====== Hunter ======
Summary ——-
You are a ranged, non-magic DPS machine who has a pet which acts as your tank. You use bows, guns, and crossbows as your main weapons, with your melee attack as your last resort. I know you can focus on melee damage, but come on, you’ll be a laughed-at hunter if you do.
You have shots and stings which rely on your mana pool. You also have traps to fit your situation and you can heal your pet. Your Hunter’s Mark in most cases should be standard on every enemy you need killed.
That’s about it, your gameplan isn’t hard to follow.
Pet —
You can only have as many as your stable master can hold, which gets expensive the more you want to keep. You can only bring one with you though. By right- clicking on their portrait you can rename them or let them go.
Pets have their own talents and get points about every five levels. They level up separately of you as well.
There are different kinds of pets, almost any beast in the wild, but they all eat different things, have different abilities, and different talents. Refer to a website if you want to better understand what kind you want.
You can make interesting combos with pets, such as the ones that can go stealth. For these you may have to micromanage, but you can use the Attack command and then you attack when they are close to the target. These pets benefit once they gain a talent point from the Dash ability, then you don’t have to micromanage as much. Ctrl + 1 is the attack command to send your pet ahead right before you attack for maximum distance.
Also keep in mind you can stable pets, but more space becomes very expensive.
Always keep track of your ammo, even if you have to grab lower level ammo. It’s better to have more than less.
Finally, you have three weapons you’ll change throughout the game: guns, bows, and crossbows. Arrows and bullets do not level with each other, so it can make sense to change as the ammo levels, so keep an eye out for the levels of weapons and ammo, especially crafted ammo.
*NOTE: I believe at 40+ you can exchange thorium ammo from a guy in the Iron- forge inn.*
Abilities ———
Your shots and stings can be fired while moving, but of course all ranged attacks require at least 5 yards of distance to fire.
Stings – only one of each, and though your serpent sting may be the most-used, it’s a matter of knowing your opponent that will determine the use of your others. Paladins should get hit with the viper sting, ranged attackers should have the scorpid sting, and so on.
Shots – early on your really only have the Arcane Shot to cause instant damage, but all shots cause damage, and you can gain Aimed Shot through talents. Concussive Shot is used on just about every enemy you face, especially if you draw aggro away from your pet, or to slow fleeing enemies.
Traps – the trap to use relies purely on your enemies. If they are stronger then you could lay a freezing trap, let them get close, and then disengage to gain distance. A fire trap would be better for killing a much stronger enemy.
Aspects – I bind these to the number keys because you’ll change these more often than you would think. Hawk is your base aspect, viper to regain mana, beast to finish off close enemies, monkey to avoid attacks, cheetah to move faster when not under attack, and so on.
Tracking – you get a small perk for tracking the type you’re attacking, but other than that you can see that type on your mini map. This helps in battlegrounds, and don’t forget to switch off of tracking hidden once the rogues reveal themselves, or if there aren’t any.
Talents ——-
It’s had to justify the other two trees, because Marksmanship is clearly the best option. However, PvP hunters may find it interesting to try out of dual spec Survival. Survival is not just melee moves, though there are a few good ones in there. It allows you a few better ways to stay alive against other players.
Beast Mastery is designed to be your anti-caster class, while Survival is more for handling melee players. Marksmanship is the best all around class for both PvP and PvE. But if there is any secondary tree to take on, it’s Survival for sure.
============ Death Knight ============
Summary ——-
With Wrath of the Lich King installed and with a level 55 character you can create DK’s on any server. They are level 55 heroic characters who go through a very unique campaign to get geared and learn a little backstory behind the Scourge and Lich King. Sadly, you can only have one per server, so think before you make one and before you decide what you will do with it.
The training takes place over different periods of time in a little area which is in the eastern are of the Eastern Plaguelands; I say this because during the game you should notice how the area is now abandoned. You can drop any of the papers you find from drops, and you can use the Crusader Skulls to make free potions before you leave. You also cannot leave the areas until you complete all the quests, and you want to because each quest rewards you with a blue item to go into each item slot, as well as talent points.
You learn that DK’s use Runes to limit abilities. You have two of each rune type: blood, frost, and plague. Using a rune or two sets off about a 5 second or so cooldown. So basically the runes just mean you can’t spam one move over and over. By focusing in one type or the other you essentially cut your effectiveness down to the two runes of that type, but it’s not like abilities don’t split runes either.
