Monday, November 1, 2010

Raid Leading For Dummies

Thinking about starting up a raid, but don't know what raid leading entails? Perhaps you're in a guild in need of a raid leader, or guildless and are simply looking to get a pug raid going, and just need to know what it takes to make your raid run smoothly. Here's a quick guide how to run your very own raid!


- Know your class
- Be familiar with other classes and their roles
- Know the raid and how to explain fights
- Know where to look for players
- Know how to check gear
- Be familiar with the Master Looter interface
- Know which stats/gear go to which specs.
- Be a motivator
- Know when to call it quits.

1) Before even considering running a raid by yourself, first know your class. If you cannot be responsible for your own performance, you should not take up the responsibility of running a raid which may require you to monitor the performance of 9 or 24 other people.

2) Be at least generally aware of the different abilities certain classes bring to a raid. Telling a Discipline Priest to raid heal is generally not a great idea. Making a Feral Druid crowd control when you could have a Balance Druid or Mage do it may end up being a DPS disadvantage (not to mention frustrating for the Feral) for the raid. Having a Restoration Shaman doing interrupts instead of a Rogue during high heal situations also would not be a wise call. While Paladins often work buffs out on their own, in the rare instance that they don't, know which spec to ask which buff from. Although all three specs can give out all the buffs (save for Sanctuary, which is a Protection Paladin buff only), certain specs have the option to have one of their buffs improved. Knowing the abilities of each class/spec is a great advantage to you, the raid leader, and can help things run much more smoothly.

3) Be familiar with the raid you want to run. Raid leading isn't just filling up spots and handing out loot, it's about knowing the fights (raid leaders often have to explain fights to those who haven't been through the fights yet), knowing what kind of group set up is required (Do you need 3 tanks or 2? Does this fight require 5 healers or 7? Should you be ranged heavy, or does the DPS balance not matter?), and knowing how hand out specific tasks to the proper people (Is that Hunter capable of range tanking that add? Or would the Mage be a better choice? Should Paladin #1 or Paladin #2 be responsible for the health of your main tank?).

4) Know how and where to look for players. Perhaps you're part of a raiding guild, or maybe you're a master pugger. Either way, if you're going to lead a raid on your own, at one point or another you're going to have to look for people to fill in your raid. Be aware of how to use the LookingForMore function, the LookingForGroup channel that's active in all major cities, and of course having friends and friends of friends is always a huge plus.

5) Know how to check the gear of a potential pug prior to inviting them into your group. There are a few online sites that can help you with this, and my personal favorite is wow-heroes.com. This site gives you a general over view on what this person should be raiding based on their gear score, plus shows you that person's gear, what they have gemmed and enchanted (or in many cases, what they DON'T have gemmed or enchanted), shows you which achievements they have earned, and even gives statistics on how many times they've downed certain bosses. When looking at a potential pugger, I don't want you to simply look at a person's gear score, but to take a look at all the stats provided. Someone may have a GS (gear score) of 9001, but have all Stamina gems as a Mage and not a single piece of their gear contains an enchant. Do you need to take 20 minutes per person, analyzing their gear? Certainly not, but you should at least take a brief overview of that person's character before hitting that invite button. It should save you a few headaches in the long run.

6) Be familiar with the Master Looter interface. This interface isn't very difficult, but can be confusing the first couple of times you use it. Here's a quick overview on how to turn it on.

- Right click your portrait.
- Go to Loot Type, a little side box should drop down, and click on Master Looter.
- Right click your portrait again.
- Go to Loot Threshold, a little side box should drop down, and click Epic (any threshold below this and you'll be having to hand out blues and greens too).

You're all set up now! That was pretty easy, wasn't it? Now, handing out loot. This too can be easy, so long as you set out your loot rules at the start of the raid (make macros containing the rules, then put these in a raid warning once you have a full raid and before the first trash pull is made) and you have the proper tools. If you're having people use /roll (which unless you're running a GDKP run, or a guild run who uses DKP, EPGP, or Loot Council, you will be) it's very handy to have an addon that tracks rolls. I suggest LootHog which will keep track of everyone who rolls, and who has the highest roll or if there's a tie roll. Once you have determined who wins the loot, simply right click on the item, find the winner's group, and click on the person's name. You should get a confirmation to make sure you've chosen the correct person before the loot is transferred.

7) Know which stats go to which types of classes. You should know by now that cloth items go to clothies and not Paladins, and that the goofy Hunter who rolled on that +Defense sword shouldn't receive that item. Stating loot rules helps negate some of these issues, but you may have to simply state how the loot goes out to prevent the Holy Paladin from trying to take mail pants from the Restoration Shaman or a Balance Druid trying to grab the cloth boots for their occasional offset when every Mage, Lock, and Priest are dying to get their BiS piece. While the new Mastery system should help prevent most of the potential drama that gear can bring, you still may get a trouble maker or two that will try to take anything and everything that you give them.

8) Raid leading can be very frustrating, but try to stay positive. Generally if the raid leader gets crabby and starts talking down to people when things get rough, the overall performance of the group will not improve, but quickly become even worse. If you remain encouraging, even when it gets late and people are starting to flag, you may end up leaving the raid on a good note with that kill you all were working on so hard for the past hour.

9) Along with being a positive motivator, know when it's time to call it quits for the night. Most raids should never exceed 4 hours, unless the group is really on a role and you don't have people falling asleep at their keyboards. If you try to flog your raid for too long, many people will just give up and everyone will end up with needless repair bills. Sometimes simply saying "Okay guys, this is our last try for the night. Make it good!" will get even the most sleepy of raiders to give the last try their all, resulting in ending the night on a very positive note (definitely something any person should strive for, whether its a simple pug or a full on guild run) if you have raids that are fun end positively, people will want to run with you again!

Raid leading is certainly not for everyone, but I'm a firm believer that everyone should try it at least once just so they are aware of how much of a headache it really is. There is no shame in asking for help when running a raid, especially when you're new at it or if you're running a 25 man. Simply having someone look up characters while you're setting up the group can be a major help, as can someone explaining fights if for some reason you're not completely sure of all of the mechanics. Having people help you out will certainly help bring down the stress level of the ordeal, and will keep you from being burnt out in the long run.

I've personally been a raid leader many times, and I've also been a simple raid member under both good raid leaders and bad alike. Those who raid lead often and do it well, I have a great respect for. Hopefully after reading this guide you'll have the confidence to go on to raid lead, and I certainly hope you do well with it.

Good luck on your first raid leading experience!


World of Saz 2011

How to Score a Good Guild


You've finally learned the finer details on how to be a raider and you're ready to move yourself into a raiding guild. Perhaps you've already been trying to do this, but have been unsuccessful, or simply haven't made the leap yet because you're unsure of what to do. That's okay! Here's a little guide on how to work your way into the raiding guild of your dreams.

The very first thing I want you to do is to take a good, long hard look at your character and its gear.
- Are you specced correctly? (No PvP talents for a PvE build)
- Are you wearing correct pieces for your spec? (If you're a Protection Paladin wearing Holy gear, you may want to fix this asap)
- Are you full enchanted with the proper enchants for your spec?
- Do you have proper gems in all of the available slots?

