50 Twink Gearing Guides! Ready for Mop!

Edwaaardo

Goat Milker
50 gear guides


Please note that this is currently a work in progress guide, and will be as long as the game continues to change and diversify.

I do not claim to know everything about this subject for each and every item for each and every spec. If you have a suggestion for a possible piece of gear that I have not listed, I highly encourage you to write a polite response to the thread.

Table of Contents
1. Druid

a.Restoration
b.Balance
c.Feral
d.Guardian
2. Hunter
a.Marksmanship
b.Beast Mastery
c.Survival
3. Mage
a.Fire
b.Frost
c.Arcane
4. Monk
a.Brewmaster
b.Mistweaver
c.Windwalker
5. Paladin
a.Holy
a1. Shockadin
b.Protection
c. Retribution
6. Priest
a.Discipline
b.Holy
c.Shadow
7. Rogue
a.Assassination
b.Subtlety
c.Combat
8. Shaman
a.Restoration
b.Enhancement
c.Elemental
9. Warlock
a.Demonology
b.Affliction
c.Destruction
10.Warrior
a.Protection
b.Arms
c.Fury
i.Titan's Grip
ii.Single Minded Fury
 
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Druid
The druid is a diverse class and brings a lot to the fifty project. Lost innervate and in combat rez, but still more than viable.
a. Restoration
Sustain Build
Haste Build
PvP Build
Don't use the items in this build until you have all of them. This build focuses on reaching the haste breakpoint of 12.5%, at which point your Rejuvenation and Tranquility will do one more tick, with lifebloom ticking two more times. With a raid buff such as shadowform or moonkin haste buffs(5%), your regrowth will get another tick, and lifebloom will tick three more times. This is a massive boost to your healing and worth the small amounts of intellect lost, but where it hurts is the spirit department. However, the hot ticks will allow you to relax a bit on regrowth.
Viability: High. Restoration is a fairly complex healing class that shows much promise. The ability to use leather allows them to gain some benefits over priests, at the expense of the gnome trinket. Currently they are below priests and I believe monks, but they are very close behind, and may even accede them with great play. Their healing is immense, solo healing tanks with mana efficiency. All and all a very effective healing class that is more than worth rolling.
Race: There is little difference between Night Elves and Worgen. Just do whichever. If shadowmeld drops all aggro, thats probably better. I tend not to trust vanishes, they don't always work. Running wild is also very nice for the mobility, a lot of times you need to get somewhere now.
Professions: Engineering goes without saying, Alchemy making the next slot. You could argue for herbalism, but alchemy pulls ahead due to flasks. Since you have a passive that increases your base mana by 400%, any mana giving buff is multiplied by four, such as flasks, which are buffed by the alc passive, which means more mana.
Notes/Special Abilities: In mists, druids lost one of the best raid cooldowns ever. Rebirth, the in combat rez, was moved to a higher level. Keep your hots on the target. Never use nourish. You are a very gifted class in that you have healing touch, your slow power heal. Use Healing touch to anticipate damage, regrowth to react to damage, and swiftmend whenever the tank is missing health. Barkskin for aoe damage. If a tank has died and a mob is heading toward you, use it just in case, but you're probably dead. Always use Omen of Clarity procs on Regrowth. Be careful not to preload your hots on to the tank before a pull, they need that time to gain firm aggro.
Talents/Glyphs:
Tier One: Wild Charge or Feline Swiftness
Tier Two: Our Disc priest Thelse brought to my attention that we can keep a tank up most of the time, but if we have more absorb shields it's like giving more health. Cenarion Ward however, isn't a conventional absorb shield. It heals a certain amount of damage every several seconds, which doesn't accomplish the above task. Nature's Swiftness is the only talent I can see using.
Tier Three: These all are very situational, which is a polite way to say they suck until they're needed. Mass Entanglement is a bit better than typhoon, and could be used for some nice escapes.
Glyph One: Glyph of Healing Touch. Makes each healing touch cast reduce the cooldown of Swiftmend by 1 sec. More Swiftmends means more healing when it's most needed.
Glyph Two: Glyph of Lifebloom. When you cast lifebloom on a different target, they get as many stacks as the old target had. Great for tank deaths, situations like that where you can't afford global cooldowns.
Glyph of regrowth is a maybe, but the hots are just better to smooth damage imo.
b.Balance
Raiding Chardev
PvP Build
Viability: Extremely Low. Balance got one of the biggest nerfs of any of the fifty twink specs, in that they lost their spirit to hit talent. They can use leather and obtain more hit than the cloth casters, but it's still not that competitive. Solar Beam is the main reason we would bring any Moonkin. Living steel weapon chain is gone, and solar beam has been severely nerfed. Not worth playing at all.
Race: See resto, it's the same deal.
Professions: Engineering of course. Alchemy comes next because you have the same 400% mana as restoration. More mana is more good. See resto for reasoning.
Notes/Special Abilities: You'll be brought in for solar beam. Solar beam a specific location to stop all spellcasting of every mob in it for 10 seconds. Try to dot everything. Keep your dots on, get to an eclipse state. The thing about dots is once they get on, they'll do all of their damage. With a long cast power spell like pyroblast, you miss it and that's it. All of that like four seconds wasted. Off heal when needed. This is why Glyph of the moon beast is so good. You're not in there to rock the damage meter, remember that.
Talents/Glyphs:
Tier One: Wild Charge or Feline Swiftness. Displacer Beast maybe to vanish/rez after a wipe if Worgen.
Tier Two: Renewal is the only real choice, a nice on demand self heal to save everyone's mana so they don't have to heal you. Nature's Swiftness maybe for off heals.
Tier Three: These all are very situational, which is a polite way to say they suck until they're needed. Mass Entanglement is a bit better than typhoon, and could be used for some nice escapes.
Glyph One: Glyph of the Moonbeast. Lets you cast healing spells in boomkin form. Saves global cooldowns and lets your dots still be buffed while doing offheals.
Glyph Two: Glyph of Solar Beam. Nothing better.
c. Feral
Raiding Chardev
PvP Build
Viability:High. Feral has great utility and actually healing, which I'll touch on later. While untested, they're damage will also be nothing to laugh at.
Race: Worgen. The nice movement cooldown will be good for positioning. Night elf is still good, don't fret.
Profesions: Engineering and Leatherworking. Your best in slot pants are crafted, but bind on pickup, so you actually have to make them. You can stockpile a couple pairs and switch to skinning or herbalism if you want.
Notes/Special Abilities: You have a set of priorities. Stay behind the target if at all possible and fill with Shred. If there is no way to get behind, use mangle. Use Thrash for three or more mobs. Open with Rake. Pounce is bad damage without mastery and costs a ton of energy. Keep Savage Roar up at all times. Then use Rip and keep it up always. If all of your bleeds are up, you can Ferocious Bite. If you don't have Rip, Savage Roar and Rake up you are doing it wrong. Use Tiger's Fury as much as you can, save Berserk for bosses. If a tank dies, Go bear form and take one of the mobs. Pop renewal, barkskin, whatever you can to stay alive. You won't tank it well and will probably die, but it could prevent a wipe. You get a proc off of doing damage that makes your healing touches instant cast and usable in all forms. Set up a focus macro or mouseover macro to cast it on the tank whenever you get a proc.
Talents/Glyphs:
Tier One: Feral Swiftness for Night Elf, Displacer Beast for Worgen to vanish/rez.
Tier Two:Renewal is the only real choice, a nice on demand self heal to save everyone's mana so they don't have to heal you.
Tier Three: These all are very situational, which is a polite way to say they suck until they're needed. Mass Entanglement is a bit better than typhoon, and could be used for some nice escapes.
Glyph One: Glyph of Cat Form. Increases all healing done to you while in cat form by 20%. Nuff said.
Glyph Two:Glyph of Savage Roar. Lets you cast savage roar with no combo points for a 12 sec duration. Get that up all the time!
Use Glyph of Barkskin if you plan to swoop in after tank deaths a lot. Not recommended. Glyph of Shred for a fight where there is literally no way to get behind.
d.Guardian
Raiding Chardev
You can use a high stamina staff like slave driver's cane or another high stamina weapon with mongoose to similar effect.
Viability: Medium. A tank that is a bit weaker than the others. Good at tanking physical damage. The main issue is health. You can't equal a Monk or a Warrior, maxing out at about 8k. You will suddenly get one shot.
Race: Night Elf gives a slight bit more evasion, you won't ever use shadowmeld though. Maybe if someone ninja pulls. Worgen for postioning. Both pretty equal.
Professions: Engineering and Mining. You need as much health as possible.
Notes/Special Abilities: Keep up Savage Defense, great dodge cooldown you can have up 100% of the time. At 30% health barkskin right away. I don't care what situation you're in, take on more hit of unexpected damage and it's probably a wipe. Mangle, Lacerate, keep all of it on cooldown and you'll be fine. Use Renewal smartly, when you've blown barkskin.
Talents/Glyphs:
Tier One: Feral Swiftness is the only thing. You can't vanish/rez because you'll die first.
Tier Two: I prefer Renewal to Cenarion Ward. Your health will go up and down like a Yo-yo, and 600 healing every couple seconds regardless of how much damage you take just won't cut it.
Tier three: Faerie Swarm: get everybody in order. You can't escape because you'll be dead, so no mass entangle.
Glyph One: Glyph of Faerie Fire. Increases range by ten yards of you pulling skill.
Glyph Two: Glyph of Fae Silence. Turns Faerie Fire into a ranged silence/sunder armor
Glyph of Maul is tempting, but maul costs a lot of rage and you need Savage Defense up 100% of the time, and we won't be doing super serious aoe, especially with a feral druid. Glyph of Barkskin is useless, you can't be crit anyway.
 