DK’s are heroic tanks that can dual-wield, use 2H swords or axes, but cannot use ranged weapons or shields. You can also hold a sigil to provide some benefit. Of course there are better tank classes, but DK’s can avoid a lot of attacks and only lack the ability to hold a shield, though most DK’s will choose to focus on DPS and self-healing. Lastly, you have the ability to give your weapons a rune, this is called Runeforging.
DK’s are based in Ebon Hold, a floating platform over the Eastern Plaguelands. You use your deathgate power to get there. From here you can buy corpse dust for ghouls and forge runes on your weapons, as well as seek training.
There are two glyphs of choice for ghouls. One minor glyph lets you summon ghouls without a body or dust. Another will give your ghoul a 40% boost in health and strength. The free ghoul glyph can be used by anyone, even for the two minute ghouls.
Combat ——
As mentioned, you have two runes of each type, meaning you can use up both of one then start using a few others until your runes of choice are ready to go. Be careful not to get twisted by the abilities that use one of two kinds of runes, if you think before you use these you may allow better combos.
Icy Touch and Plague Strike both cause diseases. These cause damage and effects but also can feed some of your abilities. The Pestilence and Blood Boil combo allows you to spread the diseases and then explode them for a nice area of effect damage. Death and Decay is your only other AoE spell early on.
No matter how you choose to fight, death grip, chains of ice, and death coil are your main abilities. Death grip is your only true ranged attack, but it only brings enemies closer. Chains of ice can be used to trap fleeing enemies and mainly in PvP to stop someone from moving around. Death coil is used either to heal or as a ranged attack. It’s easy to overlook, but the coil is one of only a few abilities to use your runic power, so use whenever you can.
You have three talent trees: Unholy, Blood, and Frost. Everyone chooses blood because you heal yourself. Unholy is the next popular choice because not only can you have a pet, you also move faster. I however like Frost because I think the abilities are easier to use, and a you have more runic power.
If you want to focus on one tree, here are things you need to know about the start of each:
Unholy – 5 for better dodge, and on the second tier you can reduce the cooldown of your Death Grip. If you don’t want that, consider getting the grip glyph which will erase the cooldown upon a XP or honor kill.
Blood – you mainly want the Rune Tap ability, which costs 11 points to get to. if you go all in for the other trees, you’ll still have enough to pick this up by 80.
Frost – must get the extra max runic power, then maybe some of the frost damage abilities if you’re partial to Icy Touch and Chains of Ice.
Last thing I’ll say is that Icy Touch and CoI are nice ranged abilities, and both can cause damage if you buy the Icy Touch glyph. There is also a Pestilence glyph which makes that ability a little more useful, especially when you consider that some of your abilities require diseases. Also don’t forget your non-damage glyphs which put nice effects on you.
======= Warlock =======
I only have a level 20 lock, so at this time I have little to say.
Summary ——-
Half mage and mostly damage over time (DoT) DPS, with special attention payed to their Fear abilities. Damage over time means they will cast a spell and the affliction will do the damage to the target. With your DoT spells on the target you can then use Fear to chase them away from you, or against the environment you can use other spells for more damage.
You can also specialize in your minion or your pure casting spells. Through your Life Tap you can convert health into mana, so rather than go all in for intellect you can just get stamina.
Talents ——-
Affliction enhances all your DoT spells. Demonology increases the power of your demons, health, and conjured items. And Destruction makes your casting spells much better. So locks have many ways in which to create DPS.
PvP is probably best for affliction, because you can just hit them with three afflictions, fear, and they will not last long. Demons are best for PvE, and casting is for whatever.

5 comments
Briefly buzzed over your article, there are over 8 dailies with the Argent tournament ones and all the faction, you could fill up your limit of 25 if you wanted…
@Linexeus: Have you SEEN how many really long and complete guides Brad has written? He is definately a video game authority. Come back once you've written over a thousand pages of game guides.
@Gruppa: Isn't yo mama like 4 years late?
This article is FULL of incorrect statements. Obviously written by someone who has played only a minimal amount of WoW. Next time maybe get a long term player to write the article.
Isn't this article about 4 years too late?
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