Solo Travel
Class and Racial Playstyles Guide
By Raeiphon
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Races:
alliance:
Human
Bonuses: Stealth detection skill, sword and mace specialization, +10% spirit increase, x1.5 reputation gain
Playstyle:
Humans are a jack-of-all-trades race. The sword and mace specialization is minor, but suits both warriors, paladins, priests and rogues. All of which the
race allows as a class. The spirit increase is pretty major at endgame and a spellcasters love. Stealth detection skill allows
for rogues to detect higher level rogues, and other classes a decent chance at detecting rogues. Perception 95% breaks Shadowmeld (Night elf racial). Humans
start off with base skills generally equal or on an offset of 2,3 depending on class.
Good race for Paladins, Warriors and Priests.
Night Elf
Bonuses: +1% dodge chance, +10 passive nature resistancre, +50% speed increase upon death, ability to go into improved stealth at any time but must remain
immobile
Playstyle:
Night elves are possibly one the best Rogue classes, and have everything a Priest would want aswell. The extra dodge may not seem like much, but as far as
rogues are concerned, something is better than nothing. +10 nature resist may not be the most bright thing of the race, but it can provide early advantages
against mob spellcasters of the type. Improved stealth (shadowmeld) is possibly one of the best racial traits in the whole game, this mode allows you to do a
variety of actions in it (all are passive) which can greatly benefit any class.
Good race for Rogues, Priests, Hunters.
Gnome
Bonuses: +15% intellegence bonus, ability to negate speed/movement imparing effects, +10 arcane resistance, +15 engineering bonus
Playstyle:
Gnomes have racial abilities which will not benefit you at all in the lower levels. As you rise however, you'll really begin to feel the +15% intellegence
bonus, and you'll be using Escape Artist at every chance you can get in PvP. +15 engineering bonus is an absolute godsend - engineering is a major endgame
PvP skill and this allows you to create objects alot faster, with greater efficiency and less cost.
Good race for all spellcasters.
Dwarves
Bonuses: Stoneform ability (While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 5% and speed reduced to 70%
of normal. Lasts 20 sec. - 3 min cooldown), +5 skill with Guns, +10 cold resistance, treasure chest tracking skill
Playstyle:
Dwarven racial abilities relate alot to gnomes - useless at the beginning of the game, but reap benefits as you gain levels. Stoneform is very good for
negating the highly damage dealing buffs endgame players/monsters can afflict on you, and +5% armor can be a small help. Treasure tracking is only relatively
useful for quests - as chests generally tend to yield poor results and items.
Good race for Warriors, Paladins.
horde:
Orc
Bonuses: Blood Fury (Activate to increase base melee attack power by 25% for 15 sec but take a 25% decrease in base melee attack power for 45 sec after
Bloody Fury wears off - lasts 15 sec - 2 min cooldown.) ability, +25% resistance to stun/knockout effects, +5% hunter pet melee damage, +5 to axes
Playstyle:
Orcs are a generally melee balanced race, the +5% to hunter pet damage is nothing significant. Blood Fury is also one of the best racial traits in the game
for any melee based class (rogues in particular, i believe this stacks with slice and dice), +5 in axes isnt really all that great, but +2.5% chance to hit
isnt too bad either.
Good race for Warriors, Shaman, Rogues.
Troll
Bonuses: Beserking (attack and casting speed by 25% but take 10% more damage in the process - lasts 20 sec - 2 min cooldown) ability, +10% additional
regeneration of health (10% of normal regen including bonus continues during combat), +5% damage to beasts, +5 throwing weapons
Playstyle:
Trolls are a rogue and hunter race. They yield amazing agility base stats, which is essential to both classes. Beserking is brilliant ability to use in the
endgame, as high critical rates and high damage melee allow this skill to shine in its best. Throwing weapons +5 isnt brilliant at all, infact it's possibly
one of the most useless racial abilities in the game, but +5% damage against beasts is practically like having a lesser beastslayer enchants on all of your
weapons - all the time - for free.
Good race for Hunters, Rogues.
Undead
Bonuses: Will of the Forsaken (Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep - lasts
5 sec - 2 min cooldown) ability, Cannibilize (Consume a humanoid or undead corpse to regenerate 45%+ of your health over 10 sec), +300% underwater breathing
time, +10 shadow resistance
Playstyle:
Undead yield a good race for any class they support. Will of the Forsaken is the best racial PvP trait in the game, allowing you to escape from death
sentence situations where no other could. Cannibilize is practically a free heal every two minutes if you're PvPing or PvE'ing humanoids. +300% underwater
time rocks for exploring sunken ruins, which can yield amazing grinding opportunities and brilliant treasure rewards.
Good race for Anything.
