacher &amp;lt;br&amp;gt;&lt;br /&gt;
57-59+ Spectral Tutor  &amp;lt;br&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
57 Magistrate Marduke &amp;lt;br&amp;gt;&lt;br /&gt;
58+ The Ravenian&amp;lt;br&amp;gt;&lt;br /&gt;
58+ Kirtonos the Herald  &amp;lt;br&amp;gt;&lt;br /&gt;
58+ Marduk Blackpool&amp;lt;br&amp;gt;&lt;br /&gt;
58-61+ Rattlegore &amp;lt;br&amp;gt;&lt;br /&gt;
59-60+ Kirtonos the Herald  &amp;lt;br&amp;gt;&lt;br /&gt;
59+ The Ravenian  &amp;lt;br&amp;gt;&lt;br /&gt;
59-60+ Lord Alexei Barov  &amp;lt;br&amp;gt;&lt;br /&gt;
60+ Instructor Malicia &amp;lt;br&amp;gt;&lt;br /&gt;
60+ The Ravenian  &amp;lt;br&amp;gt;&lt;br /&gt;
59-60+ Lady Illucia Barov  &amp;lt;br&amp;gt;&lt;br /&gt;
59-60+ Doctor Theolen Krastinov&amp;lt;The Butcher&amp;gt;  &amp;lt;br&amp;gt;&lt;br /&gt;
59-60+ Lorekeeper Polkelt   &amp;lt;br&amp;gt;&lt;br /&gt;
60-61+ Darkmaster Gandling  &amp;lt;br&amp;gt;&lt;br /&gt;
60-61+ Jandice Barov  &amp;lt;br&amp;gt;&lt;br /&gt;
62+ Death Knight Darkreaver   &amp;lt;br&amp;gt;&lt;br /&gt;
62+ Ras Frostwhisper&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Orc_history&amp;diff=49496</id>
		<title>Orc history</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Orc_history&amp;diff=49496"/>
		<updated>2011-10-05T15:35:26Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Got rid of spammy hyperlinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion&amp;#039;s invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.&lt;br /&gt;
&lt;br /&gt;
== Available Classes ==&lt;br /&gt;
[[Hunter (World of Warcraft)|Hunter]], [[Warlock]], [[Warrior]], [[Shaman]], [[Rogue]] &lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
* Blood Fury (Active) - Activate to increase Attack Power by 25% for 15 seconds - after it ends your  Attack power is reduced by 25% for 45 seconds - 2 min cooldown&lt;br /&gt;
* Hardiness (Passive) - 25% resistance to stun and knockout effects&lt;br /&gt;
* Command (Passive) - Pet melee damage increased by 5%&lt;br /&gt;
* Axe Specialization (Passive) - Orcs get +5 to Axe skill&lt;br /&gt;
&lt;br /&gt;
== Orc History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Kil&amp;#039;jaeden and the Shadow Pact&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Around the time of Medivh&amp;#039;s birth on Azeroth, Kil&amp;#039;jaeden the Deceiver sat and brooded amongst his followers within the Twisting Nether. The cunning demonlord, under orders of his master, Sargeras, was plotting the Burning Legion&amp;#039;s second invasion of Azeroth. This time he would not allow any mistakes. Kil&amp;#039;jaeden surmised that he needed a new force to weaken Azeroth&amp;#039;s defenses before the Legion even set foot upon the world. If the mortal races, such as the night elves and dragons, were forced to contend with a new threat, they would be too weak to pose any real resistance when the Legion&amp;#039;s true invasion arrived. &lt;br /&gt;
&lt;br /&gt;
It was at this time that Kil&amp;#039;jaeden discovered the lush world of Draenor floating peacefully within the Great Dark Beyond. Home to the shamanistic, clan-based orcs and the peaceful draenei, Draenor was as idyllic as it was vast. The noble orc clans roamed the open prairies and hunted for sport, while the inquisitive draenei built crude cities within the world&amp;#039;s towering cliffs and peaks. Kil&amp;#039;jaeden knew that Draenor&amp;#039;s denizens had great potential to serve the Burning Legion if they could be cultivated properly. &lt;br /&gt;
&lt;br /&gt;
Of the two races, Kil&amp;#039;jaeden saw that the warrior orcs were more susceptible to the Legion&amp;#039;s corruption. He enthralled the elder orc shaman, Ner&amp;#039;zhul, in much the same way that Sargeras brought Queen Azshara under his control in ages past. Using the cunning shaman as his conduit, the demon spread battle lust and savagery throughout the orc clans. Before long, the spiritual race was transformed into a bloodthirsty people. Kil&amp;#039;jaeden then urged Ner&amp;#039;zhul and his people to take the last step: to give themselves over entirely to the pursuit of death and war. Yet the old shaman, sensing that his people would be enslaved to hatred forever, somehow resisted the demon&amp;#039;s command. &lt;br /&gt;
&lt;br /&gt;
Frustrated by Ner&amp;#039;zhul&amp;#039;s resistance, Kil&amp;#039;jaeden searched for another orc who would deliver his people into the Legion&amp;#039;s hands. The clever demonlord finally found the willing disciple he sought - Ner&amp;#039;zhul&amp;#039;s ambitious apprentice, Gul&amp;#039;dan. Kil&amp;#039;jaeden promised Gul&amp;#039;dan untold power in exchange for his utter obedience. The young orc became an avid student of demonic magic and developed into the most powerful mortal warlock in history. He taught other young orcs the arcane arts and strove to eradicate the orcs&amp;#039; shamanistic traditions. Gul&amp;#039;dan showed a new brand of magic to his brethren, a terrible new power that reeked of doom. &lt;br /&gt;
&lt;br /&gt;
Kil&amp;#039;jaeden, seeking to tighten his hold over the orcs, helped Gul&amp;#039;dan found the Shadow Council, a secretive sect that manipulated the clans and spread the use of warlock magics throughout Draenor. As more and more orcs began to wield warlock magics, the gentle fields and streams of Draenor began to blacken and fade. Over time, the vast prairies the orcs had called home for generations withered away, leaving only red barren soil. The demon energies were slowly killing the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Rise of the Horde&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The orcs became increasingly aggressive under the secret control of Gul&amp;#039;dan and his Shadow Council. They constructed massive arenas where the orcs honed their warrior skills in trials of combat and death. During this period, a few clan chieftains spoke out against the growing depravity in their race. One such chieftain, Durotan of the Frostwolf clan, warned against the orcs&amp;#039; losing themselves to hate and fury. His words fell on deaf ears, however, as stronger chieftains such as Grom Hellscream of the Warsong clan stepped forward to champion the new age of warfare and dominance. &lt;br /&gt;
&lt;br /&gt;
Kil&amp;#039;jaeden knew that the orc clans were almost ready, but he needed to be certain of their ultimate loyalty. In secret, he had the Shadow Council summon Mannoroth the Destructor, the living vessel of destruction &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*3LEU8K4K0Y*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; and rage. Gul&amp;#039;dan called the clan chieftains together and convinced them that drinking Mannoroth&amp;#039;s raging blood would make them utterly invincible. Led by Grom Hellscream, all the clan chiefs except Durotan drank and thereby sealed their fates as slaves to the Burning Legion. Empowered by Mannoroth&amp;#039;s rage, the chieftains unwittingly extended this subjugation to their unsuspecting brethren. &lt;br /&gt;
&lt;br /&gt;
Consumed with the curse of this new bloodlust, the orcs sought to unleash their fury on any who stood before them. Sensing that the time had come, Gul&amp;#039;dan united the warring clans into a single unstoppable Horde. However, knowing that the various chieftains like Hellscream and Orgrim Doomhammer would vie for overall supremacy, Gul&amp;#039;dan set up a puppet warchief to rule over this new Horde. Blackhand the Destroyer, a particularly depraved and vicious orc warlord, was chosen to be Gul&amp;#039;dan&amp;#039;s puppet. Under Blackhand&amp;#039;s command, the Horde set out to test itself against the simple draenei. &lt;br /&gt;
&lt;br /&gt;
Over the course of a few months, the Horde eradicated nearly every draenei living on Draenor. Only a scattered handful of survivors managed to evade the orcs&amp;#039; awesome wrath. Flushed with victory, Gul&amp;#039;dan reveled in the Horde&amp;#039;s power and might. Still, he knew that without any enemies to fight, the Horde would consume itself with endless infighting in its unstoppable appetite for glorious slaughter. &lt;br /&gt;
&lt;br /&gt;
Kil&amp;#039;jaeden knew that the Horde was finally prepared. The orcs had become the Burning Legion&amp;#039;s greatest weapon. The cunning demon shared his knowledge with his waiting master, and Sargeras agreed that the time of his revenge had finally come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Dark Portal and the Fall of Stormwind&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Warcraft: Orcs and Humans&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As Kil&amp;#039;jaeden prepared the Horde for its invasion of Azeroth, Medivh continued to fight for his soul against Sargeras. King Llane, the noble monarch of Stormwind, grew wary of the darkness which seemed to taint the spirit of his former friend. King Llane shared his concerns with Anduin Lothar, the last descendent of the Arathi bloodline, whom he named his lieutenant-at-arms. Even so, neither man could have imagined that Medivh&amp;#039;s slow descent into madness would bring about the horrors that were to come. &lt;br /&gt;
&lt;br /&gt;
As a final incentive, Sargeras promised to bestow great power upon Gul&amp;#039;dan if he agreed to lead the Horde to Azeroth. Through Medivh, Sargeras told the warlock that he could become a living god if he found the undersea tomb where the Guardian Aegwynn had placed Sargeras&amp;#039; crippled body nearly a thousand years before. Gul&amp;#039;dan agreed and decided that once the denizens of Azeroth were beaten, he would find the legendary tomb and claim his reward. Assured that the Horde would serve his purposes, Sargeras ordered the invasion to begin. &lt;br /&gt;
&lt;br /&gt;
Through a joint effort, Medivh and the warlocks of the Shadow Council opened the dimensional gateway known as the Dark Portal. This portal bridged the distance between Azeroth and Draenor, and it was large enough that armies might pass through it. Gul&amp;#039;dan dispatched orc scouts through the portal to survey the lands which they would conquer. The returning scouts assured the Shadow Council that the world of Azeroth was ripe for the taking. &lt;br /&gt;
&lt;br /&gt;
Still convinced that Gul&amp;#039;dan&amp;#039;s corruption would destroy his people, Durotan spoke out against the warlocks once more. The brave warrior claimed that warlocks were destroying the purity of the orcish spirit and that this reckless invasion would be their doom. Gul&amp;#039;dan, unable to risk killing such a popular hero, was forced to exile Durotan and his Frostwolf Clan into the far reaches of this new world. &lt;br /&gt;
&lt;br /&gt;
After the exiled Frostwolves charged through the portal, only a few orc clans followed. These orcs quickly set up a base of operations within the Black Morass, a dark and swampy area far to the east of the kingdom of Stormwind. As the orcs began to branch out and explore the new lands, they came into immediate conflict with the human defenders of Stormwind. Though these skirmishes usually ended quickly, they did much to illustrate the weaknesses and strengths of both rival species. Llane and Lothar were never able to gather accurate data of the orcs&amp;#039; numbers and could only guess at how great a force they would have to contend with. After a few years the majority of the orcish Horde had crossed into Azeroth, and Gul&amp;#039;dan deemed that the time for the primary strike against humanity had come. The Horde launched its full might against the unsuspecting kingdom of Stormwind. &lt;br /&gt;
&lt;br /&gt;
As the forces of Azeroth and the Horde clashed across the kingdom, internal conflicts began to take their toll on both armies. King Llane, who believed the bestial orcs to be incapable of conquering Azeroth, contemptuously held his position at his capital of Stormwind. However, Sir Lothar became convinced that the battle should be taken directly to the enemy, and he was forced to choose between his convictions and his loyalty to the king. Choosing to follow his instincts, Lothar stormed Medivh&amp;#039;s tower-fortress of Karazhan with the help of the wizard&amp;#039;s young apprentice, Khadgar. Khadgar and Lothar succeeded in vanquishing the possessed Guardian, whom they confirmed to be the source of the conflict. By killing Medivh&amp;#039;s body, Lothar and the young apprentice inadvertently banished the spirit of Sargeras to the abyss. As a consequence, the pure, virtuous spirit of Medivh was also allowed to live on... and wander the astral plane for many years to come. &lt;br /&gt;
&lt;br /&gt;
Although Medivh had been defeated, the Horde continued to dominate the defenders of Stormwind. As the Horde&amp;#039;s victory drew nearer, Orgrim Doomhammer, one of the greatest orc chieftains, began to see the depraved corruption that had spread throughout the clans since their time in Draenor. His old comrade, Durotan, returned from exile and warned him yet again of Gul&amp;#039;dan&amp;#039;s treachery. In speedy retribution, Gul&amp;#039;dan&amp;#039;s assassins murdered Durotan and his family, leaving only his infant son alive. Unknown to Doomhammer was the fact that Durotan&amp;#039;s infant son was found by the human officer, Aedelas Blackmoore, and taken as a slave. &lt;br /&gt;
&lt;br /&gt;
That infant orc would one day rise to become the greatest leader his people would ever know. &lt;br /&gt;
&lt;br /&gt;
Incensed by Durotan&amp;#039;s death, Orgrim set out to free the Horde from demonic corruption and ultimately assumed the role of warchief of the Horde by killing Gul&amp;#039;dan&amp;#039;s corrupt puppet, Blackhand. Under his decisive leadership the relentless Horde finally laid siege to Stormwind Keep. King Llane had severely underestimated the might of the Horde, and he watched helplessly as his kingdom fell to the green-skinned invaders. Ultimately King Llane was assassinated by one of the Shadow Council&amp;#039;s finest killers: the half-orc, Garona. &lt;br /&gt;
&lt;br /&gt;
Lothar and his warriors, returning home from Karazhan, hoped to stem the loss of life and save their once-glorious homeland. Instead, they returned too late and found their beloved kingdom in smoking ruins. The orcish Horde continued to ravage the countryside and claimed the surrounding lands for its own. Forced into hiding, Lothar and his companions swore a grim oath to reclaim their homeland at any cost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Alliance of Lordaeron&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Warcraft 2: Tides of Darkness&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Lord Lothar rallied the remnants of Azeroth&amp;#039;s armies after their defeat at Stormwind Keep, and then launched a massive exodus across the sea to the northern kingdom of Lordaeron. Convinced that the Horde would overcome all of humanity if left unchecked, the leaders of the seven human nations met and agreed to unite in what would become known as the Alliance of Lordaeron. For the first time in nearly three thousand years, the disparate nations of Arathor were once again united under a common banner. Appointed as Supreme Commander of the Alliance forces, Lord Lothar prepared his armies for the coming of the Horde. &lt;br /&gt;
&lt;br /&gt;
Aided by his lieutenants, Uther the Lightbringer, Admiral Daelin Proudmoore, and Turalyon, Lothar was able to convince Lordaeron&amp;#039;s demi-human races of the impending threat as well. The Alliance succeeded in gaining the support of the stoic dwarves of Ironforge and a small number of high elves of Quel&amp;#039;Thalas. The elves, led at that time by Anasterian Sunstrider, were largely uninterested in the coming conflict. However, they were duty-bound to aid Lothar because he was the last descendent of the Arathi bloodline, which had aided the elves in ages past. &lt;br /&gt;
&lt;br /&gt;
The Horde, now led by Warchief Doomhammer, brought in ogres from its homeworld of Draenor and conscripted the disenfranchised Amani forest trolls into its fold. Setting out on a massive campaign to overrun the dwarf kingdom of Khaz Modan and the southern reaches of Lordaeron, the Horde effortlessly decimated all opposition. &lt;br /&gt;
&lt;br /&gt;