If you answered no to any of the above questions, I want you to stop reading this now and go fix these major issues. If money is an problem, either start doing dailies or find a friend who may be kind enough to loan you some gold/items. I don't mean to be harsh, but if you're looking for a raiding guild and if you have anything missing on your character - be it enchants, gems, proper gear, or a proper spec - chances are you will be rejected fairly quickly. Raiding guilds aren't looking to take in people to teach them how to gear their character, they're looking for well informed players who want to max out their character (ie someone who will benefit a raid instead of just tagging along to get them sweet epix).

Once you have tackled any issues with your character, I want you to take an account of how much raiding you have done, and in that raiding experience, I want you to think about all of the achievements you have accomplished. Compile of list of answers to the following questions. Knowing the answers to these questions will help you in your search to find a guild that will best suit you.

- Are you under geared, geared, or over geared for the current raid content?
- How many times have you completed the current raid? Or if you haven't cleared the current content, how much of the raid have you completed?
- Have you done hard modes?
- Have you completed any notable achievements in the current raid, or in past raids when they were current content?
- Are you only comfortable in one role, or in several?
- Are you looking for a hardcore raiding team, or are you seeking a much more casual atmosphere?
- How often can you raid, and what are your available hours that you typically dedicate to raiding?

Do you have your list? Alright, once that is all done, you should begin looking at the guilds on your server. There are several ways you can do this. The first, and not necessarily the best, way is to simply sit in LookingForGuild channel (if you're unguilded) and the Trade channel and inquiring those who advertise their guilds. Most high(er) end guilds do not usually use these two channels, unless it's simply to advertise that they are recruiting, and they'll usually give the address of their site. If  you're looking for a more serious guild, I suggest first looking at something like GuildProgress.com. Search for your server, and look at the progression of the different guilds in 10 or 25 man (whichever of these two you prefer...if it doesn't matter, take a look at both) for your faction. This is where your list comes in. Compare yourself with several different guilds to try to find a few guilds that are roughly at the same level as you are, or just a bit above progression wise. Room for personal growth is by no means a bad thing, but trying to get into the #1 guild when you're a few raids behind with little experience can end up being disheartening.

Once you find a small handful of guilds that you're interested in, hop over to Google.com and do a search for these guilds' websites - usually a combination of the guild's name and your server turns up the desired website - almost all progression based guilds will have a website of sorts. After you find the guild website that you were looking for, take a look at their 'About Us' statements, look up what kind of looting system they have in place, and what they're looking for in terms of what they need for recruitment. Once you've done this, and if the guild (or guilds) seems to be a match for you, take a good look at their application (any decent progression raiding guild will have an application that you must submit either by email or right there on their forums). Copy/paste the application (if possible) into Word/Notepad so that you may work on it without accidently losing it if you happen to navigate away from the page.

Now, a few tips on filling out applications.
- Fill out all questions to the best of your abilities.
- Capitalization/spelling/punctuation/proper sentences are all must haves.
- One word answers and run on sentences often show lack of actual interest, and perhaps lack of intelligence...two things you do NOT want to convey.
- Incomplete applications are often simply tossed out; always fill every question out to the best of your abilities.

Fill out guild applications as you would fill out a job application. Yes, this may be a game, but you're applying to become a part of someone's environment that they've created for themselves. Any serious raiding guild will take into account how you filled out your app; they won't simply look at the information that you provided, but will take into account the manor in which you put the information down. The better your application looks grammar/information wise, the more interested you look. If it happens to look sloppy, it appears as if you didn't really bother to take the time to fill out the application properly, thus you must not really be completely interested in the guild itself and you may also be a sloppy player who doesn't much care about how you look or raid. It's very important to create a great first impression through your application. Presentation is everything.

Another thing that you should always be aware of (this isn't just a guild application thing, but it can severely affect your chances of getting into a decent guild) is your reputation. I'm not just talking about with the various NPC factions contained in World of Warcraft here, but your actual reputation with the people on your server. If you have a habit of spamming the Trade channel with nonsense, being unseemly in PuGs (be it in heroics or raids), have the tendancy to guild hop, or just generally tend to troll people, most higher end guilds will more than likely be aware of this fact and will turn you down based on the name you've made for yourself.

Alright, so you've turned in your application, they've finally responded and now you have your /ginvite. Congrats! Now begins your trial period. Yes, most high end guilds have a trial period for their new members. During this time they're trying to get a feel for you as a person and more importantly, as a player. It's best to lay low for the first little while; it's more than fine to join in on friendly chatter (I really encourage this actually), but definitely mind yourself behavior wise. Don't try to start anything negative with other members, show up on time for raids (you should always log in a bit early to be sure that you have everything you need for the raid), and try to not make an ass of yourself in any way, shape, or form basically. While you're in your trial period, the guild may have you on more of a standby mode for raids. Try not to be upset by this. Any good guild will get you into either a more neutral raid to get to know your abilities, or will have some sort of rotation system set up to get you into a raid to prove yourself. Any guild worth their rank on your server more than likely knows what they're doing, so my advice is to be patient. Unless you're best buds with management somehow, chances are you'll have to work your way up the ranks just like everyone else.


TL;DR
- Make sure your character is set up correctly before attempting to look for a guild.
- Look for a guild roughly at your level of experience in progression or a bit above.
- Make sure the guild you're going after is a good fit so you can avoid any negative mishaps.
- Fill out your guild application as if you were filling out the application to the job of your dreams.
- Be patient. Guild recruiters are busy people who play the game too, they may not get back to you right away.
- Once you're in, don't make an ass of yourself.
- Again, be patient while you work your way up the guild ranks.


If you've done everything right, chances are you'll end up landing yourself into a very good home. If this somehow isn't the case though (personality differences do happen), you may find yourself back at square one. Before you /gquit though, try to at least say "Thanks anyways, but this guild just doesn't seem to be a good fit for me. Thank you for giving me an oppertunity though!" This leaves a positive impression on those you're leaving, and may someday work in your favor in some way. If you /gquit more along the lines of "Screw you guys" chances are that anyone in that guild chat, or in management, will remember that and won't even bother to take you in on a PuG. Bridges left in tact work much better in your favor in the long run than burnt ones.

Good luck on finding yourself a good home to grow and have fun in!


World of Saz 2011

How to Become a Raider

This particular post is really just to put this whole guide together for easy linkage.

How to Become a Raider - Part 1: Gear
How to Become a Raider - Part 2: Gemming and Enchanting
How to Become a Raider - Part 3: Rotations and Strategy

Enjoy!

Werk Werk...

Alright, I think I may almost be done posting for a few hours! There will be at least one more post directly after this one, but it's more for simple linkage than anything else.

Whew, one large article/guide project up and finished, four to go! This may be a long week...

I also tossed in a totem guide in the mix of things that I had written up for some guildies a while back. Everything on it should pretty much be up to date, save for the information on the Cleansing Totem. I'm also still a bit off kilter from some of the new talent changes (Searing Totem for example) and how they affect totems and their usage. Since I have yet to get back in game, I'm still not 100% certain on totems. I'll update that guide as soon as I'm sure as to what's going on with that whole mess.