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2. Hunter
The hunter in cataclysm was the absolute best dps spec. Now that mobs can go matrix bullet dodging, they've lost a bit of their old glory. However they remain an integral part of our core dps, and for a reason.
a.Marksmanship
Raiding Chardev
PvP Build
Viability: High. An overall and fairly simple hunter dps spec. Does great damage with haste stacking.
Race: Personal preference. Draenei probably for the hit racial and a nice hot, Dwarf racial for Molten Core, all else is utility.
Professions: Engineering and Leatherworking. Stockpile a few Dragonstrike Leggings, then pick up herbalism.
Notes/Special Abilities: Start out with aimed shot as a filler spell above 90% health, then switch to arcane shot. Build focus with steady shot. When against 4 mobs or more, use multi shot. Take care of your pet. Even as an mm hunter, your pet should be doing 50% or more of your damage. Haste is your best stat. It increases focus regen, reduces cast times, and increases attack speed. Your stat priorities are expertise> hit to 17%>haste> agility> crit.
Talents/Glyphs:
Tier One: Posthaste is the only talent you should be taking.
Tier Two: Silencing Shot unless asked to take Wyvern Sting.
Tier Three: Iron Hawk.
Glyph One: Glyph of Animal Bond. Increases all healing done to you and your pet by 10%. Less healing you need, more mana for the healers. Goes nicely with spirit bond.
Glyph Two: Glyph of No Escape. Extra crit on frozen mobs. Best thing I could find really.
b. Survival
Raiding Chardev
PvP Build
Viability: Fairly high. A simplistic damage spec currently. Works out fine. Now with more trap launching action!
Race: Personal preference. Draenei probably for the hit racial and a nice hot, Dwarf racial for Molten Core, all else is utility.
Professions: Engineering and Leatherworking. Stockpile a few Dragonstrike Leggings, then pick up herbalism.
Notes/Special Abilities: It's all about those fire traps. Remember that black arrow counts as a fire trap. Use explosive shot on cooldown. Single target, use black arrow as much as possible and steady shot to build focus for your next explosive shot. Fit in arcane shots whenever possible and keep that pet alive. Try to ice trap things to gain your crit bonus, but don't be annoying about it. Aoe (3-4 or more mobs) use Explosive trap instead of Black Arrow and Multi shot instead of Arcane shot.
Talents/Glyphs:
Tier One: Posthaste is the only talent you should be taking.
Tier Two: Silencing Shot unless asked to take Wyvern Sting.
Tier Three: Iron Hawk.
Glyph One: Glyph of Animal Bond. Increases all healing done to you and your pet by 10%. Less healing you need, more mana for the healers. Goes nicely with spirit bond.
Glyph Two: Glyph of No Escape. Extra crit on frozen mobs. Best thing I could find really.
c.Beast Mastery
Raiding Chardev
PvP Build
Viability: High. Works slightly different from the other hunters, which I'll touch on later. Great aoe and single target damage. Just keep that pet up.
Race: Since you use a gun, dwarf is always the best choice. Expertise is beautiful.
Professions: Engineering and Leatherworking. Same deal, but after dropping leatherworking go skinning.
Notes/Special Abilities: Bm's stat priorities are a bit different. When your pet attacks, it has a fairly high chance of gaining a frenzy stack. After five of these, you use an ability that turns these into huge amounts of haste for you. This devalues haste a lot. Crit, however, procs several bm passives, making it more important. Expertise> Hit to 17%> agility> crit> haste. Single target use kill command and make sure you have enough focus to use it every time. Fit in as many arcane shots as possible without taking away from kill command. Aoe(3 or more mobs next to eachother) you just do as many multi shots as you can. They're better damage than kill command at four group up mobs.
Talents/Glyphs:
Same as mm, except for one glyph. Use Glyph of Endless Wrath instead of the trap glyph. If your pet goes low, use bestial wrath. You need that thing.
Almost all hunter glyphs deal with abilities you don't have at fifty.
 