The epic battles of the Second War ranged from large-scale naval skirmishes to massive aerial dogfights. Somehow the Horde had unearthed a powerful artifact known as the Demon Soul and used it to enslave the ancient Dragonqueen, Alexstrasza. Threatening to destroy her precious eggs, the Horde forced Alexstrasza to send her grown children to war. The noble red dragons were forced to fight for the Horde, and fight they did. &lt;br /&gt;
&lt;br /&gt;
The war raged across the continents of Khaz Modan, Lordaeron, and Azeroth itself. As part of its northern campaign, the Horde succeeded in burning down the borderlands of Quel&amp;#039;Thalas, thereby ensuring the elves&amp;#039; final commitment to the Alliance&amp;#039;s cause. The greater cities and townships of Lordaeron were razed and devastated by the conflict. Despite the absence of reinforcements and overwhelming odds, Lothar and his allies succeeded in holding their enemies at bay. &lt;br /&gt;
&lt;br /&gt;
However, during the final days of the Second War, as the Horde&amp;#039;s victory over the Alliance seemed almost assured, a terrible feud erupted between the two most powerful orcs on Azeroth. As Doomhammer prepared his final assault against the Capital City of Lordaeron - an assault that would have crushed the last remnants of the Alliance - Gul&amp;#039;dan and his followers abandoned their posts and set out to sea. The bewildered Doomhammer, having lost nearly half of his standing forces to Gul&amp;#039;dan&amp;#039;s treachery, was forced to pull back and forsake his greatest chance at victory over the Alliance. &lt;br /&gt;
&lt;br /&gt;
The power-hungry Gul&amp;#039;dan, obsessed with obtaining godhood itself, set out on a desperate search for the undersea Tomb of Sargeras that he believed held the secrets of ultimate power. Having already doomed his fellow orcs to become the slaves of the Burning Legion, Gul&amp;#039;dan thought nothing of his supposed duty to Doomhammer. Backed by the Stormreaver and Twilight&amp;#039;s Hammer clans, Gul&amp;#039;dan succeeded in raising the Tomb of Sargeras from the sea floor. However, when he opened the ancient, flooded vault, he found only crazed demons awaiting him. &lt;br /&gt;
&lt;br /&gt;
Seeking to punish the wayward orcs for their costly betrayal, Doomhammer sent his forces to kill Gul&amp;#039;dan and bring the renegades back into the fold. For his recklessness, Gul&amp;#039;dan was torn apart by the maddened demons he had set loose. With their leader dead, the renegade clans quickly fell before Doomhammer&amp;#039;s enraged legions. Though the rebellion had been quelled, the Horde was unable to recoup the terrible losses it had suffered. Gul&amp;#039;dan&amp;#039;s betrayal had afforded the Alliance not only hope, but also time to regroup and retaliate. &lt;br /&gt;
&lt;br /&gt;
Lord Lothar, seeing that the Horde was fracturing from within, gathered the last of his forces and pushed Doomhammer south, back into the shattered heartland of Stormwind. There, the Alliance forces trapped the retreating Horde within the volcanic fortress of Blackrock Spire. Though Lord Lothar fell in battle at the Spire&amp;#039;s base, his lieutenant, Turalyon, rallied the Alliance forces at the eleventh hour and drove the Horde back into the abysmal Swamp of Sorrows. Turalyon&amp;#039;s forces succeeded in destroying the Dark Portal, the mystical gateway that connected the orcs to their homeworld of Draenor. Cut off from its reinforcements and fractured by infighting, the Horde finally buckled in upon itself and fell before the might of the Alliance. &lt;br /&gt;
&lt;br /&gt;
The scattered orc clans were quickly rounded up and placed within guarded internment camps. Though it seemed that the Horde had been defeated for good, some remained highly skeptical that peace would last. Khadgar, now an Archmage of some renown, convinced the Alliance high command to build the fortress of Nethergarde that would watch over the ruins of the Dark Portal and ensure that there would be no further invasions from Draenor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Invasion of Draenor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Warcraft 2X: Beyond the Dark Portal&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As the fires of the Second War died down, the Alliance took aggressive steps to contain the orcish threat. A number of large internment camps, meant to house the captive orcs, were constructed in southern Lordaeron. Guarded by both the paladins and the veteran soldiers of the Alliance, the camps proved to be a great success. Though the captive orcs were tense and anxious to do battle once more, the various camp wardens, based at the old prison-fortress of Durnholde, kept the peace and maintained a strong semblance of order. &lt;br /&gt;
&lt;br /&gt;
However, on the hellish world of Draenor, a new orcish army prepared to strike at the unsuspecting Alliance. Ner&amp;#039;zhul, the former mentor of Gul&amp;#039;dan, rallied the remaining orc clans under his dark banner. Aided by the Shadowmoon clan, the old shaman planned to open a number of portals on Draenor that would lead the Horde to new, unspoiled worlds. To power his new portals, he needed a number of enchanted artifacts from Azeroth. To procure them, Ner&amp;#039;zhul reopened the Dark Portal and sent his ravenous servants charging through it. &lt;br /&gt;
&lt;br /&gt;
The new Horde, led by veteran chieftains such as Grom Hellscream and Kilrogg Deadeye (of the Bleeding Hollow clan), surprised the Alliance defense forces and rampaged through the countryside. Under Ner&amp;#039;zhul&amp;#039;s surgical command, the orcs quickly rounded up the artifacts that they needed and fled back to the safety of Draenor. &lt;br /&gt;
&lt;br /&gt;
King Terenas of Lordaeron, convinced that the orcs were preparing a new invasion of Azeroth, assembled his most trusted lieutenants. He ordered General Turalyon and the archmage, Khadgar, to lead an expedition through the Dark Portal to put an end to the orcish threat once and for all. Turalyon and Khadgar&amp;#039;s forces marched into Draenor and repeatedly clashed with Ner&amp;#039;zhul&amp;#039;s clans upon the ravaged Hellfire Peninsula. Even with the aid of the high elf Alleria Windrunner, the dwarf Kurdran Wildhammer, and the veteran soldier Danath Trollbane, Khadgar was unable to prevent Ner&amp;#039;zhul from opening his portals to other worlds. &lt;br /&gt;
&lt;br /&gt;
Ner&amp;#039;zhul finally opened his portals to other worlds, but he did not foresee the terrible price he would pay. The portals&amp;#039; tremendous energies began to tear the very fabric of Draenor apart. As Turalyon&amp;#039;s forces fought desperately to return home to Azeroth, the world of Draenor began to buckle in upon itself. Grom Hellscream and Kilrogg Deadeye, realizing that Ner&amp;#039;zhul&amp;#039;s mad plans would doom their entire race, rallied the remaining orcs and escaped back to the relative safety of Azeroth. &lt;br /&gt;
&lt;br /&gt;
On Draenor, Turalyon and Khadgar agreed to make the ultimate sacrifice by destroying the Dark Portal from their side. Though it would cost their lives, and the lives of their companions, they knew that it was the only way to ensure Azeroth&amp;#039;s survival. Even as Hellscream and Deadeye hacked their way through the human ranks in a desperate bid for freedom, the Dark Portal exploded behind them. For them, and the remaining orcs on Azeroth, there would be no going back. &lt;br /&gt;
&lt;br /&gt;
Ner&amp;#039;zhul and his loyal Shadowmoon clan passed through the largest of the newly created portals, as massive volcanic eruptions began to break Draenor&amp;#039;s continents apart. The burning seas rose up and roiled the shattered landscape as the tortured world was finally consumed in a massive, apocalyptic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Birth of the Lich King&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Ner&amp;#039;zhul and his followers entered the Twisting Nether, the ethereal plane that connects all of the worlds scattered throughout the Great Dark Beyond. Unfortunately Kil&amp;#039;jaeden and his demonic minions were waiting for them. Kil&amp;#039;jaeden, who had sworn to take vengeance on Ner&amp;#039;zhul for his prideful defiance, slowly tore the old shaman&amp;#039;s body apart, piece by piece. Kil&amp;#039;jaeden kept the shaman&amp;#039;s spirit alive and intact, thus leaving Ner&amp;#039;zhul painfully aware of his body&amp;#039;s gross dismemberment. Though Ner&amp;#039;zhul pleaded with the demon to release his spirit and grant him death, the demon grimly replied that the Blood Pact they had made long ago was still binding, and that Ner&amp;#039;zhul still had a purpose to serve. &lt;br /&gt;
&lt;br /&gt;
The orcs&amp;#039; failure to conquer the world for the Burning Legion forced Kil&amp;#039;jaeden to create a new army to sew chaos throughout the kingdoms of the Azeroth. This new army could not be allowed to fall prey to the same petty rivalries and infighting that had plagued the Horde. It would have to be merciless and single-minded in its mission. This time, Kil&amp;#039;jaeden could not afford to fail. &lt;br /&gt;
&lt;br /&gt;
Holding Ner&amp;#039;zhul&amp;#039;s spirit helpless in stasis, Kil&amp;#039;jaeden gave him one last chance to serve the Legion or suffer eternal torment. Once again, Ner&amp;#039;zhul recklessly agreed to the demon&amp;#039;s pact. Ner&amp;#039;zhul&amp;#039;s spirit was placed within a specially crafted block of diamond-hard ice gathered from the far reaches of the Twisting Nether. Encased within the frozen cask, Ner&amp;#039;zhul felt his consciousness expand ten thousand-fold. Warped by the demon&amp;#039;s chaotic powers, Ner&amp;#039;zhul became a spectral being of unfathomable power. At that moment, the orc known as Ner&amp;#039;zhul was shattered forever, and the Lich King was born. &lt;br /&gt;
&lt;br /&gt;
Ner&amp;#039;zhul&amp;#039;s loyal death knights and Shadowmoon followers were also transformed by the demon&amp;#039;s chaotic energies. The wicked spellcasters were ripped apart and remade as skeletal liches. The demons had ensured that even in death, Ner&amp;#039;zhul&amp;#039;s followers would serve him unquestioningly. &lt;br /&gt;
&lt;br /&gt;
When the time was right, Kil&amp;#039;jaeden explained the mission for which he had created the Lich King. Ner&amp;#039;zhul was to spread a plague of death and terror across Azeroth that would snuff out human civilization forever. All those who died from the dreaded plague would arise as the undead, and their spirits would be bound to Ner&amp;#039;zhul&amp;#039;s iron will forever. Kil&amp;#039;jaeden promised that if Ner&amp;#039;zhul accomplished his dark mission of scouring humanity from the world, he would be freed from his curse and granted a new, healthy body to inhabit. &lt;br /&gt;
&lt;br /&gt;
Though Ner&amp;#039;zhul was agreeable and seemingly anxious to play his part, Kil&amp;#039;jaeden remained skeptical of his pawn&amp;#039;s loyalties. Keeping the Lich King bodiless and trapped within the crystal cask assured his good conduct for the short term, but the demon knew that he would need to keep a watchful eye on him. To this end, Kil&amp;#039;jaeden called upon his elite demon guard, the vampiric dreadlords, to police Ner&amp;#039;zhul and ensure that he accomplished his dread task. Tichondrius, the most powerful and cunning of the dreadlords, warmed to the challenge; he was fascinated by the plague&amp;#039;s severity and the Lich King&amp;#039;s unbridled potential for genocide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Battle of Grim Batol&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Meanwhile, in the war-torn lands of the south, the scattered remnants of the Horde fought for their very survival. Though Grom Hellscream and his Warsong clan managed to evade capture, Deadeye and his Bleeding Hollow clan were rounded up and placed in the internment camps in Lordaeron. Notwithstanding these costly uprisings, the camps&amp;#039; wardens soon re-established control over their brutish charges. &lt;br /&gt;
&lt;br /&gt;
However, unknown to the Alliance, a large force of orcs still roamed free in the northern wastes of Khaz Modan. The Dragonmaw clan, led by the infamous warlock Nekros, was using an ancient artifact known as the Demon Soul to control the Dragonqueen, Alexstrasza, and her dragonflight. With the Dragonqueen as his hostage, Nekros built up a secret army within the abandoned - some say cursed - Wildhammer stronghold of Grim Batol. Planning to unleash his forces and the mighty red dragons on the Alliance, Nekros hoped to reunite the Horde and continue its conquest of Azeroth. His vision did not come to pass: a small group of resistance fighters, led by the human mage Rhonin managed to destroy the Demon Soul and free the Dragonqueen from Nekros&amp;#039; command. &lt;br /&gt;
&lt;br /&gt;
In their fury, Alexstrasza&amp;#039;s dragons tore Grim Batol apart and incinerated the greater bulk of the Dragonmaw clan. Nekros&amp;#039; grand schemes of reunification came crashing down as the Alliance troops rounded up the remaining orc survivors and threw them into the waiting internment camps. The Dragonmaw clan&amp;#039;s defeat signaled the end of the Horde, and the end of the orcs&amp;#039; furious bloodlust. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lethargy of the Orcs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Months passed, and more orc prisoners were rounded up and placed within the internment camps. As the camps began to overflow, the Alliance was forced to construct new camps in the plains south of the Alterac Mountains. To properly maintain and supply the growing number of camps, King Terenas levied a new tax on the Alliance nations. This tax, along with increased political tensions over border disputes, created widespread unrest. It seemed that the fragile pact that had forged the human nations together in their darkest hour would break at any given moment. &lt;br /&gt;
&lt;br /&gt;
Amidst the political turmoil, many of the camp wardens began to notice an unsettling change come over their orc captives. The orcs&amp;#039; efforts to escape from the camps or even fight amongst themselves had greatly decreased in frequency over time. The orcs were becoming increasingly aloof and lethargic. Though it was difficult to believe, the orcs - once held as the most aggressive race ever seen on Azeroth - had completely lost their will to fight. The strange lethargy confounded the Alliance leaders and continued to take its toll on the rapidly weakening orcs. &lt;br /&gt;
&lt;br /&gt;
Some speculated that some strange disease, contractible only by orcs, brought about the baffling lethargy. But Archmage Antonidas of Dalaran posed a different hypothesis. Researching what little he could find of orcish history, Antonidas learned that the orcs had been under the crippling influence of demonic power for generations. He speculated that the orcs had been corrupted by these powers even before their first invasion of Azeroth. Clearly, demons had spiked the orcs&amp;#039; blood, and in turn the brutes had been granted unnaturally heightened strength, endurance, and aggression. &lt;br /&gt;
&lt;br /&gt;
Antonidas theorized that the orcs&amp;#039; communal lethargy was not actually a disease, but a consequence of racial withdrawal from the volatile warlock magics that had made them fearsome, bloodlusted warriors. Though the symptoms were clear, Antonidas was unable to find a cure for the orcs&amp;#039; present condition. Then too, many of his fellow mages, as well as a few notable Alliance leaders, argued that finding a cure for the orcs would be an imprudent venture. Left to ponder the orcs&amp;#039; mysterious condition, Antonidas&amp;#039; conclusion was that the orcs&amp;#039; cure would have to be a spiritual one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The New Horde&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The chief warden of the internment camps, Aedelas Blackmoore, watched over the captive orcs from his prison-stronghold, Durnholde. One orc in particular had always held his interest: the orphaned infant he had found nearly eighteen years before. Blackmoore had raised the young male as a favored slave and named him Thrall. Blackmoore taught the orc about tactics, philosophy, and combat. Thrall was even trained as a gladiator. All the while, the corrupt warden sought to mold the orc into a weapon. &lt;br /&gt;
