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WoW Rookie: Weapon mastery

Having the right weapon can make a world of difference in a players experience. Last time on WoW Rookie, we looked the types of weapons that each class can use and where to train the skill for them. Now just because you can use a weapon, doesn’t mean you should. This week we’ll examine what to look for in a weapon.

’s pretty important to keep your hands full. You have a weapon slots the bottom of your character sheet: Main Hand, Off Hand, Ranged, and Ammunition. Two handed weapons take up both the main hand and off hand slots. The off hand may hold a weapon if your class can dual weild, a , or an off hand item that either adds to your attributes or looks cool (such as Bouquet of Red Roses or a Iron Tankard.) I recommend something useful when adventuring, though ’s to see what folks come up with when roaming the city.

Ranged weapons are necessary for pulling single targets from a group of mobs, and are the primary damage sources for Hunters. Shamans, Druids and Paladins are woefully lacking ranged weapons. For quite some time their ranged slots will be empty. Toward the endgame they may pick up Totems, Idols and Librams, respectively that benefit their .

Primary attributes:

Your class helps to determine which weapons you should select. For example both a and a can tote one handed swords, but one never ever should you see a and a carrying the same sword. Even though a could carry a Wicked Mithril Blade, you should unrelentingly ridicule any that does. That weapon is armed with 6 Strength and Agility, which does a virtually no good all.

Each class should select weapons and armor based on their Specialization’s primary attributes:

  • Balance – Intelligence, Spell Damage, Spell Critical
  • Feral – Strength, Agility, Attack Power, Critical Strike**
  • Restoration – Intelligence, Healing*
  • – Agility, Attack Power, Critical Strike
  • – Intelligence, Spell Damage, Spell Critical
  • Holy – Intelligence, Healing*
  • – Stamina, Defense, Spell Damage
  • Retribution – Strength, Attack Power, Critical Strike
  • Holy – Intelligence, Healing*
  • Shadow – Intelligence, Spell Damage
  • - Agility, Attack Power, Critical Strike
  • Elemental - Intelligence, Spell Damage, Spell Critical
  • Enhancement - Strength, Attack Power, Critical Strike
  • Restoration - Intelligence, Healing*
  • - Intelligence, Stamina, Spell Damage, Spell Critical
  • Arms/Fury - Strength, Attack Power, Critical Strike
  • - Stamina, Defense*

* If you really want to, you can level as Holy, or Restoration. Unless you have a solid group that you spend a lot of time running with, however you might want to think twice about . with one of these specializations tends to be a slow, painful, and unduly arduous process.

** Weapon speed and weapon damage will not affect a Feral ’s damage whatsoever. Your weapon speed and damage are based on your level. Look specifically for the and other attributes when selecting a weapon.

Consider the members of your other members of your party when selecting an action on a dropped item. Over the weekend Venomstrike dropped from Wailing Caverns while doing a run through with my . Since ’s an awesome and very rare weapon, I’ almost ashamed to have . Had I selected need (rolled) on when there was a in the group, I would spend be bullet-proofing my right about now.

Weapon speed:

Weapons are all assigned a weapon speed that determines how fast you swing . The faster the weapon speed the better right? No, not really. A ’s off hand weapon should be very fast, but a main hand weapon should be slower. Any time a special ability such as Sinister Strike, a ’s Mortal Strike, and a ’s Storm Strike require a slow weapon speed.

, , and Effects:

Once you have a good weapon, you may be able to make better. Each weapon can be blessed with one permanent and one temporary buff. Permanent weapon enchantments are an absolute must in the endgame, but should also be considered when . The high-end ones can be quite expensive, but you should consider modestly priced when . As an extra added bonus, they often make your weapons glow!

Thottbot has separate lists of enchantments for (one-handed) weapons, two-handed weapons and Sheilds. Check them out before seeking an enchanter, so that you can pick up the necessary reagents for the spell. And don’t forget to !

Sharpening Stones, Weight Stones, Weapon-, and Poisons all qualify as temporary . Keeping these on your weapons whenever you’re questing can be highly beneficial.

A word on wands:

Caster types, Mages, Priests, and Warlocks use wands as their ranged weapons. These are handy because they require no mana and no ammunition. Wands can be used range or in toe-to-toe combat. Wands require a bit of concentration to use. By shoot, attack is turned on and takes a few moments for the wand to go off. These cannot be used on the move like other weapons. You must also stop shooting in order to spells.

Casters should pick up a wand as soon as possible. There are several low level wands that , but the crafted Lesser Wand and Greater Wand are excellent their respective levels. Check for these on the house, or have a friendly enchanter hook you up with one.

Final Thoughts:

Keeping your weapons caught up to your level is incredibly important, especially for DPS . The that “green” that randomly from random mobs in the world are often much lower than your level. This makes them useful, but not ideal for upgrades. A better solution might be to put these on the house and then purchase weapons using that medium that are more appropriate to your level. Blacksmiths may craft weapons.

The best way I’ve found to upgrade gear us usually by running and picking up quest rewards and superior quality boss drops. You can use resources like Thottbott and Wowhead to you find weapon upgrades and determine what you need to do to get them.

Choosing a weapon can be somewhat overwhelming. Don’t be afraid to ask a veteran of your class for on which weapon you should select. Having the right gear can make the difference between successful and laying your head on your keyboard in despair.

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