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		<title>Wipe Insurance: Am I Prepared?</title>
		<link>http://www.waranvil.com/world-of-warcraft-class-discussion/wipe-insurance-am-i-prepared/</link>
		<comments>http://www.waranvil.com/world-of-warcraft-class-discussion/wipe-insurance-am-i-prepared/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 14:15:25 +0000</pubDate>
		<dc:creator>Ederlinban</dc:creator>
				<category><![CDATA[Azerothian Times]]></category>
		<category><![CDATA[Class Discussion]]></category>
		<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[Hunter]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Shaman]]></category>
		<category><![CDATA[Warlock]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[WoW Noob!]]></category>
		<category><![CDATA[WoW Raider]]></category>
		<category><![CDATA[dps]]></category>
		<category><![CDATA[icc]]></category>
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		<category><![CDATA[noob]]></category>
		<category><![CDATA[raid]]></category>
		<category><![CDATA[Tank]]></category>
		<category><![CDATA[toc]]></category>
		<category><![CDATA[ulduar]]></category>

		<guid isPermaLink="false">http://www.waranvil.com/?p=928</guid>
		<description><![CDATA[
Welcome to the first edition of Wipe Insurance, Waranvil.com&#8217;s new raiding column. This will be posted every monday, so make sure you come back every week for new strategies, tips and tricks! This week we are going to discuss when you are ready to raid. So you&#8217;ve just dinged 80 and all you&#8217;ve heard about [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" src="http://images3.wikia.nocookie.net/__cb20091114060159/wowwiki/images/9/96/Lord_Marrowgar.jpg" alt="" width="510" height="372" /></p>
<p>Welcome to the first edition of Wipe Insurance, Waranvil.com&#8217;s new raiding column. This will be posted every monday, so make sure you come back every week for new strategies, tips and tricks! This week we are going to discuss when you are ready to raid. So you&#8217;ve just dinged 80 and all you&#8217;ve heard about since level 5 is endgame raiding &#8211; many people will tell you its where the real game is, you level up and may even do some raids at your level along the way. But entering the current endgame raiding is different. Theres tiers, caps, stat weights, enrage timers, gearscore, jerks, death knights in full tier 9 doing 2k dps (Theres a lot of them&#8230;), casual, hardcore, no-lifers, hard modes&#8230;its enough to make your head spin.</p>
<p><span id="more-928"></span></p>
<h3><strong>What should you run?</strong></h3>
<p>The number one thing I can recommend to people who want to start raiding is to know your limits.<br />
The way blizzard tunes instances (Gearwise anyway) is so that it is just hard enough for people wearing gear from the last tier of content (and assuming a reasonable amount of skill). The problem with this is&#8230;people want the newest gear and freshly dinged 80&#8217;s want to run ICC. If you get into that ICC 10 group in your Naxx 10 or Uld 10 gear, there is a very (very) good chance you will not be up to the minimum requirements for that instance. This, boys and girls, is a carried player. Being carried will not get you invited back to runs, and it will most likely put you on a few players ignore lists, hurting your future raiding attempts &#8211; even after  you have the gear to pull your weight. Stay in your bracket and get gear, it doesn&#8217;t take long to move up the ladder.</p>
<h3>Disclaimer: The badge leap</h3>
<p>When WotLK first came out, there were 2 badge types you could get: Heroism and Valor. You got heroism from running heroics, and the 10 man tier 7 raids. The gear you got from badges was on par with running the raid content. These days, you can get a full set of tier 9, and its 25 man counterparts (245 gear) just from chain-running heroics. Thats great, its a great way to gear up -  but I still suggest doing the tier 7/tier 8 raids before jumping straight into ToC or ICC, they give excellent experience in your class and in raiding techniques. Below are the raid tiers and a dps mark of where you should be to do them. These are numbers are based on the way the encountered are tuned and failure to meet them may lead to your raid having difficulty. Think of it this way &#8211; if you dont meet the minimum, everyone else in the raid has to work harder to make sure it succeeds.</p>
<p><em><strong>Tier 7</strong></em></p>
<ul>
<li>Tier 7 is the entry level raiding tier in wrath &#8211; as such, the gear requirements are lax and you can pretty much jump into these raids with heroic gear.</li>
<li> This tier comprises of Naxxramas, Obsidian Sanctum and The Eye of Eternity. To run tier 7, you can pretty much be a fresh 80. A few heroic drops, some level 200 craftables &#8211; your good to go. The main purpose for these raids is to wet your feet in raiding, give you a taste of its glory. By the time you have completed these raids and gotten a few pieces &#8211; you will be ready for the 25 man version of tier 7 and the 10 man Tier 8 stuff.