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3. Mage
Mages may have found a saving grace in living steel weapon chain. They can act as nice polymorph cc's when needed, and have the potential to output fine dps. We would prefer you roll a different class however.
a. Fire
Raiding Chardev
PvP Build
Viability: Extremely low. Don't even bother. I'll go into that a bit down the road.
Race: The only race is gnome. You could argue for draenei, but the one gnome trinket you can use is better than 1% hit.
Professions: Engineering and Alchemy. You should the use the hit elixir, and mixology will give you more hit from it.
Notes/Special Abilities: Fire relies on a lot of long cast time, instant damage spells at this level. These will miss most of the time, wasting all of that time spent casting, and won't crit because they never hit. Also there are very few glyphs for fire. It's really not worth it. You could argue it for heavy aoe, but arcane would do the same in style.
Talents/Glyphs:
Tier One: Scorch is great for Kurrinaxx, but presence of mind is very nice, especially for fire in pvp(on demand instant cast pyroblast)
Tier Two: Ice Barrier. Pop this to avoid damage.
Tier Three: Ring of Frost. Only use this for defense.
Glyph of Polymorph, Glyph of Evocation. Look after yourself a bit more or poly something more effectively.
Glyph of Mana Gem. Less time making mana gems.
b. Frost
Raiding Chardev
PvP Build
Viability: Medium. The best single target mage spec with decent aoe. Fingers of frost procs and the low cast times really make this thing tic.
Race: The only race is gnome. You could argue for draenei, but the one gnome trinket you can use is better than 1% hit.
Professions: Engineering and Alchemy. You should use the hit elixir, and mixology will give you more hit from it.
Notes/Special Abilities: Get people frozen. This will make your Ice lances hit so hard. When not freezing people, chain frost bolts to get fingers of frost procs, then ice lance away. In boss fights, drop mirror images and your Icy Veins, and Lifebloom if you have it it. For aoe use shatter and cone of cold, trying to hit everything you can, then spam Ice lance. Your glyphs make your aoe, don't go without them.
Talents/Glyphs:
Tier One: Scorch is great for Kurrinaxx, but presence of mind is very nice, especially for fire in pvp(on demand instant cast pyroblast)
Tier Two: Ice Barrier. Pop this to avoid damage.
Tier Three: Ring of Frost. Only use this for defense.
Glyph of Cone of Cold. Increases cone of cold damage by 200%. That or Glyph your frostfire bolt. Don't fill with it though, frost bolt is better damage.
Glyph of Ice Lance. Makes ice lance hit more than one target for 40% damage.
c. Arcane
Raiding Chardev
PvP Build
Viability: Low-Medium. Great for heavy aoe situations. Single target is fine, but not as good as frost.
Race: The only race is gnome. You could argue for draenei, but the one gnome trinket you can use is better than 1% hit.
Professions: Engineering and Alchemy. You should the use hit elixir, and mixology will give you more hit from it.
Notes/Special Abilities: Arcane Explosion is no doubt the best aoe, coupled with Arcane Barrage hitting multiple targets after this will be the hands down best aoe dps for the mages. I don't fully understand this class, so no rotation yet, but they have most of their toolkit at fifty, so they will out perform some other classes in that regard. These may see use in fights with 5 or more mobs.
Talents/Glyphs:
Tier One: Scorch is great for Kurrinaxx, but presence of mind is very nice, especially for fire in pvp(on demand instant cast pyroblast)
Tier Two: Ice Barrier. Pop this to avoid damage.
Tier Three: Ring of Frost. Only use this for defense.
Glyph of Arcane Explosion. Extra radius to hit more mobs.
Glyph of Polymorph/Glyph of Mana Gem/Glyph of Evocation
Utility. Pick one.
 