&lt;br /&gt;
Despite his harsh upbringing, young Thrall grew into a strong, quick-witted orc, and he knew in his heart that a slave&amp;#039;s life was not for him. As he grew to maturity, he learned about his people, the orcs, whom he had never met: after their defeat, most of them had been placed in internment camps. Rumor had it that Doomhammer, the orc leader, had escaped from Lordaeron and gone into hiding. Only one rogue clan still operated in secret, trying to evade the watchful eyes of the Alliance. &lt;br /&gt;
&lt;br /&gt;
The resourceful yet inexperienced Thrall decided to escape from Blackmoore&amp;#039;s fortress and set off to find others of his kind. During his journeys Thrall visited the internment camps and found his once-mighty race to be strangely cowed and lethargic. Having not found the proud warriors he hoped to discover, Thrall set out to find the last undefeated orc chieftain, Grom Hellscream. &lt;br /&gt;
&lt;br /&gt;
Constantly hunted by the humans, Hellscream nevertheless held onto the Horde&amp;#039;s unquenchable will to fight. Aided only by his own devoted Warsong clan, Hellscream continued to wage an underground war against the oppression of his beleaguered people. Unfortunately, Hellscream could never find a way to rouse the captured orcs from their stupor. The impressionable Thrall, inspired by Hellscream&amp;#039;s idealism, developed a strong empathy for the Horde and its warrior traditions. &lt;br /&gt;
&lt;br /&gt;
Seeking the truth of his own origins, Thrall traveled north to find the legendary Frostwolf clan. Thrall learned that Gul&amp;#039;dan had exiled the Frostwolves during the early days of the First War. He also discovered that he was the son and heir of the orc hero Durotan, the true chieftain of the Frostwolves who had been murdered in the wilds nearly twenty years before. &lt;br /&gt;
&lt;br /&gt;
Under the tutelage of the venerable shaman Drek&amp;#039;Thar, Thrall studied his people&amp;#039;s ancient shamanistic culture, which had been forgotten under Gul&amp;#039;dan&amp;#039;s evil rule. Over time, Thrall became a powerful shaman and took his rightful place as chieftain of the exiled Frostwolves. Empowered by the elements themselves and driven to find his destiny, Thrall set off to free the captive clans and heal his race of demonic corruption. &lt;br /&gt;
&lt;br /&gt;
During his travels, Thrall found the aged warchief, Orgrim Doomhammer, who had been living as a hermit for many years. Doomhammer, who had been a close friend of Thrall&amp;#039;s father, decided to follow the young, visionary orc and help him free the captive clans. Supported by many of the veteran chieftains, Thrall ultimately succeeded in revitalizing the Horde and giving his people a new spiritual identity. &lt;br /&gt;
&lt;br /&gt;
To symbolize his people&amp;#039;s rebirth, Thrall returned to Blackmoore&amp;#039;s fortress of Durnholde and put a decisive end to his former master&amp;#039;s plans by laying siege to the internment camps. This victory was not without its price: during the liberation of one camp, Doomhammer fell in battle. &lt;br /&gt;
&lt;br /&gt;
Thrall took up Doomhammer&amp;#039;s legendary warhammer and donned his black plate-armor to become the new warchief of the Horde. During the following months, Thrall&amp;#039;s small but volatile Horde laid waste to the internment camps and stymied the Alliance&amp;#039;s best efforts to counter his clever strategies. Encouraged by his best friend and mentor, Grom Hellscream, Thrall worked to ensure that his people would never be slaves again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Archimonde&amp;#039;s Return and the Flight to Kalimdor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
After the orcs defeat and the rise of the undead scourge, Archimonde, leader of the demonic armies of the Burning Legion, launched his invasion upon the world of Azeroth.&lt;br /&gt;
&lt;br /&gt;
In the midst of this chaos, a lone, mysterious prophet appeared to lend the mortal races guidance. This prophet proved to be none other than Medivh, the last Guardian, miraculously returned from the Beyond to redeem himself for past sins. Medivh told the Horde and the Alliance of the dangers they faced and urged them to band together. Jaded by generations of hate, the orcs and humans would have none of it. Medivh was forced to deal with each race separately, using prophecy and trickery to guide them across the sea to the legendary land of Kalimdor. The orcs and humans soon encountered the long-hidden civilization of the Kaldorei. &lt;br /&gt;
&lt;br /&gt;
The orcs, led by Thrall, suffered a series of setbacks on their journey across Kalimdor&amp;#039;s Barrens. Though they befriended Cairne Bloodhoof and his mighty tauren warriors, many orcs began to succumb to the demonic bloodlust that had plagued them for years. Thrall&amp;#039;s greatest lieutenant, Grom Hellscream, even betrayed the Horde by giving himself over to his baser instincts. As Hellscream and his loyal Warsong warriors stalked through the forests of Ashenvale, they clashed with the ancient night elf Sentinels. Certain that the orcs had returned to their warlike ways, the demigod Cenarius came forth to drive Hellscream and his orcs back. Yet Hellscream and his orcs, overcome with supernatural hate and rage, managed to kill Cenarius and corrupt the ancient forestlands. Ultimately, Hellscream redeemed his honor by helping Thrall defeat Mannoroth, the demon lord who first cursed the orcs with his bloodline of hate and rage. With Mannoroth&amp;#039;s death, the orcs&amp;#039; blood-curse was finally brought to an end. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Battle of Mount Hyjal&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Under Medivh&amp;#039;s guidance, Thrall and Jaina Proudmoore - the leader of the human forces in Kalimdor - realized that they had to put aside their differences. Similarly, the night elves, led by Malfurion and Tyrande, agreed that they must unite if they hoped to defend the World Tree. Unified in purpose, the races of Azeroth worked together to fortify the World Tree&amp;#039;s energies to their utmost. Empowered by the very strength of the world, Malfurion succeeded in unleashing Nordrassil&amp;#039;s primal fury, utterly destroying Archimonde and severing the Legion&amp;#039;s anchor to the Well of Eternity. The final battle shook the continent of Kalimdor to its roots. Unable to draw power from the Well itself, the Burning Legion crumbled under the combined might of the mortal armies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Old Hatreds - The Colonization of Kalimdor&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Though victory was theirs, the mortal races found themselves in a world shattered by war. The Scourge and the Burning Legion had all but destroyed the civilizations of Lordaeron, and had almost finished the job in Kalimdor. There were forests to heal, grudges to bury, and homelands to settle. The war had wounded each race deeply, but they had selflessly banded together to attempt a new beginning, starting with the uneasy truce between the Alliance and Horde. &lt;br /&gt;
&lt;br /&gt;
Thrall led the orcs to the continent of Kalimdor, where they founded a new homeland with the help of their tauren brethren. Naming their new land Durotar after Thrall&amp;#039;s murdered father, the orcs settled down to rebuild their once-glorious society. Now that the demon curse was ended, the Horde changed from a warlike juggernaut into more of a loose coalition, dedicated to survival and prosperity rather than conquest. Aided by the noble tauren and the cunning trolls of the Darkspear tribe, Thrall and his orcs looked forward to a new era of peace in their own land. &lt;br /&gt;
&lt;br /&gt;
The remaining Alliance forces under Jaina Proudmoore settled in southern Kalimdor. Off the eastern coast of Dustwallow Marsh, they built the rugged port city of Theramore. There, the humans and their dwarven allies worked to survive in a land that would always be hostile to them. Though the defenders of Durotar and Theramore kept the tentative truce with one another, the fragile colonial serenity was not meant to last. &lt;br /&gt;
&lt;br /&gt;
The peace between the orcs and humans was shattered by the arrival of a massive Alliance fleet in Kalimdor. The mighty fleet, under the command of Grand Admiral Daelin Proudmoore (Jaina&amp;#039;s father), had left Lordaeron before Arthas had destroyed the kingdom. Having sailed for many grueling months, Admiral Proudmoore was searching for any Alliance survivors he could find. &lt;br /&gt;
&lt;br /&gt;
Proudmoore&amp;#039;s armada posed a serious threat to the stability of the region. As a renowned hero of the Second War, Jaina&amp;#039;s father was a staunch enemy of the Horde, and he was determined to destroy Durotar before the orcs could gain a foothold in the land. &lt;br /&gt;
&lt;br /&gt;
The Grand Admiral forced Jaina to make a terrible decision: support him in battle against the orcs and betray her newfound allies, or fight her own father to maintain the fragile peace that the Alliance and the Horde had finally attained. After much soul-searching, Jaina chose the latter and helped Thrall defeat her crazed father. Unfortunately Admiral Proudmoore died in battle before Jaina could reconcile with him or prove that orcs were no longer bloodthirsty monsters. For her loyalty, the orcs allowed Jaina&amp;#039;s forces to return home safely to Theramore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Ranger_template&amp;diff=49494</id>
		<title>Ranger template</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Ranger_template&amp;diff=49494"/>
		<updated>2011-10-05T15:35:17Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Got rid of broken links...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chest: Golden Scarab Vest (archer) - Perma 3% melee resists + snare/nearsight proc w/scarab shapechange&lt;br /&gt;
*15 Dex&lt;br /&gt;
*6 Crush&lt;br /&gt;
*6 Slash&lt;br /&gt;
*6 Thrust&lt;br /&gt;
*4% Arch Rng&lt;br /&gt;
*4% Arch Dmg&lt;br /&gt;
&lt;br /&gt;
Arms: 37.5/32 (100 Qual) - 100 ablative&lt;br /&gt;
*25 Con - flawless Earthen Essence&lt;br /&gt;
*9 Heat - polished Heated Shielding&lt;br /&gt;
*3 Spear - rough Heated War Rune&lt;br /&gt;
*60 Hits - precious Blood Essence&lt;br /&gt;
&lt;br /&gt;
Head: Winged Helm - 10 min speed + 5 min 75% style dmg reduction (buff)&lt;br /&gt;
*15 Str&lt;br /&gt;
*15 Dex&lt;br /&gt;
*40 Hits&lt;br /&gt;
*5 Spirit&lt;br /&gt;
*5 Matter&lt;br /&gt;
*5 Fatigue&lt;br /&gt;
*10 AF&lt;br /&gt;
&lt;br /&gt;
Legs: Pants of the Transfixer - 80 heal proc&lt;br /&gt;
*19 Dex&lt;br /&gt;
*19 Qui&lt;br /&gt;
*3 Bow&lt;br /&gt;
*2 Arch Spd&lt;br /&gt;
*10 Dex Cap&lt;br /&gt;
&lt;br /&gt;
Hands: Mariasha&amp;#039;s Sharkskin Gloves - Disease/DoT proc + arrow creation&lt;br /&gt;
*4 Crush&lt;br /&gt;
*4 Slash&lt;br /&gt;
*4 Thrust&lt;br /&gt;
*4 Heat&lt;br /&gt;
*4 Cold&lt;br /&gt;
*4 Energy&lt;br /&gt;
*3 Bow&lt;br /&gt;
*3 Arch Spd&lt;br /&gt;
*3 Arch Rng&lt;br /&gt;
&lt;br /&gt;
Feet: 37/32 (100 Qual) - 100 ablative&lt;br /&gt;
*25 Con - flawless Earthen Essence&lt;br /&gt;
*5 Thrust - flawed Airy Shielding&lt;br /&gt;
*9 Slash - polished Watery Shielding&lt;br /&gt;
*9 Energy - polished Light Shielding&lt;br /&gt;
&lt;br /&gt;
Bow1: Falcon&amp;#039;s Talon - 5% slash debuff&lt;br /&gt;
*15 Dex&lt;br /&gt;
*5 Bow&lt;br /&gt;
*40 Hits&lt;br /&gt;
*2 Arch Spd&lt;br /&gt;
*8 Dex Cap&lt;br /&gt;
&lt;br /&gt;
Bow2: Fool&amp;#039;s Bow - DoT proc + Seige Lore&lt;br /&gt;
*18 Dex&lt;br /&gt;
*18 Qui&lt;br /&gt;
*5 Bow&lt;br /&gt;
*3 Arch Dmg&lt;br /&gt;
*3 Arch Rng&lt;br /&gt;
*3 Arch Spd&lt;br /&gt;
&lt;br /&gt;
Spear1: Sun Spear - 35% Energy debuff + DD proc&lt;br /&gt;
*27 Str&lt;br /&gt;
*6 Spear&lt;br /&gt;
*2 Style Dmg&lt;br /&gt;
*2 Melee Dmg&lt;br /&gt;
*2 Melee Spd&lt;br /&gt;
&lt;br /&gt;
Spear2: Spirit Legendary Spear - 35% Spirit debuff + DD proc&lt;br /&gt;
*28 Str&lt;br /&gt;
*8 Matter&lt;br /&gt;
*8 Spirit&lt;br /&gt;
*10 AF&lt;br /&gt;
&lt;br /&gt;
1h slot: Traitor&amp;#039;s Dagger - Shade form/10 min (30 min reuse) offensive proc (give up 50 life for 200ish damage)&lt;br /&gt;
&lt;br /&gt;
Neck: Beaded Resisting Stones&lt;br /&gt;
*10 Body&lt;br /&gt;
*10 Cold&lt;br /&gt;
*10 Crush&lt;br /&gt;
*10 Thrust&lt;br /&gt;
&lt;br /&gt;
Cloak: Shades of Mist - Shade Form w/10 min 200pt 100% ablative (15 min reuse) def proc + Stealth Lore&lt;br /&gt;
*3 Stealth&lt;br /&gt;
*15 Str&lt;br /&gt;
*15 Qui&lt;br /&gt;
*10 AF&lt;br /&gt;
*4 Fatigue&lt;br /&gt;
*5 Melee Spd&lt;br /&gt;
&lt;br /&gt;
Jewel: Harpy Feather Charm&lt;br /&gt;
*44 Hits&lt;br /&gt;
*6 Body&lt;br /&gt;
*6 Cold&lt;br /&gt;
*6 Heat&lt;br /&gt;
*6 Matter&lt;br /&gt;
&lt;br /&gt;
Belt: Belt of Sun - 10% melee resist charge + Sun weapon creation&lt;br /&gt;
*5 Fatigue&lt;br /&gt;
*40 Hits Cap&lt;br /&gt;
*10 Str&lt;br /&gt;
*10 Dex&lt;br /&gt;
*5 Energy&lt;br /&gt;
*5 Spirit&lt;br /&gt;
*5 Crush&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Seven Souls&lt;br /&gt;
*4 Stealth&lt;br /&gt;
*40 Hits&lt;br /&gt;
*6 Crush&lt;br /&gt;
*15 Con&lt;br /&gt;
*13 Dex&lt;br /&gt;
&lt;br /&gt;
Ring: Ring of Unyielding &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*27BMF8KA93*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; Will - 350 radius PBAE 40% snare/50 HoT charge + 10 min 40 DoT/30 HoT def proc&lt;br /&gt;
*10 Con&lt;br /&gt;
*28 Hits&lt;br /&gt;
*4 Body&lt;br /&gt;
*4 Cold&lt;br /&gt;
*4 Energy&lt;br /&gt;
*5 AF&lt;br /&gt;
&lt;br /&gt;
Wrist: Blackened Wrap - 10 min slow HoT charge&lt;br /&gt;
*16 Dex&lt;br /&gt;
*16 Qui&lt;br /&gt;
*2 Spear&lt;br /&gt;
*3 Stealth&lt;br /&gt;
*7 Dex Cap&lt;br /&gt;
*7 Qui Cap&lt;br /&gt;
&lt;br /&gt;
Wrist: Ebon Hide Bracer&lt;br /&gt;
*6 Cold&lt;br /&gt;
*6 Body&lt;br /&gt;
*6 Heat&lt;br /&gt;
*6 Slash&lt;br /&gt;
*6 Matter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Age of Camelot]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=WoW_Raid_Consumables&amp;diff=49493</id>
		<title>WoW Raid Consumables</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=WoW_Raid_Consumables&amp;diff=49493"/>
		<updated>2011-10-05T15:35:09Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Removed spammy hyperlinks...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of consumables for use when attempting content a bit harder than your current gear can support.  It may be useful in [[Molten Core]], [[Blackwing Lair]], or the [[Temple of Ahn&amp;#039;Qiraj]].  &lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Food is a great way to buff yourself, and all it takes is a little time farming or fishing the ingredients. Following are some foods that can be useful in MC:&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/?i=39939 Tender Wolf Steaks], 12 Sta and Spi, meat drops off of lvl 40-50 wolves in Tanaris, Hinterlands, Ferelas, etc.&lt;br /&gt;
* [http://www.thottbot.com/?i=5766 Nightfin Soup], restores 8 mana every 5 seconds&lt;br /&gt;
* [http://www.thottbot.com/?i=10066 Grilled Squid], 10 Agi (only available in Winter)&lt;br /&gt;
* [http://www.thottbot.com/?i=10334 Poached Sunscale Salmon], restores 6 health every 5 seconds&lt;br /&gt;
* [http://www.thottbot.com/?i=35688 Runn Tum Tuber Surprise], 10 Int (requires rare ingredients from Dire Maul)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Buffs ====&lt;br /&gt;
&lt;br /&gt;
There are a handful of things that can be applied to your weapons that can easily be picked up:&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/?i=13107 Instant Poison VI] Made by rogues, and only used by rogues.&lt;br /&gt;
* [http://www.thottbot.com/?i=36214 Elemental Sharpening Stones] Farm Elemental earth from low level rock elementals in Badlands and Dense stone is from thorium viens and can be crafted by Asta or Champain of the Basin.&lt;br /&gt;
