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Combat Mechanics | Spell & Ability Basics | Monster Basics | Duels | Player vs. Player Combat | Surviving PvP


Learn more about spells.

Sitting
Sitting characters will stand up immediately after an attack, even if stunned.

Controls
Learn everything you can about controls so that you can improve your play. Don't forget that you can

cast spells on yourself easily by holding down alt and pressing the hot key for the spell.

Using Spells or Abilities While In Combat
While you're in combat, some abilities or spells will not work. If this is the case, a spell will say

so on its description or inform you via an error message.

Melee Range
If you wish to fight in melee combat, make sure you are in range to hit the monster. Sometimes it can

be hard to tell if you're out of range or not but look for red warning messages informing you that

you're out of range.

Spell Range
Try to cast spells on monsters to initiate combat at the maximum spell range. Move far away from a

monster, then move closer while continuing to click the spell icon. Once you get within range you

will be able to cast. This space will allow you to cast another spell right after the first one

because the monster will still be running to attack you.

Facing the Right Direction
Some spells or abilities require you to be facing the enemy head on or from behind. If you are not in

the proper position you will receive a warning message. You should reposition your character.

Weapon Switching
Switching weapons in combat triggers a 1 second global cooldown for all abilities for Rogues and a

1.5 second global cooldown for everyone else.

Damage Absorption
Damage absorption does not protect against falling, drowning, or fatigue damage.

Combat Log
Your combat log can be very helpful to inform you how you are doing and what is happening during

combat, and to test changes to combat via spells or item changes. Additionally, there are interface

mods made by the fan community which can provide you with combat analysis.

Monster Flee
Humanoid and certain other types of monsters run when they are about to die. Often they run for help.

You need to find some ability to stop them before they are able to draw other monsters into the

fight. You can use a direct damage (dd) spell, an ability that slows or stuns the enemy, or an

ability that holds a monster in place so that you can fight it. Otherwise you might have to fight the

fleeing monster's friends!

Some monsters will call for help when they are about to die.

Monster Spell casting
If a monster starts casting a spell such as Healing, you need to use an ability on it that interrupts

its spell casting. An example of this is the Paladin's Fist of Justice. There are other abilities

that can do the same, but you need to have them ready to use at the right moment.

You can sometimes tell what spell the monster is casting based on its casting animation and color and

game playing experience.

Number of Monsters
It's best to fight one monster at a time whenever possible as this will be the least amount of risk.

For more information on how to pull only one monster read the Parties: Pulling page.

Situational Awareness - Camera View
As you are fighting and moving around the world, rotate the camera around to check if you're about to

run into monsters or if monsters are coming toward you. Players that don't pay attention are likely

to run into unexpected monsters more often. If there are two or more players fighting the same

monster it's often good to fight face to face on either side of the monster so that each player can

watch out for additional monsters and warn the other player. If a monster is coming towards you and

might join in the fight, lead the current monster you're fighting away to a safe spot to fight. You

can do this by identifying the player that has currently attracted the attention (hate/aggro) of the

monster. That player then needs to back away or move to a safe spot to fight while the monster

follows them. Players with poor situational awareness typically die a lot.

Optimize Combat
Spend a lot of time practicing to optimize your combat. You should try to learn to do everything as

perfectly as possible during combat so that you (a) win the battle and (b) end the battle in the best

shape with health and mana. By perfecting your play (PP) you will become a better player, have an

easier time, and sometimes gain respect from other players due to your abilities.

Keys to perfecting your play:

Organize your action bar very well. Put your most used abilities on page one. Put abilities you use

less often on page two. Learn to switch quickly between bars during combat (using shift mouse wheel

or shift 2). Learn to use the hot keys for your action bar to cast spells more quickly. You may also

enable extra action bars through the Interface Options menu and bind them to keys using the Key

Bindings menu. This may help you avoid having to switch between action bars during combat.
Learn all of your abilities. Learn each ability so that you will know what it is used for and when to

use it. If you need help, talk to more experienced players of your class or read class strategy

guides.
Get your abilities and spells as soon as you can. A common thing to hear is, "oh I haven't got that

ability/spell yet." There are good reasons for this such as not having enough money for spells or you

need help on a quest. However, laziness shouldn't be the cause of you not having researched an

ability. Some abilities such as healing, resurrection, buffs, and cures are very important to a

party.
Damage over Time Spells (DoTs)
After casting a DoT on an enemy, watch the icons by the enemy's title bar to see when that DoT wears

off. Then use the hot key and cast it immediately again. Using this method, you can have your DoT

active for most of the battle.
Be active during combat
A common mistake is to start a battle and just sit back and watch. You should be using your abilities

as soon as they are available. There should be very little time between when the ability becomes

ready and when you use it. You will find that making little changes and being on top of things will

significantly improve your effectiveness in combat.

Other Information

You cannot eat or drink while in combat. You are now considered "in-combat" if any nearby monster is

engaged with you.

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