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4. Monk
a. Brewmaster
Raiding Chardev
If you can't get the heirloom chest, hyena hide jerkin is your best bet. The heirloom staff gives a few more stamina than dual axe, but can't have mongoose. Your crazy tank damage does more than anyone else, so buffing it could mean the difference between a world first kill and another wipe. It also leads to less damage taken through dodge. There is currently a debate over whether Axe of Rin'ji with mongoose is better than Venerable Mass of McGowan with pyrium weapon chain. Monks use a lot of active mitigation, meaning that they must hit the target to trigger their passive damage reductions as opposed to just hitting a button. I personally believe mongoose is the better choice, but it's up to you. Aggro is literally a non issue for brewmasters, so I see health stacking as the only real path since monks take so much damage. This also works for flag carrying.
Viability: Below warriors, but above the rest. One problem is that stagger doesn't have a real cap. In testing our tank was taking up to 3k damage a second from stagger alone. They have a hard armor cap at about 20-25% armor, meaning that they take more damage to be staggered. Another problem is one of the cooldowns procs from auto attack crits, which don't happen. You can't go very long in a fight. The longer it is the more your stagger ticks until we just can't handle it.
Race: Gnome. No exceptions.
Professions: Engineering and Mining. Moar health.
Notes/Special Abilities: There are so many things going on here. The aoe is amazing. Just dizzying haze people. It's super spamable and can't miss. Of course it does no damage, but whatever. The longer the fight is the more likely you will die. Use a cooldown at <30% health. One more hit will kill you at that point. Be careful where you roll until you get used to the aggro ranges.
Talents/Glyphs:
Tier One: Celerity but be careful where you roll.
Tier Two: Chi Burst. Your aoe Chi dump
Tier Three: Power Strikes. Just look at it.
Glyph One: Glyph of Fortifying Brew
Glyph Two: Glyph of Clash or Spinning Crane Kick.
b. Mistweaver
Traditional Build
Haste
PvP Build
Why 12 agi on the cape and six all stats?
A lot of Mistweaver healing is melee dps. They get more melee crit from agility and benefit more than most from the variety of stats on the chest enchant, actually using the attack power from strength.
Mistweavers have an important haste breakpoint at 8.3% haste, adding a tick on to all of their periodic healing. This is so beneficial that it might be worth it to have it even without the raid buff. However, the best build would have 3.3% haste. Mistweavers are also worse with their mana than priests, so spirit is important.
Viabiltiy: High. Great single target healing.
Race: Gnome of course.
Professions: Engineering and Skinning. Maybe Herbalism.
Notes/Special Abilities: For tank healing, channel Soothing Mist. Put on your hot and surging mist as needed. For raid healing, only do the above if needed. For the most part, do what the Windwalker does, but respond to the needs of the raid instead of the amount of mobs. i.e. Using spinning crane kick single target if the raid has taken aoe damage. Communicate with the other monks on when to touch of death as not to waste it.
Talents/Glyphs:
Tier One: Use Tiger's lust but tell someone that you're using it on them.
Tier Two: This tier is just bad. None of these are worth the chi. Zen sphere is the best option. It's affected by haste, which is decent.
Tier Three: Your call. Only take the jab one if doing mostly melee healing.
Glyph One: Glyph of Spinning Crane Kick
Glyph Two: Glyph of Surging Mists.
c. Windwalker
Raiding Chardev
PvP Build
Viability: High. Gnome trinket, nice abilities, but after some small testing the seems to be not that good. If you want energy as a resource, be a rogue.
Professions: Engineering and Skinning.
Race: Gnome
Notes/Special Abilities: Use your Fire blossom and Flying serpent kick to engage after the tank has obtained nice aggro. Keep up tiger palm, which is a buff on yourself and not the target, so it stacks with sunder armor and doesn't have to be refreshed for target switching. Jab all that you can and finish with blackout kick. Use fists of fury when you see a tank get low to buy him some time. Use Crane kick at about 4-5 mobs, keeping up tiger palm in between and using your chi on Chi Burst. Use expel harm to take pressure off of the healers. Always communicate with the other monks when to use touch of death to not waste the cooldown.
Talents/Glyphs:
Tier One: Celerity but be careful where you roll.
Tier Two: Chi Burst. Your aoe Chi dump/
Tier Three: Power Strikes. Just look at it.
Glyph One: Glyph of Spinning Crane Kick
Glyph Two: I don't know. There really isn't that much.
 
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5. Paladin
Paladins throughout the game are disappointing me. The playstyle was just wrecked in mists and the specs are just not cutting it like they used to, especially protection.
a. Holy
Raiding Chardev
PvP Build
The goggles are "of the elder" because lay on hands scales from your max health. Eternal flame, if used, can get one more tick at around 6% haste. A shadow priest buff + haste glove enchant will get you there. If using Sacred shield use 20 spellpower. The haste breakpoints for it are just ridiculous. The best tier three talent seems change weekly, so I recommend having two pairs of the gloves.
Viability: Medium. They have very expensive heals with less spellpower scaling and very few niche abilities, none of which are a make or break to a raid.
Race:Human. They get a 5% spirit bonus which is very important. Paladins go oom like it's going out of style(it already has gone out of style) Draenei come in close second, they are good if you wanted to do multiple specs.
Professions: Engineering and Alchemy for mixology. There is an elixir that gives mana, which is then multiplied 400%. Mixology increases the base amount of mana it gives.
Notes/Special Abilities: If for some reason you have to solo heal a tank, there is no room for holy shocks. Just spam flash of light a long as you can. Always have the tank you are not healing beaconed. Otherwise use flash in between holy shocks. Use holy light only when you get a reduced cast time proc. When you have three holy power use eternal flame even though they nerfed the crap out of it. Don't forget about divine plea. Say when you're using it. Also bubble is so ungodly good. You can do so many things with divine shield.
Talents/Glyphs:
Tier One: Pursuit of Justice. Passive movespeed plus more from holy power.
Tier Two: Fist of Justice, unless repentance is needed.
Tier Three: Eternal flame was nerfed into the ground. Sacred shield does the most hps this week. It scales more on spellpower and now scales on haste. The haste breakpoints are stupidly high though. Keep in mind Sacred shield isn't an absorb shield, it's just a fancy hot that procs from being hit.
Glyph One: Glyph of Flash of Light. Casting flash increases the effectiveness of your next heal. Great!
Glyph Two: Glyph of Protector of the Innocent: WoG/ Eternal flame heal you for 20% of the healing they did. There's also a glyph that makes holy shock give 1% mana, so there's that too.
a1. Shockadin
Raiding Chardev
The goggles are in there for demonstration, I would personally use cogspinner goggles of the beast. Your actual hit is higher, it just doesn't show it.
PvP Chardev
Viability: Untested. Shockadin dps requires a few glyphs and some hit rating now, but could make it to the big leagues of caster dps. It all hinges on the free 15% spell hit you get for speccing holy coupled with holy's oddly high damage output.
Race: Draenei for hit. Human and dwarf is fine too.
Professions: Engineering and alchemy. Hit elixir should be used.
Notes/Special Abilities: Your glyphs make your damage. Without them you just fiddle around and contribute a fraction of what you could. Holy shock of course got nerfed after blizzard saw people one shotting blood dks. However, it still does about 100 more damage than denounce glyphed, and gets you to those harsh WoG's. Holy shock on cooldown, fill with denounce, and at 3 holy power harsh words. You can't use eternal flame so keep sacred shield on the tank, or my personal favorite is selfless healer. Offheal if needed. If moving feel free to judge, but using it is generally bad dps, unless you are using selfless healer. Also, cataclysm got rid of your aoe. Cheers.
Talents/Glyphs:
Tier One: Pursuit of Justice.
Tier Two: Burden of Guilt
Tier Three: Sacred Shield or Selfless Healer
Glyph One: Glyph of Harsh Words. Lets you cast word of glory on hostile targets to do the same amount of damage as it would healing.
Glyph Two: Glyph of Holy Shock. Trade 50% of shock's healing to buff it's damage by 50%. So important for your damage.
b. Protection
Raiding Chardev
PvP Build
This is for Flag carrying or dungeons and things.
All random enchants are "of stamina"
The heirloom pants are bis but don't exist in chardev right now.
Viability: Medium. They can get the health, but they take a ton of damage and have to hit spells, making aggro hard.
Race: Dwarf. Stoneform is actually not terrible for tanking.
Professions: Engineering and mining. More health.
Notes/Special Abilities: I don't know, use icy veins or something. Use seal of insight, holy power is your biggest concern
Talents/Glyphs
Tier One: Long Arm of the Law. Great gap closer.
Tier Two: Fist of Justice unless something else is needed.
Tier Three: Sacred Shield. Keep this on yourself.
Glyph One: Glyph of the Alabaster Shield.
Glyph Two: For trash, use Double Jeopardy. For bosses switch to Focused Shield.
c. Retribution
Raiding Chardev
PvP Build
Viability: Medium. Their damage is a bit lacking, but what makes them is their debuffs. Now these are granted late game to almost all melee classes, but ret has them all at 50.
Race: Whatever floats your boat. Don't forget the human expertise bonus if for some reason using the heirloom 2h sword.
Professions: Engineering and Alchemy for the improved hit elixir or Herblism.
Notes/Special Abilities: You are a debuff class. Before we looked into monks and such there were a ton of debuffs that paladins had that other classes didn't or didn't have at that level. Now all of their debuffs except for one is already provided. It's Physical Vulnerability. 4% increased physical damage for everyone in the raid. Pretty nice. Exorcism requires more hit than everything else, but not the spell hit cap. It's a bit odd, but it hits like a train, and generates holy power even when it misses. You should land most of these with the chain. Use divine storm to finish against two or more mobs, and use seal of truth until like six mobs or something crazy like that. Just keep up your debuffs and be prepared to give up your holy power for word of glory if needed(I recommend a mouseover macro).
Talents/Glyphs:
Tier One: Long Arm of the Law. Great gap closer.
Tier Two: Ask the raid leaders and bring vanising dust or money for it.
Tier Three: Selfless Healer. Once you get your stacks up use a mouseover or focus target macro and use it on someone.
Glyph One: Glyph of Mass Exorcism. Aoe Exorcism? Yes please.
Glyph Two: Glyph of Double Jeopardy. Spread out your Judgements.
 