* [http://www.thottbot.com/?i=4644 Dense Sharpening Stones] Dense stone is from Thorium viens and is crafted by blacksmiths.&lt;br /&gt;
* [http://www.thottbot.com/?i=52406 Brilliant Wizard Oil] A bit expensive, but for people casting nukes, its a good dps boost&lt;br /&gt;
* [http://www.thottbot.com/?i=52412 Wizard Oil] A lot cheaper then Brilliant Wizard Oil, but not nearly as effective&lt;br /&gt;
* [http://www.thottbot.com/i?=52421 Brilliant Mana Oil] Also expensive, but great for healers&lt;br /&gt;
* [http://www.thottbot.com/i?=52421 Lesser Mana Oil] Again, cheaper but not nearly as effective&lt;br /&gt;
&lt;br /&gt;
==== Potions ====&lt;br /&gt;
&lt;br /&gt;
Some potions to consider:&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/?i=37051 Major Rejuvenation Potion]&lt;br /&gt;
* [http://www.thottbot.com/?i=2941 Major Healing Potion]&lt;br /&gt;
* [http://www.thottbot.com/?i=3394 Major Mana Potion]&lt;br /&gt;
* [http://www.thottbot.com/?i=37774 Combat Healing Potion] Available from PvP vendor with Officer Rank&lt;br /&gt;
* [http://www.thottbot.com/?i=37290 Combat Mana Potion] Available from PvP vendor with Officer Rank&lt;br /&gt;
* [http://www.thottbot.com/?i=5390 Greater Fire Protection Potion]&lt;br /&gt;
* [http://www.thottbot.com/?i=7619 Fire Protection Potion]&lt;br /&gt;
* [http://www.thotbott.com/?i=14407 Elixir of the Mongoose]&lt;br /&gt;
&lt;br /&gt;
==== Felwood Consumables ====&lt;br /&gt;
&lt;br /&gt;
The Felwood Consumables are fantastic, because they don&amp;#039;t share the potion cooldown, so you can take a Whipper Root Tuber and then quaff a Healing Potion right away if you need to.&lt;br /&gt;
&lt;br /&gt;
This [http://img.photobucket.com/albums/v514/martini_5697/FelwoodLegend.jpg map] shows the locations of the spawns.&lt;br /&gt;
&lt;br /&gt;
There are 3 different items, and one temporary buff:&lt;br /&gt;
* Pink: [http://www.thottbot.com/?i=6414 Night Dragon&amp;#039;s Breath], restores 394 to 456 mana and 394 to 456 health&lt;br /&gt;
* Green: [http://www.thottbot.com/?i=2959 Whipper Root Tuber], restores 700 to 900 health&lt;br /&gt;
* Purple: [http://www.thottbot.com/?i=4841 Windblossom Berries], 10 Stamina&lt;br /&gt;
* Red: [http://www.thottbot.com/?sp=15366 Songflower Serenade], increases chance for a melee, ranged, or spell critical by 5% and all attributes by 15 for 1 hour&lt;br /&gt;
&lt;br /&gt;
Note that the plants can spawn as cleansed, or as corrupted. If they are corrupted, you need [http://www.thottbot.com/?i=2948 Cenarion Plant Salve] to cleanse them before you can harvest them. The salve is a quest reward from an NPC south of the Emerald sanctuary. You can either carry a Cenarion Beacon and collect items from killing mobs in Felwood, or you can collect items from using gathering professions in Felwood.&lt;br /&gt;
&lt;br /&gt;
(Stormrage notes: I have mapped the plant spawns from the map above, and another map I found using [http://www.curse-gaming.com/mod.php?addid=65 Map Notes], which is supposed to let me share my notes with people. Bug me on Rhyssa if you&amp;#039;d like to try it! --[[User:Martini|Martini]] 07:55, 29 Dec 2005 (GMT))&lt;br /&gt;
&lt;br /&gt;
==== Blasted Lands Buffs ====&lt;br /&gt;
&lt;br /&gt;
Just east of Dreadmaul Hold in the Blasted Lands is a camp of High Elves, who give &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*ARRJ2MA4FY*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; quests for various buffs. The big drawback of these buffs is that they are unique, so you can only carry one at a time, but the buffs are a significant boost and are active for one hour (barring death), so are worth using somewhere like MC. The buffs all share a cooldown, so only one may be active at a time.&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/?i=6228 Lung Juice Cocktail], 25 Stamina&lt;br /&gt;
* [http://www.thottbot.com/?i=6219 R.O.I.D.S.], 25 Strength&lt;br /&gt;
* [http://www.thottbot.com/?i=5175 Ground Scorpok Assay], 25 Agility&lt;br /&gt;
* [http://www.thottbot.com/?i=6267 Cerebral Cortex Compound], 25 Intellect&lt;br /&gt;
* [http://www.thottbot.com/?i=6261 Gizzard Gum], 25 Spirit&lt;br /&gt;
&lt;br /&gt;
==== Winterspring Jujus  ====&lt;br /&gt;
&lt;br /&gt;
The horde can visit Witch Doctor Mau&amp;#039;ari in Orgrimmar in order to receive a necklace that will allow them to collect E&amp;#039;ko in Winterspring. Various E&amp;#039;ko can be turned in for different Jujus, some of which are listed below.&lt;br /&gt;
&lt;br /&gt;
* [http://www.thottbot.com/index.cgi?i=17121 Juju Ember], 15 Fire Resist, from [http://www.thottbot.com/?it=12432 Shardtooth E&amp;#039;ko]&lt;br /&gt;
* [http://www.thottbot.com/?i=18406 Juju Power], 30 Strength, from [http://www.thottbot.com/?it=12431 Winterfall E&amp;#039;ko]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Arhurt%27s_All_around_support_Ranger&amp;diff=49492</id>
		<title>Arhurt&#039;s All around support Ranger</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Arhurt%27s_All_around_support_Ranger&amp;diff=49492"/>
		<updated>2011-10-05T15:35:02Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Removed spammy hyperlinks...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;WIP&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
(pls, if you have the time to correct any grammar or spelling mistakes, feel free to do so)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Intro&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hi all! This guide is supposed to give some insight into my own discoveries about the support ranger class. I have been using this build through the mid part of the game, finally getting ascended and ready to make the Elite Runs.&lt;br /&gt;
&lt;br /&gt;
This build is made for that. It does not require Storm Bows, does not require heavy armors neither any Elite Skills. It is simply a collection of strategies/skills I used through most of the mid-part of the game, with great sucsess.&lt;br /&gt;
&lt;br /&gt;
Ok, lets get to the basics then:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Being the support&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Support in GW is what makes a group viable against a number of different situations. So, as a support ranger, you must be ready to make decisions on the fly, or else find that your character feels kind of &amp;quot;useless&amp;quot;. That is becouse any group could go by without support troops, they just need to be tougher, play better or have good luck. The presence of a support ranger will make the life of the party a little easier, as it helps everyone, be it keeping them from harm, helping the monks heal or disrupting the enemy&amp;#039;s key skills.&lt;br /&gt;
&lt;br /&gt;
Thus, you must keep in mind that while you are not the engine of the group, you are a key piece that will make everyone&amp;#039;s life a little bit easier.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of listing eight skills that will make you &amp;quot;teh besto ranger&amp;quot; (tm) I rather comment on the few skills I have been using regularly, and then comment on a few sucssesfull builds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expertise&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Distracting Shot&amp;#039;&amp;#039;&amp;#039; - The must-have skill for the support Ranger. This skill will interrupt ANY action the target was taking when the arrow hits. If that action was a skill, that skill is interrupted and is disabled for 20 seconds. Ok, the damage is a little low, but who cares for damage? Save this skill for the nastiest skill the enemy can use (eg.: Hydra&amp;#039;s Meteor). Sometimes it is a little tricky to use this skill. It is a tricky skill to use, [http://www.theamazonbasin.com/gw/forums/index.php?showtopic=2472 some good advice on it here].&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Whirling Defense - Stance&amp;#039;&amp;#039;&amp;#039; - Use this stance for casting traps near the enemies, or when your group really needs the trap placed at that time. This skill takes a while to recharge, so be sure it is the right time to trigger it. I usually prefer to save this skill to use in conjunction with Healing Spring when facing Area of Effect heavy attacks, or when facing mass party-poison, bleed or disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Marksmanship&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Determined Shot&amp;#039;&amp;#039;&amp;#039; - Cheap extra damage, and is useful even when the enemy can avoid your attacks. Use it as one of your attack skills for the extra cheap damage.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Favorable Winds&amp;#039;&amp;#039;&amp;#039; - If you have one or two extra rangers in your party, be sure to be you carrying this skills, unless the other rangers are support as well. A Marksman ranger will benefit more carrying more attack skills than you, and you can have the time to recast the spirit if it happens to die. If it&amp;#039;s only you, then there is no point in taking this skill, as it will eventually benefit enemy rangers more than it benefits you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wilderness Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Apply poison&amp;#039;&amp;#039;&amp;#039; - A very good skill to use, especially against numerous weak enemies. It is better to cast it and then star firing one arrow at each of the enemies for mass poison on the opposing party. Tough as a support ranger you might not have the time to shoot at every enemy before you need to cast a trap. Use this as personal taste (I prefer Dual Shot + Ignite Arrows)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Barbed Trap&amp;#039;&amp;#039;&amp;#039; - The poor man&amp;#039;s love trap. Barbed trap will deal a small amount of piercing damage, cripple and bleed those caught on it. With good team work it is easy to set traps so that the opposing party runs right trough it. You can either combat cast or set it to protect monks and elementalists after engadgement. Check my [[Trap setting guide]] for details.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Choking Gas&amp;#039;&amp;#039;&amp;#039; - Great for facing spellcasters, especially since they tend to stay close to each other. The duration is limited tough, so be sure to use it on crucial moments. Know the trend of the opposing party casting system, so that you can Choke them after they have used their utility spells (such as Elemental Attunement&amp;#039;s) and interrupt the spells they where preparing to cast. Works great to shut down mesmers and necros, not to mention elementalists.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Healing Spring&amp;#039;&amp;#039;&amp;#039; - The surprize box of the support Ranger, the healing spring is a must-have ability. You can use it to make the life of your monks better, you can help Minnion Necromancers keep their minnions alive, but the great use of this skill comes when the opposing party manages to shut down one or two of your monks. Be sure tought to use Whirling defense when the casting of Healing Spring can decide the fate of your warriors. Also, as you usually are behind the lines, you can cast it near your monks before they are engaged by the opponents, so when they are, they have the extra healing to sustain the attacks that would be going towards your Meatshields.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ignite Arrows&amp;#039;&amp;#039;&amp;#039; The bread and butter of the support ranger in terms of damage, since your main support skills (traps) are based on Wilderness Survival. Combine this skill with dual-shot to increase your damage massively. Always target to the middle of the enemy group, instead than towards the edges, so that you can emulate AoE spells by affecting the most targets possible.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Serpent&amp;#039;s Quickness&amp;#039;&amp;#039;&amp;#039; - Very useful stance for when you need to reuse your skills regularly, such as when you face 2-3 hydras and need to shut down many Meteors. Using this skill can both boost your damage (especially with ignite+dual shot), can make traps easily combat-cast ready during a fight, but will also drain your mana reserves.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Troll Unguent&amp;#039;&amp;#039;&amp;#039; - With high wilderness survival this skill can negate many of the damage over time effects. Use it if you are facing enemies that attack you constantly, as rangers are mainly seen as an aanoiance rather than a treath, and thus are many times ignored until the other party members are dead (in PvP).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General Skills&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dual-Shot&amp;#039;&amp;#039;&amp;#039; - An awesome skill if used in conjunction with Ignite Arrows, as the explosions will be doubled as well. Fire with your explosive arrows with Dual Shot in a tight enemy formation and be amazed at the number of damage counters that will rise from them.&lt;br /&gt;
&lt;br /&gt;
== Skill Sets ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The all around Support Ranger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Determined Shot | Distracting Shot | Dual Shot | Ignite Arrows&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Healing Spring | Barbed Trap | Serpent&amp;#039;s Quickness | Whirling Defense&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This build will do it&amp;#039;s job well in any circumstances, and is the one I find myself using the most of the time. Mostly I will beforehand cast Barbed trap. I will then pull the monsters towards the group, having them wait and let the mobs go over the trap. This will ensure that the most of them are crippled and will have a hard time getting to the fragile members of the party.&lt;br /&gt;
While the mobs fight I cast Ignite arrows, target one of them and Dual-shot followed by Determined Shot, rinse and repeat. If I see that we are taking the advantage, I cast Serpent&amp;#039;s Quickness to increase the damage output.&lt;br /&gt;
If we are facing skill-famous monsters (Hydras) I concentrate on using Distracting Shot on them, if not, I just target their healer and try to disable the main healing engine.&lt;br /&gt;
Now, here comes the support part. If the enemies are outdamaging the healers (and that happens a lot, otherwise we would not die at all) I proceed towards the assailed party members and cast Healing Well near them. It is important to let everyone know what are you doing before the battle, as the Spring is stationary and people that are recieving damage tend to run from their assailant. The extra healing usually gives time for the healers to cast their more powerfull healing skills or wait those few seconds for it to recharge, saving your party member life, and possibly avoiding an entire party wipe.&lt;br /&gt;
&lt;br /&gt;
This build helps a lot the party:&lt;br /&gt;
a) It can punch a lot of damage sometimes.&lt;br /&gt;
b) It helps the healers out in tough situations.&lt;br /&gt;
c) It keeps the opposition away from fragile party members (barb trap)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Caster&amp;#039;s bane&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Determined Shot | Distracting Shot | Dual Shot | Ignite Arrows&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Healing Spring | Choking Gas | Serpent&amp;#039;s Quickness | Whirling Defense&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This build is used when facing caster heavy missions or areas. It was thanks to it that I could clear the desert area with hundreds of Storm Chasers. Basically you act as the all around ranger, but when facing caster heavy groups you focus on kepping all of them Choked. Serpent&amp;#039;s Quickness is especially useful here to allow you to use many instances of Choking Gas. You will cast Choking Gas just as the opposition casters are getting the interrupted spells back, thus you can keep them from casting indefinetly if you do a good job in targetting them (if they keep a tight group the job is even easier)&lt;br /&gt;
&lt;br /&gt;
This build is weak against melee opponents, as they won&amp;#039;t be caught in the Barbed Trap. You can swap one of your attacks and keep the Barb Trap on, but the mana cost of Choking Gas and it&amp;#039;s short Duration will eat your mana pool rather quickly.&lt;br /&gt;