I'll be tossing in a new link box for easy access to the guides that I put up. If any navigational issues pop up, please let me know. I'm sure I'll flub with something here soon, since I'm kind of putting out a ton of stuff at once.

Needless to say, so far this has been a ton of work, but I'm rather excited to get all of this up and running! Hopefully someone somewhere will get some good use out of all of this ^_^




Edited to add: So I've just noticed my severe lack of pretty pictures in my posts. This blog is starting to look like a wall of text! I'm sorry about this, and I'll attempt to add more color in here soon!

Edit numba deuce: I tossed in a few images just to save a few eyes from the bleeding generally caused by overly large walls of text. Some may not be relevant, some just may be! Okay, I'm kind of lacking in the relevant department right now so there will still be a severe lack of breaks in the wall of text until the time I'm able to easily correct that. I'll keep adding in images though as/if I find them : P

How to Become a Raider - Part 3: Rotations and Strategy

[Serenitysaz] has come online.

Liltimmy: Sazzy! Teach me how to be a 1337 DPS!!! Oh please, oh please!
Serenitysaz: Hang on their tiger, have you been doing your heroics?
Liltimmy: Yes ma'am! I've even gemmed and enchanted all my new stuff! But my DPS hasn't been too good...
Serenitysaz: Well, gear wise you have a very good start. Everything is for your spec, everything is gemmed and enchanted properly. It just looks like you need some practice with your rotation.
Liltimmy: Okay, where do I start?


This part of my guide will be an extremely broad over view, seeing as though there are a ton of different classes, specs, and roles within this game, each containing their own quirks and subtle changes, depending on which patch we just so happen to be in. Keep in mind there is no 100% right way to play...well, to an extent there is, but I personally think everything is relative...there is what is the current fad, and what you're comfortable with.

There are generally good reasons for DPS rotation and stat fads, and that is because they usually work for the general population of that particular class/spec. On the rare occasion though, you will find the oddball player who will choose to play an underdog spec just because they prefer the "feel" of it, and end up kicking that fad's butt on the meters, which leads me to believe that play style often trumps fads. What being a good DPS (or healer, or tank) boils down to is knowing your class, and doing what you do to the fullest of your abilities. How do you go about that? Well, here's a simple list to help you begin your quest to being awesome.


Do your homework. (Liltimmy in the background: Awww man! Homework?!)

1) Research your class. Find out which specs are currently best for your role to help maximize your DPS/Threat/Healing.

2) Research your rotation. This is most important for DPS!!! A lot of classes have spells that increase the damage of other spells. If their rotation or timing is incorrect, their DPS suffers greatly. Tanks, you may not necessarily have a rotation, but you do have certain spells that help make other moves give you more threat. Learn which buttons you need to hit to gain more threat, which are your defensive cooldowns, which spells are better for AoE pulls and which are for single target. Healers, again you do not have a rotation, for damage does not allow for one, but you do have priority spells. Certain spells often give you procs or buffs that increase healing output. Some spells may mean the difference between a success and a wipe. Learn the difference between these spells!

3) Practice! Practice practice practice!!! The best of the best never stop practicing. Why should you?
    - If you're a DPS, go to any major city and practice on a target dummy until you feel 110% comfortable with your rotation and the numbers you're putting out (Remember, the numbers you get from a dummy are not accurate to what you could see in a raid. It's really just a tool to help you see whether or not what you're doing is improving your output). Also, don't just stand in one spot at the dummy, practice moving and DPSing! Most raid fights do not give you the luxury of standing behind a boss, never having to move. Learn how to maximize your output on the go!
    - If you're a Healer, you have one of two options on how to practice. You can sit somewhere, and spam your self with heals. Pay attention to what spells proc what buffs, which heals are quick, which ones like to crit, and which buttons are for those "oh shi..." moments. The second option is to simply run heroics and get comfortable with the situations thrown at you. While this second option is daunting at first, it becomes easier with time. I also highly recommend running with friends your first couple of times. Tips: If a DPS decides to pull for a tank, it's okay to let them die. Everyone should know their role, and a DPS certainly is not a tank. If it's an accident, that's fine, heal them. If they're just simply being a pain...well, they may throw a fit, but sometimes it's nice to have the power to choose who lives and dies ; )
    - If you're a Tank...well, there is no easy way to practice outside of heroics. I highly recommend knowing fights and pulls before attempting to tank an instance for the first time. Easiest way to learn an instance is to first either DPS or heal the instance you are interested in tanking. Once you feel comfortable with the mechanics of the instance, go ahead and step foot into the queue as a tank. I also highly recommend running with friends your first few times. They're generally more forgiving than pugs, and more often than not they'll give helpful tips.

4) Keep up with the current events of your class. Blizzard is constantly tweaking and readjusting class mechanics so that everything is balanced. If you're not at least semi regularly looking at forums and/or blue posts, you may miss a vital change in your class, resulting in a drop in your performance.

5) Never stop pushing yourself! Even if you're the top DPS, best Tank, or top HPS Healer in your guild, you should never stop trying to better yourself. No matter how good you get, keep working on the first four items on this list. Confidence is always a good thing to have, but don't allow yourself to get cocky. No one is perfect, and there's never anything wrong with trying to improve yourself.


Liltimmy: Wow, this sounds like a ton of work...
Serenitysaz: Of course it does, because it is! Becoming great doesn't just happen for the majority of us. Most of people have to work very hard for a very long time to become good raiders. If you want to become a solid raider, you gotta put in the time and effort.
Liltimmy: Well, alright. I guess I can do all that then!
Serenitysaz: Thatta boy. Once you work all that out, we'll start talking about raids and how to get into them!
Liltimmy: Yay! Finally!


A few weeks later...


Liltimmy: Saz! Saz! My DPS is better! All my gear are heroic epics, and I'm out of stuff to buy from the gear vendors! Can I raid now?
Serenitysaz: It's definitely an option for you now Timmy! Now that you're properly geared and know how your class works, we can start teaching you the finer aspects of raiding.
Liltimmy: Oh boy! I can't wait!!


Alright, so you've done your homework on your spec, your gear is set up properly, and you've learned your rotations/priority of spells. Very good! The next thing to learn is your role in a raid and boss strategy.


First you must take a role at your class and spec, and figure out exactly what your role in a raid is. Here's a general break down of classes/specs and their roles.

Tanks: Protection Paladins, Protection Warriors, Feral (Bear) Druids, Blood Death Knights - Tanks go and make fun of the bosses' mothers. They don't let mobs eat their healers!

Ranged DPS: Mages (all specs), Hunters (all specs), Elemental Shaman, Shadow Priests, Warlocks (all specs), Balance Druids - Typically these guys stand back and nuke whatever mob just so happens to make a funny face at them. Ranged tend to get a bit nervous when enemies get too close.

Melee DPS: Retribution Paladins, Arms/Fury Warriors, Feral (Cat) Druids, Unholy/Frost Death Knights, Enhancement Shaman, Rogues (all specs) - These people love to run up behind bosses and mobs and give 'em a gentle pat on the butt. By gentle, I really mean a good swift swat! Melee prefer things up close and personal.

Tank Healers (aka Single Target Healers): Holy Paladins, Discipline Priests - These guys are the primary caretakers of the raid's tanks. Their sole purpose is to make sure the tanks stay alive!