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6. Priest
All around super baller.
a. Discipline
Raiding Chardev
PvP Build
There's a haste breakpoint, but it sucks for disc. Your focus is on spellpower, crit and but making sure you have some spirit.
Viability: Super high. Best single target heals we have.
Race: Gnome
Professions: Engineering and Skinning
Notes/Special Abilities:You'll usually be tank healing. Put on Power Word: Shield and renew and just spam flash heal away. You want renew to tick as hard as possible so you can get the most out of every tick. Little piddly renews won't tank heal. Don't worry about the raid, thats what the raid healer is there for.
Talents/Glyphs:
Tier One: Psyfiend. Don't use it in a raid.
Tier Two: Feathers. Body and soul is cool but you need them shields.
Tier Three: From darkness, comes light. It even sounds cool.
Glyph One: Glyph of renew. Nice big renews.
Glyph Two: Your Choice.
b. Holy
Tank Heals
PvP Build
This is a single target healing build, intended for ten mans. It has a way smaller focus on spell crit and goes for a lot of spirit to combat your mana issues.
Haste
This build, which has shadowform active to show the actual haste, is a 40 man raid build, where we would employ a shadow priest for the raid buff. This adds another tick to your un-glyphed renew. You could sacrifice even more spirit to add another tick to your lightwell hot(16.65% haste) but I seriously don't recommend it. Lightwell is garbage.
Viabilitiy: High. May do nice single target heals, but generally not as good as disc.
Race: Gnome
Professions: Engineering and Alchemy I guess. Your call.
Notes/Special Abilities:Your single target has a rhythm of two flash heals, one greater heal. Aoe has many forms. Prayer of Healing and other aoe cast time heals, Lightwell/spring, and multi-renew. Never use Power Word: Shield with a disc priest in the raid.
Talents/Glyphs:
Tier One: Don't fear things
Tier Two: Feathers. Great for the whole raid
Tier Three: Mindbender. You have serious mana issues.
Glyph One: Glyph of Lightwell
Glpyh Two: Glyph of Circle of Healing. You won't have to use this much, but make it better when you do.
c. Shadow
You want hit, haste and spellpower. Pick two.
Flat Hit
This build goes for flat out hit and has two more spellpower than the build below, but has no haste.
"Best of Both Worlds" Build
This third build goes for hit and haste, at the expense of a significant amount of spellpower. It reaches the 1 tic haste breakpoint of Vampiric touch as well. You could add these goggles to the first build for massive hit as well but wouldn't quite reach the breakpoints.
PvP Build
I went for 9.99% haste(1 extra tick to Devo plague, Sw: Pain and Vamp touch), 6% hit and the rest to crit because the next haste breakpoint is at 24% haste. In other words, not worth it.
Viability: As a source of damage, low. The shadow priest isn't out to smash the meters or get famous. The shadow priest is behind the lines, making everyone do their jobs better just by standing there. You have to at least try, but whatever.
Professions: Engineering and Alchemy.
Race: Gnome
Notes/Special Abilities: Your Shadowform ability is for the greater good of everyone. Of course moonkins give the same buff, but they don't do the same damage and it doesn't stack. We need one of these, and I am currently pursuing that role, so if you wanted to do this on the side for when I'm not there, cool! 5% haste is the key to getting everyone to their haste breakpoints, lowering cooldowns and increasing energy and rage generation of other people(you're a ret pally's best pal), and lowering global cooldowns so people can literally do more, just by standing there. Vampiric touch is also baller. Put your dots on everything and manage them. If you don't land it the first time, cast it again. Once they're on, they're on, doing sweet, sweet damage. It looks tempting to just sit back and spam mind spike, but that's noobish. Only use mind spike when you get a From Darkness, Comes Light proc.
It takes away your dots otherwise. If you have some down time, try to land a Mind Flay.
Glyphs/Talents:
Tier One: Psyfiend I guess. Don't use it unless told.
Tier Two: Body and Soul for yourself is great for relocation. Just never use your power word shield on another person since they will get a Weakened Soul debuff that will keep a disco priest from putting their more powerful shield on that person. If you can honestly use feathers wisely for the benefit of the group, do it.
Tier Three: From Darkness, Comes light is the only ability you should take. Mindbender is for priests with major mana issues(holy) which you don't have. It is a huge increase in damage, especially as we find more and more ways to get hit.
Glyph One: Glyph of Mind Spike. This works so well with From Darkness, Comes light and is one of the few glyphs that actually increases your damage.
Glyph Two: Glyph of Dark Binding. So cool. Cast those renews if needed.
A glyph worth mentioning is Glyph of Mind Flay, but you can just body and soul. If you use Glyph of Shadow, I will find you, and I will destroy you. That is the dumbest glyph in the game. For pvp and in general, the glyph that turns your shadow orbs into crows is so good(keeps people from anticipating Devouring Plague)
 