&lt;br /&gt;
== Attribute points and Runes ==&lt;br /&gt;
&lt;br /&gt;
To run the Suppor ranger, your most important skill wiould be Wilderness Survival. You won&amp;#039;t need more than 10-12 ranks in it tough, as the traps damage increase is negible, you use them for teh conditions, and 20 seconds bleeding and crippled is already enough. The healing from healing spring is already good for it&amp;#039;s intended purpose at that high ranking: It is supposed to buy the healers some time, not keep the party alive trough the lenght of battle.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;d say that the second attribute of importance would be Expertise. Expertise at 8 will keep most your skills at a good energy price, but the higher you go, the cheaper the skills become, especially the high cost ones such as Barbed Trap and Choking Gas. This is especially usefull for boosting your whirling defense duration as well.&lt;br /&gt;
&lt;br /&gt;
Marksmanship is best left at your bow prerequisite.&lt;br /&gt;
&lt;br /&gt;
Runewise, I personally like Superior Runes for my support rangers. It boosts my attributes up to +3 and &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*P5AQTKROVY*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; costs me 75 health. Yes it is a lot, but as a support troop, you must know that when the enemy is attacking you, it is not attacking your party members. Run as far as you can, if they keep pursuing you, let them come, if they stop, turn around and keep shooting, disrupting and healing. Barbed Traps and Healing Spring are usually considered an annoiance by many players in PvP, so use that at your advantage.&lt;br /&gt;
&lt;br /&gt;
I usually go with a Superior Rune of Wilderness Survival and a Superior Rune of Marksmanship, I then use a Fortitude bow grip and a minor Rune of Vigor, so that in the end the second Sup Rune is coming at a really cheap price. Again, mobs and players tend to ignore you, as Barbed Traps are considered &amp;quot;indirect&amp;quot; damage, and Healing Spring is Hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Bows ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Still incomplete&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I like Long and Flat bows to keep myself away from the action, but this makes it difficult to use Distracting Shot and Healing Spring at the right moments without resorting to my &amp;quot;instincts&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you prefer to use a short bow, so that you can react better to the events, I&amp;#039;d drop one of the Superior Runes, as you will be more exposed to damage this way.&lt;br /&gt;
&lt;br /&gt;
== Secondary Profession ==&lt;br /&gt;
&lt;br /&gt;
I have no cle here, must play with the other classes and see what fits ok&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Monk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mesmer&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
* Mesmers have a number of interrupting spells such as cry of frustration, power spike, power leak, and others that can add more flexibility do the ranger distracting skills. (Minnionman)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Necromancer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Death magic can be used for mass minions, I would probabbly take away points from Expertise and take along fewer bow attacks (probabbly only Ignite and Distracting Shot). Minions can be kept safe with Healing Spring.&lt;br /&gt;
* Blood magic can be used to assist monks and elementalists keep their mana high, but that also means that you will need to stay out of combat and lay your traps in a defensive manner (as a low health, blood sacrificing ranger is a big target for the opposition to ignore). You can Also use Order of Pain to increase the damage output of Warriors, and be always around to cast Healing Spring. Use Strip Enchantment on this situation, as far as it goeas, it&amp;#039;s as good as interrupting the skill, but you gain some health.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warrior&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* The various stances of a warrior can help you even more on combat casting traps, especially Bonetti&amp;#039;s Defense, that will also increase your mana pool for fututre casts.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Elementalist&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== General Strategies ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Use the range of your bow to pull mobs&amp;#039;&amp;#039;&amp;#039;: Lay traps down, then shoot an arrow in the nearest enemy. Fall back and wait fro them to step on it. If they are caster or ranged attack mobs, fall back a little further. Be sure to coordinate this with your party members, otherwise, you will find yourself obligated to combat-cast traps.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Be patient&amp;#039;&amp;#039;&amp;#039;: Altough you might feel the urge to cast Healing Spring Right at the start of the battle, and use Distracting Shot as soon as the enemies start using their skills, try to remember these guidelines: Stop, Think, Act. Triggering your skills at the right time is much more useful than having to wait for them to recharge while being hit by an Ettin&amp;#039;s Club.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Time your attacks&amp;#039;&amp;#039;&amp;#039;: The ranger has a very slow attacking animation, especially with long and flat bows. It will a) draw an arrow b) ready it c) take aim d) shoot. If you are using bow attack skills such as Determined Shot, wait until after the arrow is released in order to cast it. If you use the skill during the &amp;quot;aiming&amp;quot; of the animation, ffor example, your ranger will start from step &amp;quot;a&amp;quot;, loosing the almost shot arrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
Guide made by Arhurt, from The Amazon Basin (www.theamazonbasin.com)&lt;br /&gt;
&lt;br /&gt;
Thanks a lot for Guild Wars Guru (http://www.guildwarsguru.com/) for Skill listings.&lt;br /&gt;
&lt;br /&gt;
Thanks to Minnionman for the mesmer information.&lt;br /&gt;
&lt;br /&gt;
Thanks to all the contributors of the many bow discussion Threads in the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Wars]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Horde_Molten_Core_Guide&amp;diff=49491</id>
		<title>Horde Molten Core Guide</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Horde_Molten_Core_Guide&amp;diff=49491"/>
		<updated>2011-10-05T15:34:55Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Got rid of bad hyperlinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What/Where is MC? ==&lt;br /&gt;
&lt;br /&gt;
=== Attunement ===&lt;br /&gt;
&lt;br /&gt;
The quest [http://wow.allakhazam.com/db/quest.html?wquest=7487 Attunement to the Core] is a requirement to join the Horde Molten Core raids. Completing it allows you to zone directly into the Molten Core from Blackrock Mountain without having to clear through to the actual entrance portal far into Blackrock Depths.&lt;br /&gt;
&lt;br /&gt;
The quest is given by a high elf Lothos Riftwalker. He can be found inside Blackrock mountain, between the Burning Steppes and Searing Gorge. To reach him, walk across the chain into the pillar in the center of the lava in BRM and follow the path downwards. At the bottom you will cross another chain and he will be easily visible. &lt;br /&gt;
&lt;br /&gt;
To complete the quest you have to collect a Core Fragment from just outside the green raid portal for Molten Core, between the Seven Dwarfs and the Lyceum. It is completable in a ten man raid, but can easily be done with five. With a focussed 10 man raid this can be done in under a half an hour.  &lt;br /&gt;
&lt;br /&gt;
Once the quest is completed, you will be able to zone directly into Molten Core by jumping through the window to the left of the quest giver, Lothos Riftwalker. (Caution: this only works if you are in a raid! Yes, I do speak from experience...)  It is not strictly necessary to jump through the window.  Walking slowly up to the window will also zone you into the Core if you are in a raid.&lt;br /&gt;
&lt;br /&gt;
=== Signing Up ===&lt;br /&gt;
&lt;br /&gt;
Sign up threads will be posted in the [http://www.theamazonbasin.com/wow/forums/index.php?showforum=35 Tichondrius Scheduling Forum] up to a week before the planned time of the raid. At the moment, Molten Core raids consist of two days; day 1 runs from Lucifron - Golemagg, including Lucifron, Magmadar, Gehennas, Garr, Baron Gedon, Shazzrah, Sulfuron and Golemagg. Our best time for this run is currently four and a half hours, but we haven&amp;#039;t taken longer than five. Day 1 is the most friendly to new players to MC as it includes a lot of different boss fights which experienced players know very well. We don&amp;#039;t wipe ever (well, not often anyway).&lt;br /&gt;
&lt;br /&gt;
Day 2 includes Majordomo Executus and Ragnaros and will run for about 3-3.5 hours. Ragnaros is still a really tough fight for us. To kill him, we need everyone to have as much fire resist gear as possible and come prepared with appropriate consumables, including at least five [http://wow.allakhazam.com/db/item.html?witem=13457 greater fire protection potions]. See Tin&amp;#039;s fantastic post under the preparation section of this guide for other important consumables. the difficulty of the Rag fight and the need for appropriate gear and preparation is reflected in the invite rules, posted below.&lt;br /&gt;
&lt;br /&gt;
The invite rules can be found in [http://www.theamazonbasin.com/wow/forums/index.php?showtopic=8018 this] stickied thread in the Tichondrius Scheduling Forum. Any additional requirements will be mentioned in the actual sign up thread.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&amp;#039;&amp;#039;From Tin&amp;#039;s excellent post in the Fighter Classes Strategy Boards.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intro:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Welcome,&lt;br /&gt;
&lt;br /&gt;
There has been a number of discussion going on both on the forums and in game these last few weeks to do with class performance in large raids like MC and Onyxia. Discussion so far has been very positive. With each class having its own raid channel in MC where advice has been offered by all, everyone who&amp;#039;s come regularly on MC has had plenty of time to learn their role now that we&amp;#039;ve made it to Rag.&lt;br /&gt;
&lt;br /&gt;
You may have noticed there are no dps threads up at the moment in the raid leader forum. This is because all the topics people could think to bring up were discussed. If you haven&amp;#039;t yet looked at these threads, it may be worth a look if your running or plan to run in MC as they include lots of helpful advice.&lt;br /&gt;
&lt;br /&gt;
With the focus on Ragnaros, there is going to be a lot more focus put on people reaching certain expectations in their class, as it&amp;#039;s a difficult encounter. Not to say the focus will be efficiency over fun, on the contrary, people should play their character with the spec they want, and to their own style. What&amp;#039;s going to be needed is for players to look at what others are doing to reach that next level, such as what buffs are used, what potions, what special items or trinkets.&lt;br /&gt;
&lt;br /&gt;
So bellow is listed many of the items used on a regular basis by myself and others and which are really not difficult to gather for a once a week instance run. Also, strategies will be listed from my experiences that work to help keep you alive. Most of these will apply mainly to the melee classes, specifically Rogues, but I&amp;#039;m sure there something in here for everyone.&lt;br /&gt;
&lt;br /&gt;
A last note, the following list of buffs are not expected to be used throughout the raid unless you want too. We know many people have limited play time and may only be able to get a few supplies, which is fine. The items are important mainly for Ragnaros fights.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Felwood&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.members.iinet.net.au/~strabu1/index.html/WoWScrnShot_080805_205513.jpg Here is a map of felwood spawns of items, and a legend.]&lt;br /&gt;
&lt;br /&gt;
These spawns work one of two ways. The spawns located on the map are on random timers, they will either 1. be there and corrupted; 2. Be there and cleansed; 3. Be there and already harvested; or 4. not there at all. It&amp;#039;s completely random and changes every few hours.&lt;br /&gt;
&lt;br /&gt;
You either do the quest shown called [http://www.thotbott.com/?q=1087 Cleansing Felwood] which gives you a [http://www.thotbott.com/?i=2936 Cenarion Beacon] that let&amp;#039;s you gather a variety of Corrupted items from either killing felwood mobs, mining, or gathering herbs. You hand in the items for [http://www.thotbott.com/?i=2948 Cenarion plant salve] which cleanses the Corrupted plants.&lt;br /&gt;
&lt;br /&gt;
Or, you can just pop down there now and then to check if there are any cleansed spawns up or harvested ones. usually, the harvested ones come back cleansed in about 25 minutes. If you harvest a cleansed one, it will usually come back cleansed in 25 minutes. So I hunt in the northern satyrs&amp;#039; area which has a night dragons and a whipper root spawn, and two other whipper root spawns nearby, as you can see on the map.&lt;br /&gt;
&lt;br /&gt;
Yellow squares: [http://www.thotbott.com/?i=4841 Wild Blossom Berries] which are 10 stam for 10 minutes food. it&amp;#039;s free, it&amp;#039;s there.&lt;br /&gt;
Red squares: [http://www.thotbott.com/?i=6414 Night dragon&amp;#039;s breath] 400 - 500 life and mana, usable every minute, on a separate timer to potions.&lt;br /&gt;
Purple squares: [http://www.thotbott.com/?i=2959 Whipper root tuber] 700 - 900 life, usable every minute, on a separate timer to potions.&lt;br /&gt;
&lt;br /&gt;
[http://www.members.iinet.net.au/~strabu1/index.html/WoWScrnShot_080805_205513.jpg Map of Fellwood]&lt;br /&gt;
&lt;br /&gt;
Also of note, are the [http://www.thotbott.com/?i=5907 Demonic Rune] usable every 2 minutes, which can be collected from the Orcs in Jaedenar around the middle of the map. For Mana users, used in combination with Night dragon&amp;#039;s breath can be a powerful engine of destruction. Darkfirenova kindly tested this for me in MC last week against Garr, and found a huge % increase in damage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Winterspring&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A couple of great buffs here, one of which is quest related. The NPC for this is in the little Troll area in Orgrimmar where you end up after taking a mage portal, where the firstaid trainer is. She&amp;#039;s on one of the stones in the water. the quest is [http://www.thotbott.com/?q=12912 Winterfall E&amp;#039;ko]. You recieve a necklace you keep in your inventory like the Cenarion Beacon from felwood. When you kill certain mobs, Eko will drop. Different Eko is traded to her for different buffs. If you do this in a party, one eko will drop per partied person in the area, much increasing efficiency. Take a friend!&lt;br /&gt;
&lt;br /&gt;
The [http://www.thotbott.com/?q=12912 Winterall Furbolgs] drop Winterfall Eko. Trading 3 of these in gives you 3x JuJu Power.&lt;br /&gt;
&lt;br /&gt;
As a bonus, these Furbolgs also drop [http://www.thotbott.com/?i=37541 Winterfall Firewater]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blasted Lands&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When you enter Blasted Lands from Swamp of Sorrows, there is a line of NPCs to your right not far into the zone. Two of them will have a number of quests for you to gather different bodyparts from different creatures in blasted lands.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s a very simple grind to collect them and hand them in. You will get a reward of one different buff for each quest, and a new quest will be available to you now which is a repeatable quest to get that buff again.&lt;br /&gt;