<ul>
<li><em>Fasttrack: The ToC 5 man dungeon will drop Naxx 10 level gear in normal mode and Ulduar 10 in normal. The ICC 5 man dungeons also drop Ulduar 10 level gear on normal. These are a great way to get gear without raiding the tier 7 stuff.</em></li>
<li><em>DPS Mark: 1.5-2.5k</em></li>
</ul>
</li>
</ul>
<p><em><strong>Tier 8</strong></em></p>
<ul>
<li>Tier 8 is comprised of the Ulduar raid, which is an amazingly well done raid that most players these days will never do. The prerequisites for this tier are gear from Tier 7 or higher.
<ul>
<li><em>Fasttrack: The ICC 5 man dungeons drop ToC 10 level gear on heroic. If you are in mostly Tier 7 or ToC 5H/ICC 5N gear these heroics are manageable and an excellent way to gear up.</em></li>
</ul>
<ul>
<li><em>DPS Mark: 2.5-3.5k</em></li>
</ul>
</li>
</ul>
<p><em><strong>Tier 9</strong></em></p>
<ul>
<li>Tier 9 is comprised of Trial of the Champion , which gets a real bad rep, and Onyxia&#8217;s Lair 2.0 (Which is easy if you understand the basics of movement) . Once you have farmed tier 8 or heroics, this will probably be where most of your upgrades are. As I said before, I highly suggest you do the previous tier raids before this. There is not a whole lot of room for error in these fights &#8211; you need to know how to play your class, what your utility is and how not to stand in the fire/slime/cloud.
<ul>
<li>DPS Mark: 3.5-5.5k</li>
</ul>
</li>
</ul>
<p><em><strong>Tier 10</strong></em></p>
<ul>
<li>Tier 10 is the final tier of raiding in Wrath, and is comprised of Icecrown Citadel and the soon to be released Ruby Sanctum.|<br />
Icecrown Citadel is the culmination of all that  you have done in wrath, and the fights are great &#8211; but some of them come with serious gear and skill checks.</p>
<ul>
<li>DPS Mark: 5.5k-7.5k</li>
</ul>
</li>
</ul>
<p>With the badge changes in this expansion, it will be easy to get geared in a matter of time, but until you meet the gear requirements &#8211; try to resist the urge to go into runs you are not ready for. Now, I am a firm believer that skill heavily outweighs gear, and that a 200 piece can be better itemized than a 219, it happens. This brings me to my next point.</p>
<h3>Know your class.</h3>
<p>I know you know your class, but do you really <em>know</em> your class? Do you know what buffs you bring to the table? Is your spec giving you the best tools you need to do your job? Are you stacking stats that give you more of what you need to do your job?</p>
<p>Ok, I&#8217;m probably going to catch some flack for the numbers above, but if you are in a gear setup that the instance is tuned for (see above), you should not have problems meeting these numbers. If you are in all ToC 10 and 25 gear and can just barely hit 3k, ask yourself &#8211; &#8220;Do I really know my class?&#8221;. Blizzard tunes the enrage timers and add health around what they expect (from lots of data gathering) players wearing a certain gear setup to put out.</p>
<p>If you happen to be a tank, here are some numbers that are good checkpoints to START tanking a specific raid.Keep in mind these numbers are unbuffed. As you can see, health requirements scale up significantly, this is due to bosses progressively hitting harder as you go up in tier.</p>
<p><em>Minium Tank Requirements per instance: (ALWAYS at least 540 defense.)</em></p>
<ul>
<li> Heroics/Naxx 10: 20-23k health, 20-30% avoidance, 20-23k armor.</li>
<li> Naxx 25/Ulduar 10: 23-25k health,30-40% avoidance, 22-25k armor.</li>
<li> Ulduar 25/ToC 10: 27-29k health, 40-50% avoidance, 25-27k armor.</li>
<li> ToC 25: 33-35k health, 45-50% avoidance, 27-28k armor.</li>
<li> ICC 10: 35-38k health, 45-55% avoidance, 29-30k armor.</li>
<li> ICC 25: 39-44k health, 50%+ Avoidance, 30k+ armor. (The icecrown numbers reflect the current 20% buff).</li>
</ul>
<h3>Be prepared.</h3>