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7. Rogue
The top dps spec is assassination by a lot, and for this reason should be the only one you should roll. Sorry to burst anyone's bubble(I love combat), but that's the way the game is currently. The difference is so stark that I won't even go in depth about the other two(I also am terrible at subtlety)
http://us.battle.net/wow/en/character/frostmourne/Meduzz/simple
Our rogue meduzz also has a great build. I recommend the gloves but I would still use shadowblade main hand, and the chain is mandatory. Mongoose over 20 agility is debatable. For now I'll call it personal preference.
Fleshhide shoulders make a good replacement for loom shoulders. The stats on all of the heirlooms are a bit wrong. You'll pull fine dps as long as you have 17% hit and 750+ attack power. There are so many combinations of gear for rogues, and they all end up with similar stats.
a. Assassination
Raiding Chardev
PvP Build
The offhand dagger is mandatory. Expertise is so important and rare and also gives spell hit, letting you apply poisons faster and target switch more effectively.
Viability: High. The best dps of any of the rogues by about 200 dps because of the recent changes to poisons. They are the best melee dps class we've seen.
Race: Gnome. Always.
Professions: Engineering and a menagerie of other professions are viable.
Notes/Special Abilities: You use mainhand deadly poison, obviously.The offhand is whatever is called for if you don't take leaching poison. Sometimes not any. Open with double ambush if you take subterfuge. If shadow focus, open ambush into mutilate. If you got a crit and have five combo points, use rupture. If not, throw up another mutilate. Keep rupture up at all times. Then just mutilate and envenom until rupture needs refreshed. Don't bother with slice and dice. Yay more glancing blows! It's not worth the combo points. Very simple play, but very deadly. Your dps can more than rival the tank's.
Talents/Glyphs:
Tier One: Subterfuge or Shadow Focus. Both are fine. Nightstalker is just kind of bad.
Tier Two: Combat Readiness is the only one I can see taking. If you get aggro like after a tank death just pop evasion, recuperate and herbalism and this will be there two. Then of course pray to your deity of choice.
Tier There: I would go cheat death. Leaching poison is really good too.
Glyph One: Glyph of Ambush. Five extra yards for better maneuverability.
Glyph Two: The rogue glyphs kind of suck to put it bluntly. Glyph of Sprint is nice.
b. Subtlety
Raiding Chardev
PvPBuild
Viability: Medium. Sub is behind assassination by about 200 dps. Not worth it. PvP is another story...
Race: Gnome. Always.
Professions: Engineering and a menagerie of other professions are viable.
Notes/Special Abilities: Do people still play weapon damage/hemo sub? If so go dragons call with mongoose. Daggers are better dps though. Even if you have a fight that there is no way you can get behind the whole fight, they changed hemo so it does proportional damage with daggers. Ambush stuff, backstab. Only use hemorrage if you can't get behind. Keep up rupture, then eviscerate. Bam.
Talents/Glyphs:
Subterfuge is mandatory. Do the assassination talents for the others. Same glyphs but Glyph of Ambush is more important.
c. Combat
Raiding Chardev
PvP Build
Viability: Low. Does half the dps of assassination for a number of reasons. If you feel like being underdog/no gear carry/yolo than at least do sub. Like this is serious troll material.
Race: Gnome. Always.
Professions: Engineering and a menagerie of other professions are viable.
Notes/Special Abilities: Dragon's call is the only weapon. Combat uses a slow, hard-hitting mainhand weapon because unlike most rogues, Combat uses sinister strike, which scales on weapon damage. Use sinister strike to five combo points, then slice and dice. You need it for main gauche procs. Which sucks. Then spam sinister strike and revealing strike once into rupture, followed by eviscerates. Use adrenaline rush and things when needed.
Talents/Glyphs:
Tier One: Nightstalker probably. Make that ambush count. Maybe Shadow Focus. Other tiers are the same.
Glyph One: Glyph of Adrenaline Rush. Just flat more damage.
Glyph Two: Glyph of Deadly Momentum. You don't want to do slice and dice more than once.
 