&lt;br /&gt;
The buffs are linked bellow. You can only own one of each type of buff, so you can&amp;#039;t get a stack of 5 R.O.I.D.s for example. You can only have one buff active at one time, the others will go on a one hour timer when you apply one.&lt;br /&gt;
&lt;br /&gt;
[http://www.thotbott.com/?i=6219 R.O.I.D.s]&lt;br /&gt;
[http://www.thotbott.com/?i=5175 Ground Scorpok Assay]&lt;br /&gt;
[http://www.thotbott.com/?i=6228 Lung Juice]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Potions of note&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.thotbott.com/?i=14407 Elixer of the mongoose]&lt;br /&gt;
&lt;br /&gt;
[http://www.thotbott.com/?i=37774 Combat Healing Potion]&lt;br /&gt;
[http://www.thotbott.com/?i=3783 Greater Healing Potion]&lt;br /&gt;
[http://www.thotbott.com/?i=2973 Superior Healing Potion]&lt;br /&gt;
[http://www.thotbott.com/?i=2941 Major Healing Potion]&lt;br /&gt;
&lt;br /&gt;
[http://www.thotbott.com/?i=7619 Fire Protection Potion]&lt;br /&gt;
[http://www.thotbott.com/?i=5390 Greater Fire Protection]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Things you can apply to your weapons&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In these, I think Dense sharpening stones are the best value for trash mobs. Dense stone is cheap and easy to get, and they can&amp;#039;t be resisted like poison, but the choice is up to the rogue. For Bosses like Rag I think the Elemental sharpening stones will be a good investment.&lt;br /&gt;
&lt;br /&gt;
[http://www.thotbott.com/?i=13107 Instant Poison VI] Made by rogues, and only used by rogues.&lt;br /&gt;
[http://www.thotbott.com/?i=36214 Elemental Sharpening Stones] Farm Elemental earth from low level rock elementals in Bad lands and Dense stone is from thorium viens and can be crafted by Asta or Champain of the Basin.&lt;br /&gt;
[http://www.thotbott.com/?i=4644 Dense Sharpening Stones] Dense stone is from Thorium viens and is crafted by blacksmiths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try to collect some, have a play around with them in MC and get a feel for using them a little. Build up a supply for Ragnaros. I&amp;#039;ll add a strat section to this later, just wanted to get this information out as quick as I could.&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
- Tin&lt;br /&gt;
&lt;br /&gt;
=== General Tips ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If in doubt, ask questions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Lots of players have been to MC many times, and have most likely asked the same questions you want to ask. Ask in party chat, ask in your class channel (Basinwarr, basinpriest, basinshaman, etc), ask in raid chat, ask on teamspeak in that order. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Main assist, main tank, offtank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The mainassist is the person who chooses the target for the raid to attack and is most likely a rogue or a warrior. Everyone should have an assist macro setup ( /assist mainassist&amp;#039;sname ) and should use this macro to select targets instead of manually targetting mobs. The maintank will tank bosses and single mob pulls, while the offtanks tank any additional mobs beyond the first. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Be aware of your surroundings&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A major source of annoyance for the raid is people walking backwards into pulls they don&amp;#039;t need to make. It wastes time and can end up wiping the raid. Pay attention to where you are standing. If you need to back up, back up to where you came from, not into some new area. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Listen to Teamspeak&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Most important instructions will be given on TeamSpeak. Listen attentively at all times (unless Hasta sings, then you&amp;#039;ll be forgiven for setting the headset down!).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Be ontime&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you are late, someone will be pulled from the waitlist into your spot. Tough cookies!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Read up on strategy before the raid&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are many many guides to boss strategy all over the net, and you&amp;#039;ll find some if you scroll down. Reading up before the raid will save explanation time and save you from being confuzzled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Repair&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Repair and stock up on reagents before the run! Durability and reagent supply can be checked by raidleaders using raidassist. Don&amp;#039;t be caught out!&lt;br /&gt;
&lt;br /&gt;
== How to contribute to the raid ==&lt;br /&gt;
&lt;br /&gt;
=== Class Roles and Guides ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Just a list of recomendations to start fleshing this section out.&lt;br /&gt;
&lt;br /&gt;
If you can cast healing spells, join the basinpriest channel in addition to your normal class channel.  This is where the main healing assignments are handed out.  Even if you are not assigned as healing, you may be needed in a pinch.  Remember, if the tanks die, so does everyone else.&lt;br /&gt;
&lt;br /&gt;
If you are assigned to heal a specific person, you may want to make a macro to target that person.  &lt;br /&gt;
&lt;br /&gt;
If you are assigned into a healing rotation, please note down who you are going to take over from, and who takes over after you.  Then make macros that announce you are stepping into rotation, or your mana has dropped below the swap out mark and the next person has to step up.  These messages should go to the basinpriest channel.&lt;br /&gt;
&lt;br /&gt;
If at all possible, multiple druids should not have the same healing target.  Druids rely on HoT spells more often then not, but not only do they not stack, you may not be able to cast it at all if that same HoT is already applied to your target by another druid.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, during boss fights you should stay at max healing range from your designated target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tanks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
(from Cybit, alliance tank)&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re the MT or OT, your job is simple.  Hold aggro on your target at all costs.  To do that, I generally run towards the target and hit bloodrage, then hit shield block (this works if you have improved shield block) right before I engage.  This allows me to most likely block the first attack from the target, triggering Revenge.  I hit revenge, and odds are the rage from being hit so hard has given me enough rage to sunder as well.  I then start spamming sunder, hitting shield block whenever the timer comes up, and hitting revenge as much as possible.  Since I have 31+ protection, I also hit shield slam as often as it comes up, as well as shield bash.  So a typical run goes like this&lt;br /&gt;
&lt;br /&gt;
1) Bloodrage/Charge enemy&lt;br /&gt;
2) Shield block&lt;br /&gt;
3) Get hit by enemy&lt;br /&gt;
4) Revenge&lt;br /&gt;
4a) Demo Shout/Battle Shout&lt;br /&gt;
5) 5x Sunder&lt;br /&gt;
6) Shield Block&lt;br /&gt;
7) shield bash (12 sec cooldown?)&lt;br /&gt;
8) Shield Slam (6 sec cooldown)&lt;br /&gt;
9) Revenge (5 sec cooldown, shares with overpower)&lt;br /&gt;
and then repeating 6 through 9, and applying Demo Shout/Battle Shout/Thunderclap when necessary.  I don&amp;#039;t tend to use heroic strike too much, because it goes away when you use another instant skill, but if you have a fast weapon, spamming heroic strike after revenge works wonders for holding aggro as well.  &lt;br /&gt;
&lt;br /&gt;
Using Taunt:&lt;br /&gt;
Assuming you have CTRA, and can tell what your target&amp;#039;s target is, the rule I have for taunt is simple.  If the target&amp;#039;s target isn&amp;#039;t something with a rage bar, use Taunt.  :)  My character has improved taunt, which gives me far more leeway in that regard.  &lt;br /&gt;
&lt;br /&gt;
Bosses: Generally the same idea.  Hold aggro at all costs and trust your healers.  Improved Shield Wall and Last Stand are extremely nice skills for tanking bosses.&lt;br /&gt;
&lt;br /&gt;
=== Molten Core Questline ===&lt;br /&gt;
&lt;br /&gt;
== Trash Mobs ==&lt;br /&gt;
&lt;br /&gt;
=== Molten Giants and Destroyers ===&lt;br /&gt;
&lt;br /&gt;
These are fairly straightforward mobs to clear. They are big and made of lava, as the name suggests. &lt;br /&gt;
&lt;br /&gt;
A pair of [http://wow.allakhazam.com/db/mob.html?wmob=11658 Molten Giants] are the very first pull in MC. They come in pairs, or with a Molten Destroyer. The giants hit fairly hard and fairly fast but like all MC trash mobs, they aren&amp;#039;t a problem to heal through. They do however have an aoe attack to people in melee range, so spot healing is required. Molten Giants also have a knockback which they will use on the tank, reducing the tanks aggro and most often chasing after one of the damage characters. For tanking these mobs it helps to position yourself between the giant and the casters. When knocked back, you will be able to easily intercept the giant on its way to the casters. &lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11659 Molten Destroyers] are easier to deal with. They are larger in size, hit harder and take significantly longer to kill. But again, they really aren&amp;#039;t a problem to heal through. They have an aoe knockdown, stunning for a couple of seconds, but it doesn&amp;#039;t have the aggro reducing component of the giants&amp;#039; knockback so it is not a threat to the raid, though as with giants spot healing is needed. &lt;br /&gt;
&lt;br /&gt;
Neither of these mobs respawn until the instance has been empty for thirty minutes.&lt;br /&gt;
&lt;br /&gt;
=== Firelords and Lavaspawns ===&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11668 Firelords] are usually pulled singly, occasionally in pairs. These mobs look like large fire elementals and their damage is all fire. They have no aoe; instead they will periodically spawn smaller lava spawns. Lava spawns have a ranged fireball attack, but don&amp;#039;t do much damage. But if they stay alive for more than 20 seconds, they split in half to form two lavaspawns, each as powerful as the original. If left alone long enough, these two will also split into four, who will split into eight, and so on. So it is imperative that they are killed as soon as possible. Mages will most often blizzard to hit both spawn and firelord and melee dps will assist the MA in attacking the lavaspawns. &lt;br /&gt;
&lt;br /&gt;
Firelords themselves cast a magic debuff every three seconds or so that does a lot of damage over time and silences the target. This should be quickly dispelled by priests. Firelords have a two hour respawn timer.&lt;br /&gt;
&lt;br /&gt;
=== Lava Annihilators ===&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11665 Lava Annihilators] look like very large rock elementals, first encountered in Ragefire Chasm. They have a fairly strong melee attack and a random target charge. They seem to wipe aggro everytime they charge and attack a random target, so they are not really tankable. The random target charge really makes them a pain to attack for melee if everyone is spread out all over the place. To keep them in one spot we have everyone, rogues to hunters to priests, everyone, stand in melee range. &amp;quot;Hug the Annihilator!!&amp;quot; They have a two hour respawn timer.&lt;br /&gt;
&lt;br /&gt;
=== Lava surgers ===&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=12101 Lava Surgers] look just like annhilators, but they are always patrolling and are different to fight. Surgers charge a random target, like annihilators, but they don&amp;#039;t wipe aggro. They will come straight back to the tank. When they charge they do a 1000 damage aoe knockback to everyone in a small area around their original postition and a knockback for a similar amount of damage to the random target they charge. It is important that casters and anyone who can attack from range do so to avoid the aoe knockback damage. Melee should also take care to ensure that their backs are not facing the lava to avoid an unpleasantly hot bath. Healers will need to be vigilant with spot heals particularly on the rogues. These guys have a 24 minute respawn time, but stop respawning when Garr is dead.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Core Hounds ===&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11673 Ancient core hounds] are large demon dogs. They have a nasty frontal aoe fire breath attack as well as one special ability. The special ability is drawn from a pool of five different abilities:&lt;br /&gt;
&lt;br /&gt;
  - Warstomp: an aoe stun, about 5 seconds in duration.&lt;br /&gt;
  - Ancient hysteria: A removable curse, reduces enemies&amp;#039; spirit and intellect by 50% for 15 minutes. Should be removed after the fight.&lt;br /&gt;
  - ...: an aoe confuse effect, causes everyone to run around in circles. If nobody resists, the hound will wander around doing nothing too. If someone resists, their face is about to be eaten. Shadow resist is a minus for this variation :D&lt;br /&gt;
  - ...: reduces maximum hit points by 30%. Magic debuff, dispelable. Should be removed immediately off the tank and after the fight for everyone else.&lt;br /&gt;
  - ...: reduces attack speed and casting speed by 50%. Magic debuff, dispelable. Should be removed as soon as possible from damage classes after each application for the duration of the fight. &lt;br /&gt;
&lt;br /&gt;
The tank will face the ancient corehound away from the raid immediately to avoid the flame breath hitting everyone. Melee dps will however need spot healing as the flame breath can often hit them, even when standing behind the hound. These guys have an 18 minute respawn time, but will stop respawning once Magmadar is dead.&lt;br /&gt;
&lt;br /&gt;
=== Core Hound Packs ===&lt;br /&gt;
&lt;br /&gt;
Core hound packs are found in Magmadar&amp;#039;s Cavern. One pack has to be cleared before Lucifron and four more before Magmadadar. Each pack is composed of five corehounds, a smaller version of the familiar demon dog mob. But these guys have a difference. All five must be killed within ten seconds of each other or any living dogs will bring the dead ones back to life. &lt;br /&gt;
&lt;br /&gt;
Each dog is tanked by one warrior, whose target is assigned using the target management ( /tm ) system built into raidassist. One priest will be assigned to each warrior, which is plenty of healing. The corehounds will be pulled and spread in a rough circlular formation facing outwards, each hound like the spoke of a wheel. The main assist will target each hound in turn, switching the raid&amp;#039;s target as soon as the hound hits 20% health. Once all five dogs are at 20% the call will be madeon teamspeak to bring the mobs together and for aoe attacks to begin. If everything goes to plan the dogs will all die within a couple of seconds of each other. It is critical that all damage dealers pay attention and switch targets as soon as the main assist calls for this to happen.&lt;br /&gt;
&lt;br /&gt;
One thing to watch out for on these guys is the serrated bite. This is a nasty bleed cast on a random nearby target. It stacks; each application refreshes the duration and increases the damage over time by 1500 damage over 30 seconds. If the dog positioning is poor, it can end up applied many times to each tank. The highest I&amp;#039;ve personally seen is fourteen applications, or 21,000 damage over 30 seconds. It is important that priests and other healers watch the hitpoints of the tanks even after the dogs are dead. &lt;br /&gt;
&lt;br /&gt;
Corehound packs provide a fairly unique opportunity for ridiculous damage meter exploitation. When each dog dies it is lieing on the ground for ten seconds while the game checks for any live dogs. For this ten seconds the dogs count as sitting, and so the ciritical hit chance is boosted to 100% on all landed attacks!&lt;br /&gt;
