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Combat Mechanics | Spell & Ability Basics | Monster Basics | Duels | Player vs. Player Combat | Surviving PvP
Monster Claiming
The first player or group to damage a monster will "tag" that monster. When the tagged monster dies, that player or group will get the experience and loot from the kill. Other players will be able to tell if a monster is tagged because its portrait will turn gray. Players are free to help kill the tagged monster, but they will receive no experience or loot from the kill. Even with help, the player or group who initially tagged the monster will gain full experience from the kill. In situations where a much higher level player helped with the kill, some of the experience reward will be reduced.
Example 1 : Level 10 player attacks level 10 monster, level 10 player helps - Player A gets full experience
Example 2 : Level 10 player attacks level 10 monster, level 30 player helps - Player A gets reduced xp
Rookie Mistakes - Max Number of Monsters
A common first mistake is trying to attack too many monsters at once. You need to determine the maximum number of monsters you can fight at one time, and stick to that number. Otherwise, you will continually attract too many monsters that will overwhelm and kill you! Often it's good to fight one monster at a time. If you are in a large party and are more powerful than your targets, you might be able to take on two monsters at once. If your party is good with spells and knows how to use certain spells that can disable monsters (like Sleep), you might be able to take on even more monsters. The point is to figure out your "max number of monsters". Don't get your party killed because you got overconfident and took on too many monsters. As you play more, you will learn how to judge this. Experienced "Pullers" can also help you out and teach you how to do this correctly (See Parties: Pulling for more information on what a "Puller" is).
Monster Chasing
You will likely be spending some time running away from monsters as you get accustomed to fighting in World of Warcraft. Running isn't something to be ashamed of: you should always run if you face a monster that is too powerful, or if you realize you don't have enough Health or Mana to fight the current monster. Run away! "/v flee"!
Monsters will only chase you for a specific distance before returning to their patrol area. So if you want to avoid a battle, keep running until they leave you alone. As you run, you can rotate the screen around to see behind you to know when you can stop running. Note, in instances monsters will not stop chasing.
Monster Healing
Some monsters can heal themselves, just as some players can. You will need to stun them, or finish them off quickly with powerful attacks before they can heal. Typically, stun abilities are the best to use for this situation.
Monster Health and Mana Regeneration
Monsters will quickly regenerate to full health and mana if you attack them and then run far enough away. This is to prevent cheesy hit-and-run tactics.
Monster Buffs
Like players, monsters have certain buffs they can cast on themselves to make themselves more powerful. You may discover this by watching them "buff up", or by reading the combat log and screen for results of the fight. Whenever possible, cast a "Debuff" or "Dispel" ability on the monsters to remove their buffs. This will make the monsters easier to kill.
Monster Debuffs
Monsters often have special attacks which will place a "Debuff" on your character. Remove them as soon as possible. There are many different spells which can do this.
Spell Casting Monsters
Spell casting monsters, such as mages, are very dangerous. They can do a lot of damage in a short amount of time. Fortunately, they are typically very weak and can be quickly killed. Attack them first, and try to stun them if possible to prevent them from casting spells.
Fleeing
Some monsters will run away when they are near death. You should use abilities that prevent them from moving to halt their escape. Another possible way to deal with a fleeing monster is to use a ranged direct-damage spell, such as "Fireball", to kill them off as soon as they try to run.
Sleep or Monster Disabling Abilities
Some players have the ability to disable a monster for a limited amount of time with a spell, like "Sleep". Casters should only cast abilities, such as "Sleep", on monsters that are not currently being hit. This is because a direct hit will wake them up and waste the effect. Other members of the party should make sure that they don't wake up the sleeping or disabled monster until the time is right.
Fighting High Level Monsters
Players will find it more difficult to fight monsters that are a good deal higher in level than they are. A player's chance to hit and damage ("glancing blows") is reduced, while the monster's chance to hit and damage ("crushing blows") is increased.
Monster Spawning
In lower level areas, monsters will not immediately attack players as they spawn.
Other Information
Creatures will regenerate health and mana while evading. Monsters evade when they are stuck or when they cannot reach their target.
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