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8. Shaman
A great hybrid class.
a. Restoration
"Tried and True" Build
Goggles are "of the elder" or "of the owl"
Experimental/PvP
I just want to discuss this gear build right here. It focuses on mana regen from other sources than spirit that shamans have tons of. You will have huge heals, but sacrifice most raid healing capability and can even forgo glyphing riptide in favor of pure tank heals, which are your forte.
Haste Build
This gives one tic of Riptide when given the haste raid buff. This is mainly for raid healing.
Viability: High. We need at least one of these for the ancestral vigor buff that they bring(increase in tank hp)
Race: It really doesn't matter too much, but pandaren. The double food buff thing is great.
Professions: Engineering and Alchemy
Notes/Special Abilities: Give it a second before you put on riptide, but that's the first thing you get up. The rest is mana management, which isn't that hard with water shield and resurgence, and choosing the right tool for the job. Healing wave should just be ignored almost all of the time.
Talents/Glyphs:
Tier One: Nature's Guardian. This thing is nice and is great for the most common form of damage in fifty, unexpected. It's a double edged sword though, saving you only to bring you to 1 hp seconds later, so be aware of that.
Tier Two: Windwalk Totem generally. Ask the raid leader, but a lot of trash has movement impairing abilities that really mess up melee dps.
Tier Three: Call of the Elements. Just having all of those totems back at once is great. Keep in mind that your buff totems are now passive auras and your totems are now all cooldowns.
Glyph One: Glyph of Riptide. Lets you have your health buff on more people and faster.
Glyph Two: Glyph of Cleansing Waters. There's other stuff, but this in MC is great. Just a judgement call.
b. Enhancement
Raiding Chardev
PvP Build
Viability: Not the best of melee dps, but totally allowed. The PvP build looks pretty crazy though.
Race: Draenei. The 1% hit is better than food buffs in most situations, but arguments can be made for Pandaren and, to a lesser extent, Dwarves.
Professions: Totally your call after engineering. There's benefits to all professions, detailed here
Notes/Special Abilities: Enh is all about managing cooldowns. Short ones, of course. You have a bunch of abilities on short cooldowns instead of one or two that you just spam(because you use mana and not rage or energy, like a ret paladin, so it keeps you from spamming stuff due to your high amount of resources). I recommend the addon bartender so you can enlarge your main attack buttons and move them to the center of your screen to monitor them more closely. Try to keep your flame shock up and just smash things. Normally you want windfury weapon mainhand imbue, but white hits are so useless I don't think bonus attack power will do much. Unless it fixes glancing blows for its duration. Testing is required.
Talents/Glyphs:
Tier One: Nature's Guardian. This thing is nice and is great for the most common form of damage in fifty, unexpected. It's a double edged sword though, saving you only to bring you to 1 hp seconds later, so be aware of that.
Tier Two: Windwalk Totem generally. Ask the raid leader, but a lot of trash has movement impairing abilities that really mess up melee dps.
Tier Three: Call of the Elements. Just having all of those totems back at once is great. Keep in mind that your buff totems are now passive auras and your totems are now all cooldowns. The one that lets you pick up your totems is also good for enhancement because you need to run around a lot to be in melee range.
Glyph One: Glyph of Flame Shock. This extends the duration of flame shock so once you get it on, you'll have slack to reapply it. This is great because you can't spam it and aren't focusing on spell hit.
Glyph Two: Glyph of Fire Nova. Almost never in raids are all of the mobs within ten yards of each other.
c. Elemental
Raiding Chardev
PvP Build
Viability: The best caster dps in terms of hit, but don't have as much as much spellpower as the Shadow priest, and brings a less unique raid buff, so they are tied with priests right now.
Professions: Engineering and Alchemy to make the most out of spirit and hit buffs and elixirs.
Race: A tie with Pandaren and Draenei. One has a flat 1% hit, the other has a higher potential hit due to their increased food buff racial(double spirit from foods).
Notes/Special Abilities: Reincarnate is really cool, but only use it when told because of the huge cooldown. Always use lightning shield and remember to earth shock to get rid of those charges. Try to keep flame shock up on as many targets as you can to get more lava burst procs, which are your friend. Refresh it on cooldown just in case you don't land it when you're trying to refresh it. It has a cooldown and is a huge dps loss to not have it on. Fill with lightning bolt.
Talents/Glyphs:
Tier One: Nature's Guardian. This thing is nice and is great for the most common form of damage in fifty, unexpected. It's a double edged sword though, saving you only to bring you to 1 hp seconds later, so be aware of that.
Tier Two: Windwalk Totem generally. Ask the raid leader, but a lot of trash has movement impairing abilities that really mess up melee dps.
Tier Three: Call of the Elements. Just having all of those totems back at once is great. Keep in mind that your buff totems are now passive auras and your totems are now all cooldowns.
Glyph One: Glyph of Flame Shock. Flame shock duration increase which lets you fill in more spells and gives more slack to refresh it.
Glyph Two: Glyph of Unleashed Lightning or Glyph of Thunder. It really depends on what you're doing.
 
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9. Warlock
Ultra banish cc and soulstone action. Needed for mc. Also imp buff would be great.
a. Demonology
Raiding Chardev
PvP Chardev
You want a nice balance of haste and crit with your 6% hit, Getting as much intellect and as little spirit as you can.
Viability: Medium. I don't really see it being as useful as affliction, but still a good spec
Race: Gnome
Professions: Engineering and Skinning, Herbalism or Alchemy. Crit and Haste are about as important as a stat for Demo or you can always just get more hit.
Notes/Special Abilities: Demo is all about getting into demon form. Use demon form at 900 fury. Keep doom up and corruption. Never use soul fire. The cast time is too long to use as a filler. Then you just send your pet out and spawn like forty imps.
Talents/Glyphs:
Tier One: Harvest life is great for huge aoe. If used on 20 enemies you'll get 70 demo fury per second
Tier Two: Shadowfury. So good. Mortal coil gives healing, so is also a good choice.
Tier Three: Dark Bargain is slightly ahead of other things.
Glyph One: Glyph of Everlasting Affliction. It gives you more slack to try to get dots on at the expense of a small amount of dps. It's also great for mass aoe.
Glyph Two: Glyph of Demon Hunting. This is kind of an odd glyph. If a tank is dead or something, pop dark apoth to be a total gangster and maybe tank for as long as it takes to prevent a wipe.
Cool Minor Glyphs: Glyph of Unending Breath and Glyph of Nightmares.
b. Affliction
Raiding Chardev
PvP Chardev
You're going for 8.31% haste and 6% hit. This gives extra ticks to all of your dots and drain soul and harvest life. The rest is intellect and spellpower based.
Viability: Medium-high. The main thing is once you get a dot on, it does it's full damage. If you cast corruption six times and one gets on the target, it does all of it's damage and you don't have to worry about it. Let's now go to chaos bolt. 3 second cast time. You fire it off, it misses, that's three seconds wasted for no damage. Now sure there's other factors, and mathematically this may not make sense(ice lance is instant cast too, etc) but many specs now have huge cast time super nukes and unstable affliction only has a 1.5 second cast time, the longest of it's dots. You don't focus on big crit damage, you wear away steadily.
Race: Gnome
Professions: Engineering and Alchemy.
Notes/Special Abilities: Put corruption, U.A. and Agony on all of the targets you have. Once you have them all settled(not about to run out as well) you can mess around with trying to hit malefic grasp. That's pretty much it. Banish when needed.
Talents/Glyphs:
Tier One: I would go Dark Regeneration. You won't be using harvest life that much. You use rain of fire when you need aoe on like 6 or more mobs.
Tier Two: Shadowfury all day all the time. This could stop so many wipes.
Tier Three: Whichever but I prefer dark bargain.
Glyph One: Glyph of Soul Shards. Allows you to have more soul shards to anticipate periods of burst.
Glyph Two: Glyph of Everlasting Affliction. It gives you more slack to try to get dots on at the expense of a small amount of dps. It's also great for mass aoe.
Cool Minor Glyphs: Glyph of Unending Breath and Glyph of Nightmares.
c. Destruction
Raiding Chardev
PvP Chardev
Crit is your best stat. Stack it.
Viability: Medium-Low. You need to hit all spells to land incinerates for burning embers, so the less spells you hit the less chaos bolts you can do and your dps just snowballs downwards. We would want you for the imp buff to stamina if we don't have a Resto Shaman.
Race: Gnome
Professions: Eng/Skinning. Makes chaos bolt hit harder. It really won't kill you to not have a little bit of extra hit.
Notes/Special Abilities: Just spam incinerate until you can chaos bolt. That's really about it, keep immolate up as much as possible.
Talents/Glyphs:
Tier One: I would go Dark Regeneration. You won't be using harvest life that much. You use rain of fire when you need aoe on like 6 or more mobs.
Tier Two: Shadowfury all day all the time. This could stop so many wipes.
Tier Three: Whichever but I prefer dark bargain.
Glyph One: Glyph of Burning Embers. Lets you store up more embers for periods where more burst is needed.
Glyph Two: Glyph of Siphon Life. This works for immolate because immolate replaces corruption.
Cool Minor Glyphs: Glyph of Unending Breath and Glyph of Nightmares.
 