Raid Healers (aka AoE Healers): Restoration Druids, Holy Priests, Restoration Shaman - AoE healers worry about the general health of the raid. They are not responsible for the lives of those who stand in fires/goo/void zones.


You also need to familiarize yourself with the buffs and/or debuffs that your class brings to a raid. Paladins, you bring four different buffs to a raid, please learn to give those out properly. Druids and Priests, you both also have raid wide buffs that should always be given out. Warriors, you have two different shouts that should be used...if there's a Paladin giving out Blessing of Might, no need to use your Battle Shout, but instead use your Commanding Shout to help boost the health of the raid. DKs, you all have your Horn of Winter, which should be kept up at all times (this will disappear though if you have an Enhancement Shaman in the group). Shamans, please learn which totems to use properly in what situations. Matter of fact, here's my quick guide on totem usage here. Shaman should also be aware of when the raid leader wishes Heroism/Bloodlust to be used, and if there's more than one Shaman, be sure you know which one is popping this buff. Hunters and Rogues need to be aware of their threat transfer abilities (Misdirection/Tricks of the Trade), and should be using them as much as possible. Ranged and melee classes should get to know the debuffs that their classes/specs can put on a boss, and be aware of other classes that may put on similiar debuffs.

Next you need to familiarize yourself with the fight(s) of the raid you plan on participating in. You can, and should, do this prior to getting into a raid. There are many online resources you can use. Tankspot.com is an excellent source if you're the type you can learn best by watching others (they're also over on Youtube...I have Ciderhelm linked here, but doing a search for Tankspot and the name of the fight will also work). These folks do an amazing job at explaining all the different mechanics of the fight and the abilities of the boss. If you're more of the reading type, look up the fights over on Wowwiki. A little preperation ahead of time can go a long way with making sure you perform your best in any raid.

Be aware that certain fights may require certain classes to do things that they may not normally do. Occasionally a Ranged DPS may have to tank something, or healers may have to heal NPCs instead of just the raid, or only one Tank may be needed for a fight so that the other Tank may need to switch to DPS or heals for the fight. This is where knowing the fights ahead of time will help with prepairing to deal with whatever your raid leader may ask of you.


Liltimmy: I don't know if I can do this Saz, it sounds like so much to remember!
Serenitysaz: It is a lot to remember Timmy, but with a bit of preperation, and a good deal of practice, it all gets easier.
Liltimmy: What if I screw up?
Serenitysaz: We all make mistakes when raiding, and everyone takes some time to learn how to actually raid. Give it time, be patient, and be sure to get yourself into a raid with friends for your first couple of times. Don't get down on yourself, just keep practicing!
Liltimmy: Oh boy, well...I think I've learned everything I can. I guess I'm off to my first raid!
Serenitysaz: Good luck Timmy! Remember, relax and have fun!!
Liltimmy: Okay!


Saz kicks back and drinks a glass of Dalaran Wine.


World of Saz 2011

Totem Guide

Warning: This guide was made prior to 4.0.3 and only has had some of the necessary adjustments added in. While much of this information may still hold true, some of it may now be incorrect. This guide will be brought up to date as soon as I find the time to get around to it.

Edit: I got off my lazy bum and made a new Totem Guide. The Cataclysm Totem Guide: Part 1 can be found by clicking the link provided.

When people think of Shamans, they think of two things: Heroism/Bloodlust, and Totems. More often than not I see Shamans making use of their totems in an improper way. Here's a basic guide to totem usage.


Enhancement
Strength of Earth Totem
Searing Totem
Healing Stream
Windfury


Elemental
Stoneskin Totem
Flametongue
Healing Stream
Wrath of Air


Restoration
Stoneskin totem
Flametounge
Mana Spring (Unless there's a Paladin giving Improved Wisdom)
Wrath of Air


Okay, here's the skinny.

The water totems (Healing/Mana Spring) are situational totems. If there's no Paladin giving out Wisdom or a Resto to toss out Improved Mana Spring totem, an Enhancement or Elemental Shaman may toss out Mana Spring to help maintain the mana regen of casters; if there’s already a source of mana return (via another Mana Spring or a Paladin casting Wisdom) then toss out Healing Spring. If a poison or disease is often cast, then Cleansing totems (party only) can help healers out immensely, letting them heal instead of cleanse, and reducing the damage taken from said poisons or diseases. Blizzard is mean and stole our Cleansing Totem. As Shamans we can no longer even cleanse poisons or diseases apparently, so have fun hand removing curses :  /

Fire totems are a bit more spec specific. For Enhancement, if you're specced into Elemental Fury, an aggressive totem such as Searing or the Fire Elemental is the most beneficial totem for our DPS, even with Flametounge being improved for us. Magma Totem paired with Fire Nova will still probably be the AoE combo of choice, but Magma should no longer be used on single target bosses. Elemental, well...Totem of Wrath is the hotness that only your spec can toss out. (Apparently Totem of Wrath has been removed, but the Flametongue is now enhanced for Elementals.) If there's a highly geared Demonology lock within your raid, you can opt to use the Fire Elemental for a bit, seeing as though the Demo Lock will give a similar spell power buff to the raid that does not stack with the totem. Restoration, if there is NOT an Elemental in the raid, feel free to toss out Flametounge. If there is, go ahead and use something a bit more aggressive, such as Searing Totem or your Fire Elemental.

Earth totems. There are mainly two that are used: Strength of Earth and Stoneskin. Unless you are specced as Enhancement, or there are NO Death Knights in your group, do NOT use Strength of Earth. More often than not I come across a Resto Shaman who tosses down SoE with a DK in the group, and it's a complete waste of a potential buff and mana. It doesn't stack at all with a DK's Horn of Winter. The typical best option for Restos or even Elementals is the Stoneskin totem. This totem increases the armor of the party and/or raid. In the event that there's a fear (and you know about it, as you should if you look up mechanics ahead of time),you’re your Tremor totem...keep in mind that this totem is party only. Earthbind totem also has some nice situational uses.

Air totems! As a rule of thumb, typically use the one that benefits you personally. Meaning, if you’re Resto or Elemental, generally toss out Wrath of Air. If you're Enhancement, Windfury totem is your air totem of choice. Now, sometimes it's more beneficial to use one that may not directly benefit you, but helps out the group as a whole. Say, there's an Elemental Shaman and a Restoration Shaman in the group. Obviously if they both put out Wrath of Air, one of the totems is potentially not being used (though a larger radius can be nice in some fights), so one of them may opt to put out Windfury totem for the melee folks.



It's okay to double up on some totems so long as the other available buffs are covered...as I said, the increased radius is sometimes quite handy, depending on the fight and how big the area is. Just be mindful of the buffs present, and adjust your totems accordingly.

New Hunter Pet!

I'm gonna take a short break from working on the How to Become a Raider guide to share this guy!