&lt;br /&gt;
Corehounds are on a one hour respawn timer, but won&amp;#039;t respawn when Magmadar has been killed.&lt;br /&gt;
&lt;br /&gt;
=== Imps ===&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11669 Flame imps] are found in the narrow caves between the first cavern of MC and Magmadar&amp;#039;s Cavern. They have fairly low hitpoints and come in large packs. The imps are easy to aoe with all the mages and warlocks in a typical 40 person raid.&lt;br /&gt;
&lt;br /&gt;
=== Lava Packs ===&lt;br /&gt;
&lt;br /&gt;
Lavapacks (funpacks) are the most difficult groups of trash mobs in MC. They are composed of three of the three mob types, described below:&lt;br /&gt;
&lt;br /&gt;
==== Firewalker ====&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11666 Firewalkers] are nasty customers, the first to be killed in a lavapack pull. They look like fire elementals, seen throughout the game. They have a large aoe debuff which lowers fire resistance by 200. It is dispelable, but is frequently applied. It also has an ability called fireblossom, not as pretty as it sounds. This is a self buff which freezes the firewalker in place and fires a bunch of ~3000 damage fireballs to random targets. Sometimes these double up on one target, pretty nasty. It can be hard to position these guys because they stop to fireblossom a lot. &lt;br /&gt;
&lt;br /&gt;
==== Flameguard ====&lt;br /&gt;
&lt;br /&gt;
[http://wow.allakhazam.com/db/mob.html?wmob=11667 Flamgeguards] are the second mob to be killed. These guys have a debuff called melt armour which lowers armour and stacks, so it is better for the firewalker tank to also tank the lava elementals and reavers. Flameguards have a frontal aoe fire attack, like a flame thrower. The tank should face them away from the raid, and damage dealers should attack from behind these mobs.&lt;br /&gt;
&lt;br /&gt;
==== Lave reavers and elementals ====&lt;br /&gt;
&lt;br /&gt;
These guys use the familiar rock elemental model but are smaller than surgers and annihilators. Lava packs will either have two level 61-62&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*GM70CCKI7Z*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;or one level 63&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*J4FCSOIX1P*/&amp;quot;&amp;gt;ibs&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; Both have the same abilities though. They have a high damage cleave and a frontal aoe stun/dot. The tank should face both types of mobs away form the raid, so they should affect no one but the tank. These guys are also banishable, and should be kept banished by warlocks until the firewalker and flameguard are both dead.&lt;br /&gt;
&lt;br /&gt;
==== General Lavapack Strategy ====&lt;br /&gt;
&lt;br /&gt;
On the pull, two tanks will be positioned with a good separation between each one. Hunters will pull the firewalker and flameguard to seperate tanks. The two are kept seperate to prevent people catching both of the debuffs. Warlocks will banish the lava elementals or reaver. The raid kills the firewalker then the flameguard, then as the reavers and elementals come out of banish they are dispatched. &lt;br /&gt;
&lt;br /&gt;
All damage and spells except for the reaver/elemental melee attack and cleave is fire damage, so everyone should be wearing as much fire resistance as possible.&lt;br /&gt;
&lt;br /&gt;
== Boss Strategies ==&lt;br /&gt;
&lt;br /&gt;
=== Lucifron ===&lt;br /&gt;
&lt;br /&gt;
=== Magmadar ===&lt;br /&gt;
&lt;br /&gt;
=== Gehennes ===&lt;br /&gt;
&lt;br /&gt;
=== Garr ===&lt;br /&gt;
&lt;br /&gt;
=== Baron Geddon ===&lt;br /&gt;
&lt;br /&gt;
=== Shazzrah ===&lt;br /&gt;
&lt;br /&gt;
=== Sulfuron Harbinger ===&lt;br /&gt;
&lt;br /&gt;
=== Golemagg ===&lt;br /&gt;
&lt;br /&gt;
=== Majordomo Executus ===&lt;br /&gt;
&lt;br /&gt;
=== Ragnaros ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Warcraft]]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
	<entry>
		<id>https://www.theamazonbasin.com/wiki/index.php?title=Witch_Doctor&amp;diff=49490</id>
		<title>Witch Doctor</title>
		<link rel="alternate" type="text/html" href="https://www.theamazonbasin.com/wiki/index.php?title=Witch_Doctor&amp;diff=49490"/>
		<updated>2011-10-05T15:34:43Z</updated>

		<summary type="html">&lt;p&gt;THeld70: Deleted spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Diablo III nav|WD=}}&lt;br /&gt;
&lt;br /&gt;
The Witch Doctor is one of the first 2 characters confirmed to be in the game by Blizzard, and is the second character in the gameplay video.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The Witch Doctor appears to follow a similar gameplay style as Diablo II&amp;#039;s [[Necromancer]], with some key differences. The Witch Doctor summons, casts spells, and can beef up the summoned pets with spells.&lt;br /&gt;
&lt;br /&gt;
Resource system: Witch Doctors use mana. http://us.battle.net/d3/en/blog/3390853 &lt;br /&gt;
&lt;br /&gt;
==Builds and Guides==&lt;br /&gt;
Please use the forums to hash out the details of any builds. Once a build is theorycrafted and tested, please feel free to post it here. Ideally, build posts would include significant commentary about the skills used, choices made, etc.&lt;br /&gt;
&lt;br /&gt;
Basin Witch Doctor forum: http://www.theamazonbasin.com/d3/forums/index.php?/forum/9-witch-doctor/&lt;br /&gt;
&lt;br /&gt;
==Theorycrafting==&lt;br /&gt;
Please post any class-specific theory that isn&amp;#039;t included in Blizzard&amp;#039;s documentation. Similarly to the build section, please use the forums for the preliminary discussion, and post here once the details are known and agreed-upon.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
===Physical Realm===&lt;br /&gt;
{| border=1 cellpadding=2&lt;br /&gt;
|- &lt;br /&gt;
| Physical Realm || Unlocked at || Cost || Cooldown || Description&lt;br /&gt;
|- &lt;br /&gt;
| Poison Dart || lvl 1 || 176 Mana ||  || Shoot a deadly poison dart that deals 46-67 Poison damage and an additional 57 Poison damage over 2 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Snake to the Face || Every shot has a 37% chance to be a snake that clamps on to the target and stuns it for 3 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Flaming Dart || Ignite the dart, allowing it to deal a full 211-255 Fire damage at once.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Spined Dart || Gain 290 Mana every time a dart hits a target.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Splinters || Shoot 8 darts at once that deal 18-27 Poison damage each.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Numbing Dart || Targets hit by a dart have their movement slowed by 60% for 6.0 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Plague of Toads || lvl 2 || 211 Mana ||  || Release a handful of toads that deal 71-99 Poison damage to enemies they come in contact with.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Addling Toads || Mutate to yellow frogs that deal 114-159 Poison damage and confuse affected enemies for 2 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Explosive Toads || Mutate to red bullfrogs that explode for 156-219 Fire damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Toad Affinity || Reduces Mana cost to 62 Mana.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Rain of Toads || Hail a rain of toads down from the sky that deals 170 Poison damage per second to enemies in the area for 1.5 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Toad of Hugeness || Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 64 physical damage per second. This rune adds a 5 second cooldown to the skill.&lt;br /&gt;
|- &lt;br /&gt;
| Zombie Charger || lvl 5 || 229 Mana ||  || Call forth a reckless, suicidal zombie that deals 71-99 Poison damage to all enemies in its way.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Explosive Beast || Summon an explosive zombie dog that deals 124-175 Fire damage to all enemies within 9 yards.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Zombie Bears || A stampede of three Zombie Bears deal 53-75 damage to enemies in the area.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Undeath || If the charger kills a target, at the end of its path it will reappear as a new charger that deals 50-70 Poison damage. This effect can repeat up to 8 times.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Wave of Zombies || Summon 8 zombie chargers that deal 99-139 damage each.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Leperous Zombie || The charger leaves behind a poisonous cloud that deals 64 Poison damage per second to enemies caught in it.&lt;br /&gt;
|- &lt;br /&gt;
| Corpse Spiders || lvl 7 || 282 Mana ||  || Summon 4 spiders to attack nearby enemies for 7-21 physical damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Medusa Spiders || Summon paralyzing spiders that have a 60% chance to slow enemies movement by 60% with every attack.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Blazing Spiders || Summon fire spiders that deal 15-44 Fire damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Widowmakers || Summon widowmaker spiders that leech 70% of the damage they deal as Mana for you.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Spider Queen || Summon a mother spider that births spiderlings dealing 64-71 Poison damage per second to enemies in the area. Lasts 22 seconds. You may only have one mother spider summoned at a time.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Leaping Spiders || Summon jumping spiders that leap up to 25 yards to reach their target and attack for 13-40 physical damage.&lt;br /&gt;
|- &lt;br /&gt;
| Firebats || lvl 9 || 352 Mana per second ||  || A swarm of fiery bats burn enemies in front of you for 57-85 Fire damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Cloud of Bats || Call forth a swirl of bats to damage nearby enemies for 156-234 Fire damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Dire Bats || Summon fewer but larger bats that travel up to 40 yards and hit for 185-249 Fire damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Vampire Bats || 35% of damage done by the bats is gained as Life.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Hungry Bats || Rapidly summon bats to seek out nearby targets for 96-217 Fire damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Plague Bats || Enemies in the area are plagued. Damage is sow at first, but can increase over time to a maximumm of 195 Poison damage per second.&lt;br /&gt;
|- &lt;br /&gt;
| Firebomb || lvl 11 || 264 Mana ||  || Lob an explosive skull that deals 64-78 Fire damage to all enemies within 8 yards.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Flash Fire || Rather than exploding for area damage, each Firebomb can bounce up to 8 additional targets. Damage is reduced by 20% per bounce.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Conflagration || In addition to the base explosion, create a larget blast that deals an additional 51-63 Fire damage to all enemies within 28 yards.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Pyrogeist || Create a column of flame that spews fire at the closest enemy for 40-51 Fire damage. The column lasts 3 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Roll the Bones || Allows the skull to bounce up to 2 times. The first hit deals 90-109 Fire damage and each bounce reduces the damage by 15%.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Fire Pit || Leaves behind a pool of fire that deals 28 Fire damage per second for 3 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Locust Swarm || lvl 19 || 352 Mana ||  || Summon a plague of locusts to assault enemies, dealing 25 Poison damage per second for 3 seconds. The locusts will jump to additional nearby targets.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Diseased Swarm || Targets killed by the Locust Swarm leave behind a disease cloud that deals 32 Poison damage per second to enemies in the cloud. The cloud lasts 3 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Searing Locusts || Ignite the locusts with fire causing them to deal 55 Fire damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Devouring Swarm || Convert 40% of the damage done as Mana for you.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Pestilence || When the swarm jumps there is a 55% chance to jump to two targets instead of one.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Cloud of Insects || Increase the duration of the swarm to 10 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Acid Cloud || lvl 22 || 528 Mana ||  || Acid falls down dealing an initial 57-78 Poison damage followed by 14 Poison damage per second to enemies who remain in the area.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Kiss of Death || Spit a cloud of acid that inflicts 116-160 Poison damage followed by 29 Poison damage per second to enemies who remain in the area.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Corpse Bomb || A corpse emerges from the ground and explodes for 148-203 Poison damage to enemies in the area.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Slow Burn || Increases the duration of the acid pools to 10 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Acid Rain || The initial splash is increased to 50 yards and deals 102 -141 Poison damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Lob Blob Bomb || The acid on the ground forms into a slime that irradiates nearby enemies for 27 Poison damage per second. The slime will survive for 18 seconds before dissipating.&lt;br /&gt;
|- &lt;br /&gt;
| Wall of Zombies || lvl 27 || 352 Mana ||  || A line of zombies emerge from the ground, attacking nearby enemies for 21-36 physical damage per second for 5 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Pile On || A tower of zombies falls over dealing 185-277 physical damage to any enemies in the way.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Creepers || Up to 3 zombies will emerge entirely from the ground and attack nearby enemies for 36-46 physical damage per swing.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Unrelenting Grip || Zombies will slow the movement of enemies by 60% for 9 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Barricade || Doubles the width of the wall. The line of zombies will attack for 30-44 physical damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Dead Rush || Zombies run out in all directions dealing 99-128 physical damage to nearby enemies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spirit Realm===&lt;br /&gt;
{| border=1 cellpadding=2&lt;br /&gt;
|- &lt;br /&gt;
| Spirit Realm || Unlocked at || Cost || Cooldown || Description&lt;br /&gt;
|- &lt;br /&gt;
| Haunt || lvl 4 || 106 Mana ||  || Haunt an enemy with a spirit dealing 355 Arcane damage over 17 seconds. If the target dies, the spirit will automatically haunt another nearby enemy. You may have up to 3 Haunt effects active at once.&lt;br /&gt;
|- &lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Resentful Spirit || Modifies the spirit to do 395 Arcane damage over 2.1 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Consuming Spirit || The spirit returns 45% of damage done as Life for you.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Draining Spirit || The spirit returns 100% of damage done as Mana for you.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Lingering Spirit || If there are no targets left the spirit will linger for up to 15 seconds looking for new targets.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Grasping Spirit || Slows the movement of haunted targets by 50%.&lt;br /&gt;
|- &lt;br /&gt;