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10. Warrior
The gnome warrior has been great in the past and will continue to do so in mists.
a. Protection
Raiding Chardev
PvP Build
The PvP build has a ton of avoidance stats. You can just go in your tank gear, but you won't have the like 10% dodge and parry. It's meant for flag carrying.
Viability: Very high. The tried and true reigning tank supreme. We will love and cherish you in every raid.
Race: Gnome
Professions: Engineering and mining.
Notes/Special Abilities: You have great cooldowns. Generally you won't have enough rage to keep shield block up and cleave. Shield block has precedence over cleave generally. Use your cooldowns at like 30% health or you'll die. Your damage is huge so try to be aware of it. You will make or break fights. Just don't pull with charge. The aggro ranges on things are insane.
Talents/Glyphs:
Tier One: Double Time. You may need to charge right after the first.
Tier Two: Second Wind. It's so powerful.
Tier Three: Piercing or Disrupting.
Glyph One: Glyph of Hold the Line or Glyph of Gag Order for magic fights.
Glyph Two: Glyph of Heavy Repercussions.
b. Arms
Raiding Chardev
Alternate (please do not copy this build, it is just alternate items for each slot)
PvP Build
Viability: High. One of the best melee dps specs due to overpower.
Race: Gnome
Professions: Engineering and alchemy if you will bring your own elixirs, skinning for a passive benefit and synergy with a fury offspec.
Notes/Special Abilities: Overpower. Overpower, overpower overpower. This is king. Keep Mortal strike on cooldown, fill with slam and overpower the living crap out if everything. Only thunderclap when theres a ton of mobs. Don't worry about deep wounds single target, mortal strike will apply it.
Talents/Glyphs:
Tier One: Juggernaut or Double Time(I recommend double time)
Tier Two: Second Wind or Impending Victory.
Tier Three: Disrupting Shout. Aoe interrupt.
Glyph One: Glyph of Overpower. You use overpower a lot.
Glyph Two: Glyph of Bull Rush for high movement (Ossirian, Kurrinaxx) or Glyph of Unending Rage for more stationary fights.
You can also use Glyph of Resonating power for Huge aoe.
c. Fury
i. Titan's Grip
Raiding Chardev
PvP Build
Viability: Medium. Most of titan's grip damage comes from white hits, which are to my knowledge 100% glancing blows. Could still pack a punch, but not recommended.
Race: Gnome
Professions: Engineering and skinning. Crit is so important for fury.
Notes/Special Abilities: Fury isn't super entertaining. Stay in zerker stance. Bloodthirst should stay on cooldown at all times. If your raging blow procs with a bloodsurge, raging blow first. For aoe, Whirlwind replaces wild strike. For Titan's, start using whirlwind at 3-4 mobs.
Talents/Glyphs:
Tier One: I recommend Double time, but if you like Warbringer, go for it.
Tier Two: Second Wind or Impending Victory.
Tier Three: Disrupting Shout. Aoe interrupt.
Glyph One: Glyph of Raging Wind.
Glyph Two: Glyph of Whirlwind for crazy aoe, Bull Rush for giggles, Unending rage for people that don't like glyph switching.
ii. Single Minded Fury
Raiding Chardev
PvP Build
Viability: Medium-high. They get a 35% increase to all damage. But doesn't that just close the gap of two handed vs one? It's more than that. Most fury skills scale from attack power and not weapon damage like arms. Smf does 35% more damage on abilities than titan's. This evens out late game, but works great here, putting them ahead of titan's grip.
Race: Gnome
Professions: Engineering and skinning. Crit is so important for fury.
Notes/Special Abilities: Fury isn't super entertaining. Stay in zerker stance. Bloodthirst should stay on cooldown at all times. If your raging blow procs with a bloodsurge, raging blow first. For aoe, Whirlwind replaces wild strike. Smf should switch at 5 because of the way whirlwind scales and because smf wild strikes hurt.
Talents/Glyphs:
Tier One: I recommend Double time, but if you like Warbringer, go for it.
Tier Two: Second Wind or Impending Victory.
Tier Three: Disrupting Shout. Aoe interrupt.
Glyph One: Glyph of Raging Wind.
Glyph Two: Glyph of Whirlwind for crazy aoe, Bull Rush for giggles, Unending rage for people that don't like glyph switching.
 
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what would 350 hit rating come to on a monk.
 

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