Prior to nodding off this morning I was looking over on Petopia for new kinds of Hunter pets that I can go tame once I'm reunited with my own little Hunter. What I found (amongst several other new and neat hunter pets to be tamed in Cataclysm) is this little Ghost Deep Sea Crab! Since the Hunter's stable holding capacity has been risen, I've had this plan in the back of my mind to collect all the rare spirit beasts and a few other rare spawn tamables. This guy here is certainly going on my list! He's so pretty and...spectrally! (Spectrally is now a new word, simply because I say so!) He would certainly make a very fun addition to my someday fleet of ridiculous pets.

Okay, enough geeking. Back to work for me!

How to Become a Raider - Part 2: Gemming and Enchanting

[Serenitysaz] has come online.

Liltimmy: Saz! Saz! Help me!!
Serenitysaz: What's wrong Timmy?
Liltimmy: Oh, it was horrible! I was in a heroic, and the tank yelled at me! He called me bad and told me to go gem and enchant my gear, and then I got kicked out of the group!
Serenitysaz: Well that wasn't very nice of them to kick you out of the group just because of that! Calm down Timmy, today I'll teach you all about gems and enchants.
Liltimmy: *Sniffles* Okay...


Perhaps you're like our friend here and you're just starting out. You're doing your heroic grind and you're starting to get some of that wonderful heroic gear everyone has been talking about. Hurray for you! Now, you may be wondering what those red/yellow/blue holes on your new chest piece are, or what an enchant is. Simply put, those holes are for gems, and enchants are what you put on your gear to make it even better. Yes, your gear can become better with well placed gems and proper enchants! Of course, better is always a good thing!

First, let us talk a bit about gems. There's many different types of gems. They come in a wide variety of colors, stat combinations, and varying degrees of how many stats they hold (+14 Agility vs +20 Agility, for example). You must be aware of which stats your class typically stacks, or of which stats you may be lacking (Hit, Expertise, etc). If you're unsure of which stats your class stacks, ask your guild, a trusted friend, or do some research online. Here is a very short, general guide on  the colors at least to help you for now.


Red
Agility - Base stat for hunters, enhancement shaman, feral druids (cat, or a bear going for more dodge), and rogues
Strength - Base stat for DKs, Ret Paladins, DPS Warriors
Intellect - Base stat for all healers and casters
Expertise - A stat mainly used by dual wielders but also used by those who wield two-handers so something or someone cannot dodge them. Also a sought after tank stat.
Parry Rating - A stat that tanks collect unless they're a Bear tank...Feral tanks cannot Parry.

Yellow
Crit
Haste
Dodge
Resilience - A PvP stat. Do not gem resilience if you're using that gear to raid!

Generally orange hybrid gems are placed in these socket to achieve socket bonuses. Agi/Crit is a common orange Druid DPS/Hunter hybrid for example. Very rarely will you see someone use a pure yellow gem in their gear.

Blue
Stamina - A stat mainly used by tanks to increase their health pool.
Hit - This stat should be stacked until you've met your spec's particular cap.
Spirit - This stat is mostly a healer stat, and is a caster/healer's regeneration stat. A select few specs will also convert Spirit into Hit for them through talents.
Spell Penetration - This is a PvP stat! There is no use for Spell Pen in the PvE world, so please do not gem this into your PvE gear.

Blues and blue hybrids (purples and greens) are usually only used if the gem socket bonus is worth going after. Unless you're a Tank stacking Stamina, or a Healer in dire need of Spirit, only use hybrid gems to get the socket bonus.



A common mistake often made by first timers is that they often only match the gem colors to the gem slots. A red gem can and will go into a blue slot! It's okay NOT to match the gems in their slots, unless the slot bonus is really worth going after. Not sure what I mean? Here, let me give you an example.

Say, an Enhancement Shaman gets a new pair of pants that are iLevel 232. These pants have two sockets, one red and one blue. The socket bonus is +12 Attack Power. This is a socket bonus that this little Shaman definitely wants! So she puts in a +20 Agility gem in the red socket, and a +10 Agility/+10 Hit gem in the blue
socket (if she didn't need the Hit, she could have placed an Agility/Stamina gem in the blue slot), and wahlah! She has her shiny new +12 AP socket bonus.

Now say our little Shaman got a new neck piece, and it has a blue socket. The socket bonus is +6 Agility. This bonus is not really worth going after, so instead of placing a blue or purple gem in that socket (assuming she doesn't need the Hit...if she does need a little more, she could go after the socket bonus if that was the case) she instead places a +20 Agility gem, which is red, into that socket. She may not get the bonus, but the stats she gained from the gem out weigh those that she would have gotten had she gone after the bonus.

Most classes follow the example I just gave, though casters tend to use many more hybrid gems and typically go after most of their socket bonuses simply because they often benefit from all the possible gem stats (Spirit turns into regen and Spell Power for most casters, thus increasing their DPS, while melee gain no DPS benefit
from Spirit or Stamina).


Serenitysaz: Clear as mud?
Liltimmy: I...I think so...so, I just need to find out which gems my spec usually uses!
Serenitysaz: Correct.
Liltimmy: So, which are more important?
Serenitysaz: Well, your caps are always the most important stat to worry about. These stats are Hit and if you're melee, Expertise. You always gem to cap these first! Then you worry about your primary stats, which is your Agility, Strength, Intellect. After that, you start working on your secondary stats, which are Haste and Crit (these are generally gemmed in as orange hybrid gems, and paired with Agility, Strength, and Intellect).
Liltimmy: Cool, I'll get some gems then. Now...I'm kinda scared to ask...what about enchants?


Enchants are magical effects that an enchanter places on your gear to improve it. These enchants will give you more of the stats you want, thus your gear should always be enchanted, at least to some degree. Most enchants are gained by giving an enchanter the proper materials (mats) for the desired enchantment, and then
they place the enchant that you want onto your gear for you (often for a small fee if they're not a guildy, or they may do it for free if they're leveling up their enchanting). Some enchants, such as leg enchants, are crafted by either Leather Workers (melee DPS leg enchants, Tank leg enchants) or Tailors (caster DPS leg enchants, Healer leg enchants). Other enchants are aquired through reputation gained with certain factions. In the Wrath of the Lich King expansion, the head enchant is gained through either Kirin Tor (casters), the Wyrmrest Accord (healers), the Ebon Blade (melee DPS), or the Argent Crusade (Tanks). Shoulder enchants for WotLK are purchased through Sons of Hodir.


Liltimmy: That doesn't sound too bad. Kind of expensive though, ain't it?
Serenitysaz: It really is quite easy, so long as you know what you're looking for. Yes, it is a bit pricey, but it's very worth it if you want to raid and do well!
Liltimmy: Then I'll work on getting enchants too. So, tell me about reputation.
Serenitysaz: Reputation is how much favor you have with a certain group of people, better known as a faction. The more reputation you have with a certain faction, the more likely they'll give you access to the goods they can provide. If you're revered with a faction, you have access to more and better items than you would if you were only friendly. Being exalted with a faction enables you to purchase any of their available goods.
Liltimmy: So reputation is a good thing, huh?
Serenitysaz: It is indeed.
Liltimmy: Is it hard to get?
Serenitysaz: Depends on the faction. Getting reputation with Sons of Hodir for example was a rather lengthy process, but there are many factions, like the Kirin Tor, that allow you to puchase a tabard. If you wear this tabard in your heroics, your reputation with them increases with everything you kill! You can also do dailies to earn gold and reputation at the same time.
Liltimmy: Boy, this sure is getting expensive! Good thing I'm making money from doing dailies!