| Horrify || lvl 8 ||  || 20 seconds || Don a spectral mask that horrifies all enemies within 12 yards, causing them to run in fear for 5 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Stalker || Gain 50% increased movement speed for 4 seconds after cast.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Frightening Aspect || Gain 170% additional armor for 8 seconds after casting Horrify.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Ruthless Terror || Gain 282 Mana for every feared enemy.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Face of Death || Increases the radius of the effect to 26 yards.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Phobia || Increases the duration of the fear to 12 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Spirit Walk || lvl 12 || 176 Mana || 15 seconds || Enter the spirit realm for 3 seconds. While in the spirit realm, your movement is unhindered. Your link to the spirit realm will end if you cast any spell or your physical body sustains 50% of your maximum health in damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Healing Journey || Gain 16% of your maximum Life every second while Spirit Walk is active.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Severance || Enemies you walk through in spirit form take 121-135 physical damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Honored Guest || Gain 11% of your maximum Mana every second while Spirit Walk is active.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Jaunt || Increases the duration of Spirit Walk to 10.0 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Umbral Shock || When Spirit Walk ends, your physical form bursts for 135-249 Fire damage to all enemies within 10 yards.&lt;br /&gt;
|- &lt;br /&gt;
| Soul Harvest || lvl 14 ||  || 15 seconds || Feed on the life force of up to 5 nearby enemies within 15 yards. Gain 126 Attack for each affected enemy. This effect lasts 30 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Vengeful Spirit || Affected enemies also take 146-167 physical damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Siphon || Gain 4258 Life for every affected enemy.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Swallow Your Soul || Gain 1188 Mana for every affected enemy.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Soul to Waste || Increases duration of the effect to 65 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Languish || Reduces the movement speed of enemies by 60% for 11 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Spirit Barrage || lvl 21 || 141 Mana ||  || Bombard a target with a spirit bolt that deals 36-71 physical damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Manitou || Summons a Spectre for 20 seconds that hovers over you conjuring spirit bolts at nearby enemies for 53-92 physical damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Phlebotomize || Spirits return 40% of damage dealt as Life.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || The Spirit is Willing || Spirits return 40% of damage dealt as Mana.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Well of Souls || Every cast launches an additional 3 spirit bolts at nearby enemies other than the targeted enemy that deal 39-71 physical damage each.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Phantasm || Summons a Spectre for 5 seconds that deals 51-52 physical damage per second to all enemies within 10 yards.&lt;br /&gt;
|- &lt;br /&gt;
| Mass Confusion || lvl 24 ||  || 60 seconds || Incite paranoia in enemies, causing some to fight for you for 8 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Devolution || Targets killed while confused have a 99% chance of spawning a zombie dog.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Paranoia || All enemies in the area take 80% additional damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Unstable Realm || Cooldown reduced to 4 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Mass Hysteria || Up to 10 monsters who aren&amp;#039;t confused will be stunned for 5.0 seconds when the spell is first cast.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Mass Hallucination || Amid the confusion a giant spirit rampages through enemies dealing 256-270 physical damage per second to enemies it passes through.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
{| border=1 cellpadding=2&lt;br /&gt;
|- &lt;br /&gt;
| Support || Unlocked at || Cost || Cooldown || Description&lt;br /&gt;
|- &lt;br /&gt;
| Summon Zombie Dogs || lvl 1 || 176 Mana || 60 seconds || Summon 3 zombie dogs from the depths to fight by your side.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Leeching Beasts || Your zombie dogs gain 65% of damage dealt as Life, half of which heals you.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Burning Dogs || Light your dogs on fire allowing them to burn nearby enemies for 50 Fire damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Final Gift || Upon death, your zombie dogs have an 85% chance of leaving behind a health globe.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Life Link || 70% of damage taken is absorbed by your zombie dogs.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Rabid Dogs || Your summoned zombie dogs gain an infectious bite that deals 75 Poison damage over 3 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Grasp of the Dead || lvl 3 || 53 Mana || 8 seconds || Hands reach out from the ground slowing enemy movement by 50% and dealing 21 physical damage per second for 8 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Death is Life || Killed targets have a 65% chance to produce a health globe.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Groping Eels || Increases the damage done to 51 physical damage per second.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Desperate Grasp || Reduces the cooldown to 4.5 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Rain of Corpses || Corpses fall from the sky dealing 46-85 physical damage to nearby enemies.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Unbreakable Grasp || Increase the slow amount to 64%.&lt;br /&gt;
|- &lt;br /&gt;
| Hex || lvl 6 || 176 Mana || 10 seconds || Summon a Fetish Shaman for 8 seconds that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and take 20% additional damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Jinx || Increases the damage taken by hexed targets to 90%.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Painful Transformation || Hexed targets bleed for 39 damage per second while hexed.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Hedge Magic || The Fetish Shaman will periodically heal friendly targets for 5322 Life.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Angry Chicken || You turn into an Angry Chicken for up to 5 seconds that can explode for 135-213 damage to all enemies within 12 yards.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Unstable Form || Hexed targets explode when killed dealing 146-160 Poison damage to all enemies within 8 yards.&lt;br /&gt;
|- &lt;br /&gt;
| Sacrifice || lvl 16 ||  ||  || All of your zombie dogs explode, each dealing 107-178 physical damage to all enemies within 12 yards.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Next of Kin || Each sacrificed dog has a 70% chance to resurrect as a new zombie dog.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Provoke the Pack || Increase all damage done by 40% for every sacrificed dog for 60 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Pride || Recover 792 Mana for each sacrificed dog.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || For the Master || Gain 3513 Life for each sacrificed dog.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Black Blood || Black inky goo shoots out and slows all affected enemies for 9 seconds.&lt;br /&gt;
|- &lt;br /&gt;
| Gargantuan || lvl 18 || 528 Mana || 120 seconds || Summon a large zombie follower to fight for you. The Gargantuan swings for 18-25 physical damage with every swing.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Bruiser || Gargantuan periodically slams enemies, dealing 124-139 physical damage and stunning them for 3 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Restlesss Giant || When the Gargantuan encounters an Elite enemy of is faced with 5 enemies nearby it enrages for 15 seconds gaining: 50% movement speed, 50% attack speed, 200% physical damage. This effect cannot occur more than once every 120 seconds. Elite enemies include Champions, Rares, Bosses and other players.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Wrathful Protector || The Gargantuan only lasts 20 seconds but is also more powerful. The Gargantuan&amp;#039;s fists burn with fire, dealing 82-139 additional Fire damage and knocking enemies back with every hit.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Humongoid || Gargantuan gains a Cleave ability allowing its attacks to hit multiple targets for 700% physical damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Big Stinker || The Gargantuan is surrounded in a poison cloud, dealing 32 Poison damage per second to nearby enemies.&lt;br /&gt;
|- &lt;br /&gt;
| Big Bad Voodoo || lvl 25 ||  || 120 seconds || Summon a fetish to begin a ritual dance that increases the attack, casting and movement speeds of all allies in the area by 155% for 20 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Boogie Man || Enemies who die in the ritual area have a 75% chance to resurrect as a zombie dog.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Slam Dance || Also increases the damage of all allies in the area by 40%.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Rain Dance || Recover 1584 Mana per second while in the ritual area.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Jungle Drums || Increases the duration of the ritual to 48 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Ghost Trance || Also heals all allies in the area for 4.0% of their maximum Life per second.&lt;br /&gt;
|- &lt;br /&gt;
| Fetish Army || lvl 29 ||  || 120 seconds || Summon an army of Fetish creatures to fight by your side for 20 seconds. Dagger-wielding fetishes attack for 14-25 physical damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Alabaster.png|20 px]] || Alabaster || Head Hunters || Adds 2 Hunter Fetishes to the army. Hunter Fetishes shoot blowdarts at enemies dealing 43-46 Poison damage.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Crimson.png|20 px]] || Crimson || Fetish Ambush || Each Fetish deals 146-167 physical damage to any enemy near it as they appear.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Golden.png|20 px]] || Golden || Devoted Following || Decreases the cooldown to 50 seconds.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Indigo.png|20 px]] || Indigo || Legion of Daggers || Adds 2 dagger-wielders to the army and increases their physical damage to 23-40.&lt;br /&gt;
|- style=&amp;quot;background: #CCCCCC&amp;quot;&lt;br /&gt;
|  || [[Image:Obsidian.png|20 px]] || Obsidian || Tiki Torchers || Adds 2 Fetish casters to the army. The casters breathe fire that deals 39-43 Fire damage in a cone in front of them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Passive Skills===&lt;br /&gt;
{| border=1 cellpadding=2&lt;br /&gt;
|- &lt;br /&gt;
| Passive Skills || Unlocked at || Description&lt;br /&gt;
|- &lt;br /&gt;
| Circle of Life || lvl 10 || Gain 10% of your maximum Mana whenever you are healed by a health globe.&lt;br /&gt;
|- &lt;br /&gt;
| Vermin || lvl 10 || Your Plague of Toads, Corpse Spiders and Firebats abilities do 20% more damage.&lt;br /&gt;
|- &lt;br /&gt;
| Spiritual Attunement || lvl 13 || Maximum Mana is increased by 20%. Regenerate 2% of your maximum Mana per second. Mana is the fuel you use to cast offensive and defensive skills.&lt;br /&gt;
|- &lt;br /&gt;
| Gruesome Feast || lvl 15 || Gain 10% Attack for 10 seconds whenever you are healed by a health globe. This effect can stack up to 5 times.&lt;br /&gt;
|- &lt;br /&gt;
| Blood Ritual || lvl 17 || 50% of Mana costs are paid with Life. In addition, you regenerate 2% of your maximum Life per second.&lt;br /&gt;
|- &lt;br /&gt;
| Zombie Handler || lvl 19 || You can have 4 Zombie Dogs out at once. The health of your Zombie Dogs and Gargantuan is increased by 60%.&lt;br /&gt;
|- &lt;br /&gt;
| Pierce the Veil || lvl 20 || All of your damage is increased by 20% but your Mana costs are increased by 30%.&lt;br /&gt;
|- &lt;br /&gt;
| Rush of Essence || lvl 23 || Spirit spells return 200% of their Mana cost over 10 seconds. Sprit spells are: Haunt, Horrify, Soul Harvest, Spirit Barrage, Spirit Walk&lt;br /&gt;
|- &lt;br /&gt;
| Vision Quest || lvl 25 || Anytime you have 4 or more skills on cooldown your mana regeneration is increased by 300%.&lt;br /&gt;
|- &lt;br /&gt;
| Fierce Loyalty || lvl 26 || All your pets gain 100% of the benefit of your thorns items.&lt;br /&gt;
|- &lt;br /&gt;
| Death Trance || lvl 28 || Reduce damage by 20% whenever you are below 50% of your maximum Life.&lt;br /&gt;
|- &lt;br /&gt;
| Tribel Rites || lvl 30 || The cooldowns of your Fetish Army, Big Bad Voodoo and Hex abilities are reduced by 25%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&amp;#039;&amp;#039;Most believe the fearsome witch doctor of the umbaru race a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. He dispatched his opponent with terrifying precision, assaulting his victim&amp;#039;s mind and body with elixirs and powders that evoked fires, explosions, and poisonous spirits. As if these assaults were not enough, the witch doctor also had at his command the ability to summon undead creatures from the netherworld to rend the flesh from his enemy&amp;#039;s body.&amp;#039;&amp;#039;&lt;br /&gt;
			&lt;br /&gt;
&amp;#039;&amp;#039;I came upon this rare display as I ventured deep into the interior of the dense Torajan jungles that cover the southern tip of the great eastern continent, in the vast area known as the Teganze, with the goal of seeking out the tribes that reside there. This area is extremely secluded, and heretofore unseen by foreign eyes. I was fortunate to befriend the witch doctor I saw in battle, and, through him, his tribe: the Tribe of the Five Hills.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The culture of the umbaru of the lower Teganze is fascinating and perplexing to those hailing from more civilized walks of life. For instance, the Tribe of the Five Hills frequently engages in tribal warfare with both the Clan of the Seven Stones and the Tribe of the Clouded Valley, but these are matters of ritual and not of conquest. I had heard tales that these wars are waged in order that the victors may replenish their supply of &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://ibsdietplan.org &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;/*CITATION*//*T1PJART4HG*/&amp;quot;&amp;gt;irritable bowel syndrome&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; raw materials for the human sacrifices that their civilization revolves around, and when I timidly asked my hosts more about this topic, I must admit their laughter made me fear for my safety. However, through stumbled attempts at communication of such complex topics as what constitutes heroism and honor in their society, I gathered that only those taken in battle are considered worthy of the ritual sacrifice, much to my relief.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Upon further discussions with my hosts, I discovered that these tribes define themselves by their belief in the Mbwiru Eikura, which roughly translates to &amp;quot;The Unformed Land&amp;quot; (this is an imprecise translation, as this concept is completely foreign to our culture and language). This belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centered upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;The witch doctors are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the Ghost Trance.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one&amp;#039;s self-interest for the good of the tribe. This idea, so foreign to our culture, struck me as something I wished to delve into much more deeply.&amp;#039;&amp;#039;		&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Unfortunately, there was intense social upheaval among the tribes due to an incident involving their most current war (inasmuch as I could discern in the ensuing bedlam), and the charged atmosphere warranted my quick departure before I could ask anything further of my hosts. &amp;#039;&amp;#039; - [http://www.blizzard.com/diablo3 www.blizzard.com/diablo3]&lt;/div&gt;</summary>
		<author><name>THeld70</name></author>
	</entry>
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