Tauren
Bonuses: War Stomp (Stuns up to 4 enemies in a melee range for up to 2 seconds), +15 herbalism bonus, +5% max hp, +10 nature resistance
Playstyle:
Taurens are THE warrior race. Warriors and druids are the Tauren's strong suit. War stomp is practically a get-out-of-death free card, +15 herbalism allows
for picking of rare herbs alot faster, +5% max hp is a godsend at endgame.
Good race for Warriors, Druids, Shaman.
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Class Playstyles
Warrior
Transpose Rage into Damage
Warriors are the panzer tanks of wow - both strong and deadly, you can guarantee victory against anything your own level or under with the right equipment
and skill. Warriors are not as generic as they are in other games, they are possibly one of the hardest classes to spec for and require a high upkeep as
equipment is churned through a warrior like a hot knife through butter.
Pros: High damage, soaks high damage, easy to play
Cons: Huge equipment upkeep, not good at dealing with many mobs
Warlock
Transpose Mana into Semi-Direct Damage (DoT)
Warlocks pretty much turn health into mana, which they then transpose into massive damage over time spells. Warlocks also get snazzy pets at intervals of 10
levels (excluding Imp) which can be used to tank, seduce, silence and even raise your stamina by huge amounts. Warlocks can conjure high healing health
stones, and can act as a priest with soulstones if one isnt present. Warlocks are circulated around damage dealing, but can be used for crowd control and can
be healers if need be.
Pros: High damage over time spells, strong pets
Cons: fairly hard to play, not good at dealing with multiple mobs, guzzles mana like a diesel engine
Druid
Transpose Mana into Health, Damage and Semi-Direct Damage (DoT)
Druids are a jack-of-all-trades-good-at-none class. Druids can act as a Priest, Warrior and a Rogue. Generally Druids are hard to play, as managing each form
effectively is a skillful job. They can do decent healing in normal form, decent damage as a Warrior in Bear form, quick, large damage in Cat form as a
Rogue. Choose this class if you cant choose between the three and have a high patience and lots of time.
Pros: Three classes in one, good endgame PvP, travel form
Cons: fairly hard to level, guzzles mana
Paladin
Tranpose Mana into Protection and Healing
Paladins are healing melee players. Alot like shamans, but less magical damage. Paladins are mainly orientated around melee, but have some decent magical
attacks and even a limited invunerability spell, and can act as a priest if need be. They also have a second chance skill, which allows you to use all your
mana into direct healing on yourself or a friend, to keep them alive if they are near death.
Pros: Able to heal self, good melee, good buffs
Cons: equipment burner, mana guzzler
Shaman
Transpose Health and Mana into Direct damage
Shamans get totems, are adept melee machines, can heal themselves and just generally rock. Shamans are PvP gods at endgame, few classes can solo a shaman. A
shaman can attack from range and with melee, so he always gets the good end of the bat and even has a ressurection spell. What more do you want?
Pros: Able to heal self, massive damage output, travel form, able to decimate players/mobs several levels higher with ease
Cons: guzzles equipment, guzzles mana, tendancy to get grouped in PvP
Hunter
Transpose Mana and Pet Focus into Direct and Semi-Direct damage (DoT)
Hunters get pets, strong pets which can sometimes match or succeed your DPS. Pets require low upkeep, and are generally a hunters soul. Hunters get high
damage/sapping stings (serpent, viper and wyrven) and can take multiple mobs at once with no problem. They are generally range attackers, but survival spec
hunters can double as tanks and can even decimate a stealthed rogue at close range.
Pros: Pets, Strong survival tree, low upkeep
Cons: very dependant on player skill, ammo guzzler
Mage
Directly transpose Mana into Direct & Semi Direct damage
Mages are incredible damage dealers. Roughly, 1 point of mana can cause above 12 damage at level 60. They're fairly easy to level if geared properly, and are
PvP killing machines where a shaman isnt availible. They have the ability to conjure food and water, thus being a fairly self-reliant class. Mages can stand
up to shamans of their own levels and hold their ground, but a mage without mana is like a hunter without his pet. As a mage, you must have mana management
skills or you will surely fail.
Pros: Insane damage output, alot of speed affecting debuffs, ability to conjure food/water
Cons: Inept melee skills, absolute mana guzzlers, requries definate skill to use effectively
Priest
Directly transpose Mana into Direct Healing or Semi Direct Damage & Direct damage & Direct Party Healing (whew, mouthful)
Priests are generally very weak, and insanely hard to level at the beginning of the game, as they have slow casting times and mainly healing spells with a
few DoT's. However, at the endgame, if one invests into the shadow tree talents, can become a face-melting, insane damage machine that none other can match.
Imagine healing yourself over time, constantly while afflicting huge amounts of damage onto the enmies. Your party is also healed, and you get to melt faces!
How cool is that? Thats what a shadow priests offer.