Tips and Tricks from Saz - These are just a few ways to help you save some gold while still improving your gear.
1) Bargain shop. Watch the Auction House for cheap deals on enchanting materials and scrolls. It may take you a few days to enchant your gear this way, but if you're patient, this can really save you some gold.
2) Collect the materials from heroics! A good chunk of heroics these days usually contain an enchanter. On the gear that you don't need, hit the disenchant button. If you win the roll, you get the enchanting material produced from the unused item. Use these materials gained to better your gear!
3) Make a friend. Friends often do gem cutting and/or enchanting for free, so long as you have the mats handy. Be sure to always thank them! Every once in a while do something nice to show your thanks as well.
4) Buy raw gems and have someone cut the desired gem for you! This can save quite a bit of gold in the long run. Don't forget to tip though!
5) Choose your professions wisely. Sometimes being a Jewelcrafter or an Enchanter can come in quite handy when it comes to improving your new gear. While these professions are both pricey to level, in the long run they more than pay for themselves through personal savings and through selling the goods you can craft. Mining and Alchemy can help get aquire raw gems (You get raw gems through prospecting with Mining. Alchemy allows you to transmute raw materials into raw gems, has the potential to proc extra gems if you're specced into Transmutation)
6) You don't always have to have the best! Generally, if the gear piece in question is a green or blue, I don't enchant it. If it's a heroic purple or an equivilant, I'll enchant it, but not necessarily with a top of the line enchant (unless I plan on using that piece to raid in!). If it's a green or blue item with gem sockets, I'll generally put in something that's a step down from the current BiS (best in slot) gem. Epic items typically get the best kind of gem that's currently available. Raiding gear should ALWAYS get the best types of gems and enchants available.


Liltimmy: Gee, thanks Saz! My gear is pretty shiny now!
Serenitysaz: That it is Timmy, you're starting to look pretty good!
Liltimmy: Yeah, I look pretty good, but man...my DPS is horrible, what should I do about that?
Serenitysaz: Let's go over rotations and strategies tomorrow. For now just go gem and enchant that new chest pieces you just got!
Liltimmy: Okay Saz, I'll see you tomorrow then!
Serenitysaz: /waves cheerfully


Serenitysaz: You are now AFK.


World of Saz 2011

Updates!

Once again two weeks have somehow flown by despite my being bored out of my gourde due to lack of internet time. Thankfully I've managed to keep myself semi-busy with a small list of WoW-related projects. Here's a quick run down of what I've been up to!

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First up we have articles. The first of several that I've been working on is posted below this particular post. How to Become a Raider is actually a three part article and I wrote it with a friend of mine in mind. Parts two and three of this particular guide will probably be up either tomorrow or the day after.

I have five total articles/guides in the works right now, though only three are "completed" at this point in time. I hope to have these all reformatted (I highly recommend to NOT use Notepad if you ever plan on transferring something to a different medium...it's not a happy time) with links active in the next few days.

Now, keep in mind that I have been working on these articles sans an internet connection or access to WoW post 4.0.1. If there are any mistakes or information I've missed, please say something! I'd like these buggers to be as useful and accurate as possible, and sadly I'm well aware of the fact that I'll miff something up along the lines due to my currently patchy online access.


---

Next on our list of fun things that Saz has been working on is my video! Prior to leaving this last time I managed to transfer all of my old screen shots from my external hard drive over to my laptop (hey, if WoW can't fit, may as well stuff this shell with pictures right?!) and uh, let's just say that I have a few. 17,438 at the last count actually, with only a few duplicates. Honestly there would probably be a few more, but thanks to several viruses and one melted hard drive the number was lowered a bit!

Anyways, I wanted to do something with those screen shots, so I kind of did a memorial video. Despite a few minor formatting issues, I'm rather fond of it. You can go check out Reflection over on my Youtube page.

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The Jenesee Project - I've been doing some minor work on the Jenesee story line, but for now this project is basically halted thanks to 4.0.1. I'll explain why in a bit. Regardless of this project's temporary delay, I've been doing some much needed character development and will be doing some research during my stay.

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Milly Bays - No idea where this project currently stands. Possibly more on this later.

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The OA Project - Still on the edge of the recycle bin due to computer issues. This five part project may never see completion, especially since the original idea behind it needs to be completed before December 7th...I don't see this happening unless some sort of miracle happens. Sad day batman...sad day indeed.

---

Mmm, that's it project-wise I think. So, this whole issue with me having to postpone or even think about tossing some projects out...simply put, my laptop and computer luck sucks. No lies. OA is postponed thanks to a blown CPU that isn't replaceable, Jenesee is postponed due to the fact that my laptop only has a 40g hard drive and thanks to 4.0.1 WoW no longer fits no matter how much I strip out of my machine (hence why I had been using Notebook to write my articles in instead of Microsoft Word, which would make things 10x easier. I had completely stripped out Microsoft Office in hopes to make a bit more room, but in the end it simply wasn't enough). It's rather frustrating to be held back by silly things like CPUs and hard drive space, but I'm resourceful, even if I am a bit tapped out at the moment. Much like how low fps has actually helped me in a weird way become a better player in WoW, I'm sure these set backs will somehow shape me into some more clever beast in the future : P

So yes, for now my in game experience is limited and there's unfortunately no time frame as to when I'll make my return to Azeroth. As I said earlier, if you have anything to add or correct to any of my guides, please say something. Thanks to my wonky circumstances I'm certain to miss a few large key points no matter how many times I reread these things or how much digging I do.

I <3 feedback.

I suppose that's all for the moment. More to come after I've slept a bit!

How to Become a Raider - Part 1: Gear


~Congratulations! You have reached level 80!~
Liltimmy: Hurray! I can raid now!!!
Serenitysaz: Hang on there Timmy, not quite so fast. You have quite a bit of work to do before you're ready to raid.
Liltimmy: But I'm 80 now! I can do anything I want!!
Serenitysaz: Not in that gear you can't.
Liltimmy: What's wrong with my gear?
Serenitysaz: While blues and greens are more than fine for leveling, they're less than ideal for raiding. Before you even set foot into a raid, you first must get yourself
into mostly iLevel 200 blues and epics of better.
Liltimmy: Where do I get those?


So you've just managed to level cap your first character within World of Warcraft, congrats! You're probably like our friend Lil Timmy here, excited and unsure of what to do next. That's okay! We all start somewhere. This guide is here to help you on your way to becoming a solid raider.


First things first, we must get rid of your greens and the majority of your blues. You can do this one of two ways: either have your gear crafted, or run instances. Let's break this down a bit.

Crafted Gear - This can be rather costly, and to someone who has just capped their very first toon, this may be out of your financial range. If you have deep pockets though, find yourself the appropriate crafter and get to it!

Blacksmiths - Plate Gear
    Defense Plate (Protection Paladins/Blood DKs/Protection Warriors)
    DPS Plate (Retribution Paladins/Frost DKs/Unholy DKs/Fury Warriors/Arms Warriors)
    Healer Plate (Holy Paladins)
Leather Workers - Mail and Leather Gear
    Agi DPS Mail (Enhancement Shaman/Hunters)
    Caster Mail (Elemental Shaman/Restoration Shaman)
    Agi Leather (Bear Tank Druid/Feral Cat Druid/Rogue)
    Caster Leather (Balance Druid/Restoration Druid)
Tailors - Cloth Gear
    Healer Cloth (Holy Priests/Discipline Priests)
    Caster Cloth (Warlocks/Mages/Shadow Priests)


Instances - This is the best way of obtaining gear. Crafted gear can help out a ton, but instances (both regular and heroic modes) will help you fill in your missing pieces. Not only will instances help you to gear up, but they will also award points which can be used to purchase higher iLevel gear, give you gold, help you earn reputation with certain factions (which in turn will allow you to buy enchants, gear, and various other goodies), and most importantly will help you learn your role better in a team player environment. Tip: make a list ahead of time of which bosses in which instances drop gear that are upgrades for you. That way, once you're finished farming for points, you know which instances to run daily to get your last missing pieces.


Liltimmy: Woahwoahwoah...what does this all mean? Reputation? Factions? Enchants? iLevel?
Serenitysaz: I know Lil Timmy, it's a lot to take in. Just hang in here with me for a bit longer, and I will explain it all!
Liltimmy: Okay...but, one question...what type of gear do I need?
Serenitysaz: This is a very good question Timmy! Let me answer that for you!

Here's a break down of all the classes and specs, and what type of basic stats (those are the numbers on items, such as Agility or Intellect) you need to be looking for.


Death Knight - DKs (as they're more commonly known) can fill two different roles: Melee DPS or Tank 
Melee DPS - Look for plate items with Strength on them. Two handed weapons are preferred by most DKs, unless they're specced into the Frost tree, which allows them to dual wield two one-handed weapons. If you're a melee DK with Defense or Intellect in your gear, you need to do further reading on how to gear your class. Defense and Intellect are no-nos for DPS DKs.
Tanks - Again, look for plate items with Strength on them, but more importantly, look for Defense! Before attempting to tank instances (let alone raids), please look up how much defense rating you need for your spec. If you are under Defense cap, your healer will hate you, and you will most likely die. DK tanks do NOT use shields, but use two handed weapons. Agility isn't a bad stat for DK tanks by any means, but more often than not Strength and Stamina are the two more important stats after Defense, Hit, and Expertise caps have been delt with.

Druid - Druids can fill four different roles, and each gear slightly differently. These roles are: Ranged DPS, Melee DPS, Tank, or Healer
Ranged DPS - Look for leather items with Intellect and Spell Power on them. If you're a caster (which is what most ranged DPS are), and you have Agility gear on, you need to relook at how you're gearing. Agility does nothing for a caster, so please do not take these pieces from our Kitty/Bear/Rogue friends. Boomkins most often use staves (a staff), but can also use a main hand weapon coupled with an offhand weapon. Please do not use a mainhand weapon without an offhand, or an offhand without a mainhand weapon.
Melee DPS - Look for leather items with Agility on them. If you have gear that has Intellect on it, you are a very bad, bad kitty. Once upon a time, way back in the Burning Crusade expansion you may have seen some cats with caster gear on because back then they had to do something known as power shifting. They no longer do that, thus they no longer need to lay their paws on the gear of the casters. Feral druids most often use Polearms and Staves. Finding offhands to couple a mainhand dagger are an extreme rarity, and ferals do not dual wield. Thus, don't try to steal a rogue's daggers.
Tanks - Much like the cat ferals, look for items with Agility on them. Gear with expertise on it is also extremely helpful! Bears do not use mana except to shapeshift (which if you do this more than what is necessary in a fight, you may be doing something wrong...typically you turning into a "human" form will result in you being smashed into bits!), thus they should never put their big bear paws on a caster's gear. Just like with kitties, bears use Polearms and Staves. Sometimes a bear will have to use Strength neck pieces and rings, and these pieces will have Dodge (which is very good!), Defense (not totally necessary, but not a terrible stat to have!), Block (try to avoid this stat, bears cannot block), and Parry (again, bears can't Parry). These neck/ring pieces are okay to have! Just try to gather as many preferred stats as possible.
Healers - Healers are much like the Ranged DPS Druids, they look for leather that has Intellect and Spell Power. Agility is not a healer stat. Strength is not a healer stat. Healers do not need to be agile nor strong to heal well! They just require the proper gear and quick moving feet.

Hunter - Hunters fill one role: Ranged DPS
Ranged DPS - Look for mail items that have Agility on them. Expertise and Defense are BAD for hunters, and Strength is less than ideal. Intellect is another stat that a Hunter should not have. Hunters can equip nearly every weapon in game, so choose wisely on the weapon(s) that you use! You may use any weapon you wish, but it must have Agility on it, and no Expertise/Defense/Strength. If you aquire a one-handed sword or a dagger, remember to get another weapon for your other hand! Thrown weapons are not for Hunters, please only equip bows/guns/cross bows in your ranged slot.

Mage - Mages fill one role: Ranged DPS
Ranged DPS - Look for cloth items that have Intellect on them. Lucky for Mages (and all cloth classes, really), there aren't any pieces of cloth that won't suit your class. Mages often use Staves, but can also use one-handed weapons coupled with an offhand. They also use wands! Stay away from weapons that have Agility on them!

Paladin - Paladins can fill one of three roles: Tank, Melee DPS, or Healer
Tank - Look for plate items with Defense and Strength on them. Intellect gear is generally bad for a Paladin tank! Items with Defense, Parry, Dodge, and Block are wonderful for a Pally tank. Paladin tanks use shields with Block/Parry/Dodge/Defense for their offhands, and typically a one-handed mace or sword in their main hands.
Melee DPS - Look for plate items with Strength on them. Avoid Defense/Parry/Dodge/Block/Intellect items...you do not need these as a DPS! Expertise is also helpful, but do not fret too hard about this stat, Ret Pallies are not dual wielders. They often use two handed maces or swords, but can also use polearms if need be.
Healer - Look for plate items with Intellect on them. Avoid the pieces with tank stats on them, and do not take Strength items! Holy Paladins do not need Strength to be a strong healer, they need the smarts of great Intellect! Holy Paladins also carry shields, but these shields will have the great Intellect on them instead of the Defense of a tank shield. They also use one-handed maces or swords for their main hands.

Priest - Priests can fill one of three roles: Tank Healer, AoE Healer, or Ranged DPS
Tank Healer - This spec is called Discipline. It gears up much like a Mage, but will not turn its Spirit into Hit. Just like the Mage, it looks for cloth pieces and weapons that contain Intellect.
AoE Healer - This is the Holy spec. It gears up just like its Discipline friend. Cloth with Intellect is king. These clothies, they're so smart with all their Intellect gear and weapons!
Ranged DPS - The Shadow Priests again gear just like their Mage and Healer Priest friends. They look for the cloth and weapons that carry Intellect. Just like their Mage friends, they may turn some of their Spirit into Hit through talents or reforging.


Liltimmy: Hit? Reforging???
Serenitysaz: I'll get into that once I finish this list!
Liltimmy: Okay, good.