Pros: Always wanted in parties (shadow or holy), amazing endgame shadow talent tree, perfect healer
Cons: Insanely hard to level, solo leveling is not an option
Rogue
Directly transspose Energy into Direct & Semi-Direct damage (DoT minor)
Rogues are the damage-per-second class. Enough said. An endgame rogue is capable of tearing down any class, any race, any faction. With ease. Within a few
seconds in odd cases. Rogues are THE standard melee pvp gods. But this comes with a price - rogues suffer a HP loss, and thus fall very quickly to attacks
other classes can easily stand.
Pros: God-like dps, ability to stealth (sneak), no mana management required
Cons: Hard to level, lowered hp
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Usage of this guide
Unsure on what race is best for your class? Unsure of what class you want to be? This guide will sort all this out. I have done my best off my 7 months
playing wow to explain what each class uses as its main damage source, and what race will suit the class you are choosing.
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FAQ
1) "Transpose", what does it mean?
1a) Transpose practically means the conversion of the unit to another unit, so Directly tranpose Mana into Direct Damage (mage) would simply mean that Mana
is used as the main damage source. Some may find this useful if they are just beginning to start wow and are very technical.
2) Some information is wrong!
2a) In that case, please dont hesitate to post in this thread to tell me whats wrong, and I'll edit the guide accordingly if I find you are right.
3) I dont agree with you on —–!
3a) That, alas is your personal opinion. Feel free to post it, but dont expect me to add it to the guide unless I feel it's really nessecary.
4) Can I take this off MPS?
4a) No.
A.I.R. Gallery is pleased to offer a new opportunity: OPEN A.I.R. 2009. We invite all women artists, curators and other art professionals to submit curatorial proposals for a one-month exhibit to be held at A.I.R. Gallery in Gallery II and/or III during the 2009-2010 season.
DEADLINE: Proposals must be postmarked or hand delivered to the gallery on or before July 1, 2009 at 6pm. Proposals submitted online must be received by 11pm on July 1, 2009.
Art critic Carey Lovelace wrote in Art in America in 2007: “Since 1972, the trailblazing A.I.R. Gallery in New York, the world’s first women’s art gallery, has provided quiet support for those operating outside the art world’s market-obsessed precincts.” In October 2008, A.I.R. opened a new, expanded space at 111 Front Street in the DUMBO neighborhood of Brooklyn. Each year, A.I.R. holds more than twenty month-long solo exhibitions and at least four month-long curated group exhibits in its three gallery spaces. In addition, the gallery hosts a range of public programs and workshops. Artists working in a variety of media, at various points in their professional development make up our New York Artists, National Members and Fellowship Artists. OPEN A.I.R. will continue the gallery’s mission – to exhibit work of quality and diversity by women and to provide leadership and community to women artists and art professionals.
GUIDELINES & ELIGIBILITY: Proposals must include at least 50% women artists. All women worldwide, regardless of age, curatorial experience, or place of residence are encouraged to apply. Artists may choose to include their own work in the exhibition. Work in all media and materials may be submitted. Exhibitions must include two or more artists. Artists are encouraged to include one or more A.I.R. Artists in their exhibition (see Artists section) Gallery floor plans are available HERE
APPLICATION PROCESS:
* Fill out contact information.
* Submit an exhibition proposal of 750 words or less.
* Submit five (5) images of work by artists to be included in the exhibit. More than one image may be included for an artist, but the total number of images in the application package may not exceed five.
* Submit your bio or resume.
* Enclose SASE if you would like your materials returned (not for online application).
* Enclose $30 Application Processing Fee.
COMMITMENT & BENEFITS: A.I.R. will publicize the exhibit and produce an announcement card or pamphlet. The curator is responsible for writing a press release with the assistance of the gallery director, being present during the installation and de-installation of the exhibit and for giving a talk during the show. A.I.R. does not provide travel costs for artists or curators, but, depending on the availability of funds, the curator may receive up to $500.
SELECTION & NOTIFICATION PROCESS: A.I.R. Gallery’s New York Artists and the Gallery Director will select the exhibition proposal to be realized in the gallery. Proposals will be judged primarily on the quality of the work submitted and the written curatorial proposal. A second finalist’s proposal will be realized in virtual form on A.I.R.’s website during the 2009-2010 season. Artists and curators will be notified of the selected exhibition(s) by email before August 1, 2009.
IMAGE GUIDELINES:
DIGITAL: Submit digital images online or on CD. Jpg files only. File names should be your telephone number followed by the image number (i.e. 2122556651-1.jpg, 2122556651-2.jpg). Images should not exceed 1000 pixels x 1000 pixels or 300k in memory. All images should be oriented correctly.
VIDEO: Submit 3 minutes or less on DVD that is playable on a computer and on a DVD player. A.I.R.’s website does not accept video uploads. DVDs must be mailed or hand delivered to the gallery on or before July 1, 2009 at 6pm.
http://www.airgallery.org/index.cfm?fuseaction=main.page&pagename=openair&pageid=148
Tags: brooklyn, curators, DUMBO, gallery, proposals, submissions, women