Rogue - Rogues only fill one role: Melee DPS
Melee DPS - A rogue will gear up much like a Druid kitty would. Look for Agility leather. Expertise is also a very good stat to have as a Rogue! If you have Intellect gear, you are not a very smart Rogue at all, despite your stats. To be a good Rogue you must be agile! Rogues are dual wielders, and can use a variety of weapons. Quick daggers or maces are common, as are fist weapons. Swords and sometimes axes are used as well. Just be mindful of what spec you have, and which weapons and weapon speeds will benefit that spec the most. Thrown weapons are the most common ranged weapon for a Rogue, though guns/bows can also be used. Defense weapons/ranged items are not for Rogues! Do not take these from your tank friends. They will get angry and let you steal aggro, letting you die. Then they shall laugh at your foolishness.

Shaman - Shaman can fill one of three roles: Ranged DPS, Melee DPS, Healer
Ranged DPS - An Elemental Shaman will look for mail gear with Intellect on it. If they use Agility gear instead of Intellect, they will singe their fingers on the elements that they call upon, for it takes great Intellect to wield lightning and to command the flows of lava! Elementals often use shields that have Intellect on them coupled with a main hand, but can also wield staves. A totem in their ranged slot that helps boost the damage of their elements is best to have.
Melee DPS - An Enhancement Shaman will gear up much like a Hunter, and looks for Agility mail. Expertise is also a much sought after stat. They do not need to take the Elemental Shaman's Intellect gear, for they gain the respect of the elements and their Spirit Wolves through their sheer warrior like strength! An Enhancement Shaman will not take the Strength gear of the plate DPSers, nor will they steal the Defense gear of a tank. They also do not require the shield of the physical type. Enhancement Shaman are dual wielders, and will be found swinging a pair of very slow one-handed axes or maces or fist weapons (2.50-2.70 speed). Staves and two-handed weapons are not for Enhancement Shaman. The totem in their ranged spot will either be one that improves their Attack Power, or perhaps even increase their elemental damage, or may even increase their Haste!
Healer - A Restoration Shaman will gear much like its Elemental cousin. They look for mail pieces with Intellect on them! In order to call upon the healing powers of their great ancestors, the Resto Shaman must use their all of their Intellect. They also can use staves, but most often will use a shield paired with a main hand weapon. Their totem for the ranged slot will be one that helps increase the effectiveness of their heals.

Warlock - Warlocks can only fill one role: Ranged DPS
Ranged DPS - A Warlock will gear just as their Mage and Priest friends do...they look for cloth!! They like to deviously outsmart their foes, thus they prefer items that contain Intellect on them. They will not take the Agility and Strength pieces that are best suited for their melee team mates. They can use staves, swords, offhands, and various other weapons. They also like to use wands.

Warrior - Warriors can fill two roles, though two different specs fill the same role: Tank, Melee DPS
Tank - Protection Warriors gear just as a Protection Paladin would. They look for Defense/Parry/Block/Dodge gear. Agility is not a bad stat to have, but Strength is generally prefered. Expertise is also not a bad stat to have if you can get it. A Warrior does not use mana, thus if you're a Warrior who has Intellect on his/her gear, you are a very stupid Warrior despite your so-called Intellect. A Prot Warrior will use a shield that has Defense/Parry/Block/Dodge on it, with either a sword or mace with similar stats on it in his/her main hand. They either use a thown weapon or gun with Tank stats on it for their ranged weapon.
Melee DPS (Arms) - An Arms Warrior will gear much like the Ret Paladin or Unholy DK. They look for plate items with Strength on them. They do not generally take items with Agility on them, but this stat is not bad to have. They certainly do not run around wearing Intellect gear, nor do they wear the gear of a tank. An Arms Warrior will use a two-handed weapon, generally a sword, but can also use a polearm or two-handed mace. While they may look for a Strength based thrown weapon, gun or bow, something that's Agility based should fine for their ranged slot as well.
Melee DPS (Fury) - A Fury Warrior gears just as an Arms Warrior would, with two rather large differences. They look for much more Expertise, for this is a very important stat as a dual wielder, and they look for two different two-handed weapons. Yes, two TWO-handed weapons. Fury Warriors be furious, and their titanic grips make them wield big weapons that take a normal person two hands to hold!


Serenitysaz: So there you have the full run down on what types of gear you generally look for.
Liltimmy: Cool! So...what about this thing called Hit?
Serenitysaz: Hit is the stat that lets you...well...hit the boss!
Liltimmy: Oh!! I wanna be able to do that!! How much Hit do I need so I don't miss?
Serenitysaz: It depends on your class. Generally casters need 17% Hit and melee need about 8%. Expertise acts much like Hit as well, though instead of just letting you hit the boss, it ensures that the boss cannot dodge away from your attack. 26/26 is the Expertise cap.
Liltimmy: Okay...so I have talents that convert stuff into Hit for me, how much do I need from my gear?
Serenitysaz: Take the cap numbers I just gave you and subtract the amount your talents give you. This is how much Hit you need to gain from your gear.

Liltimmy: Alright, that clears that up. What about reforging?
Serenitysaz: Reforging allows you to take one unneeded stat, and turn it into another, more useful stat!
Liltimmy: Ooooh, I wanna do that! Can I have all of one stat?!
Serenitysaz: No, you cannot simply take all of your Haste or Crit and turn it into, say, Agility or Intellect. It doesn't quite work that way. But you can turn some of your crit into a stat that you may need, like Hit.
Liltimmy: That's kind of cool I guess.
Serenitysaz: It's way cool. Instead of running around like an under capped nub, you can be sure to hit those bosses always no matter what your gear!

Liltimmy: You said something earlier about iLevel...what does that mean?
Serenitysaz: iLevel refers to the item level of a piece of gear. The bigger the iLevel number, generally the better the piece. An item with an iLevel of 232 is generally better than one with an iLevel of 200, provided it a) has the stats you're looking for and b) it's actually for your class. If you're...say, an Arms Warrior, an Intellect piece with an iLevel of 264 will be much worse for you than a Strength based blue with an iLevel of 187, despite the fact that the item level is far greater than your blue piece. If the piece doesn't have the stats that your class/spec require, then it doesn't matter how high the iLevel may be, it's not for you.

Liltimmy: I've been hearing people in Trade talk about Gear Score...what is this?
Serenitysaz: Gear Score is the number that you get when you add up the iLevel of all your items. It's at best a very general way to judge how well you're geared. It's better to have a low GS (short hand for Gear Score) and the proper items equipped then to have a high GS and have improper items equipped. If you're a Ret Pally with a very high GS, but are wearing Tank and Healer pieces as a DPS, chances are no one will want you in their raid anyways. Having a high GS is nice...but it's not the most important thing. Take your time and gear up properly.

Liltimmy: Wow, this is a lot to take in.
Serenitysaz: I know it is Timmy, that is why we'll take a break for now. We'll go over gems, enchants, reputation (and why you need it), rotations, and strategy at another time.
Liltimmy: Cool, thanks! See you tomorrow then?
Serenitysaz: You bet!
Liltimmy: K, my mom wants me to go to bed now. Bye!

Liltimmy has gone offline.


World of Saz 2011