<p>There are mountains of information out there regarding raids, bosses and abilities. Videos, if you like to watch &#8211; text guides otherwise! Its all out there, It will even be here in this column. Theres no excuse for going into a run dry &#8211; if you have at least a passing familiarity of what the encounter is like, it will go a little smoother when you attempt it. Also, if this is content that is challenging for you (or geared towards you) be prepared with consumables. Bring your own flasks, pots, elixirs and food. Most groups will provide fish feasts, but is that the best food buff you can get? Always try to do your best.</p>
<p><em>Ok,I&#8217;m Ready! I got my flasks, know my class, and studied the encounters!</em></p>
<p><em><strong>Great! Come back next week when we discuss the art of being a good pug, and until then happy raiding!</strong><br />
</em></p>
]]></content:encoded>
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		</item>
		<item>
		<title>3.1.2 Releases Today</title>
		<link>http://www.waranvil.com/uncategorized/312-releases-today/</link>
		<comments>http://www.waranvil.com/uncategorized/312-releases-today/#comments</comments>
		<pubDate>Tue, 19 May 2009 15:39:57 +0000</pubDate>
		<dc:creator>Ederlinban</dc:creator>
				<category><![CDATA[Azerothian Times]]></category>
		<category><![CDATA[Fan Art]]></category>
		<category><![CDATA[Forum Watch]]></category>
		<category><![CDATA[Game News]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Humour]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Shaman]]></category>
		<category><![CDATA[Site Update News]]></category>
		<category><![CDATA[Warlock]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[WoW Explorer]]></category>
		<category><![CDATA[uncategorized]]></category>

		<guid isPermaLink="false">http://www.waranvil.com/?p=772</guid>
		<description><![CDATA[
Hey all, its patch day again!
Now before you go running screaming into the night and threatening to cancel your account, lets note that its just a minor patch &#8211; but it brings some nice changes.
Big General Changes:

The long awaited equipment manager has made it live.
Gear now scales SotA and Wintergrasp vehicles.
Wintergrasp quests are now weekly [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a title="serverdown" rel="lightbox[pics772]" href="http://www.waranvil.com/wp-content/uploads/2009/05/wowerrorbe2.jpg"><img class="attachment wp-att-773 centered" src="http://www.waranvil.com/wp-content/uploads/2009/05/wowerrorbe2.jpg" alt="serverdown" width="415" height="102" /></a></p>
<p>Hey all, its patch day again!</p>
<p>Now before you go running screaming into the night and threatening to cancel your account, lets note that its just a minor patch &#8211; but it brings some nice changes.</p>
<p>Big General Changes:</p>
<ul>
<li>The long awaited equipment manager has made it live.</li>
<li>Gear now scales SotA and Wintergrasp vehicles.</li>
<li>Wintergrasp quests are now weekly instead of daily.</li>
</ul>
<p>A few class tweaks and bug fixes in the full notes included after the jump.<br />
<span id="more-772"></span></p>
<p><span style="font-family: arial; font-size: x-small;"> <strong>General</strong> </span></p>
<ul>
<li>
<ul><span style="font-family: arial; font-size: x-small;"> </span></ul>
<p>When enabled from the Interface Options menu, this feature will allow players to store sets of equipment, easily swap between saved sets using hotkeys, and pull items directly from backpacks or bank slots (must be at the bank to equip inventory from the bank).</li>
<li>Equipment Manager</li>
<li>New art textures have been added for Argent Tournament mounts. Any mounts already purchased from the Argent Tournament vendors will be updated automatically. Argent Tournament mounts with the old textures will still be available for purchase from the Argent Tournament vendors for a small Champion&#8217;s Seal and gold cost (standard faction requirements apply).</li>
<li>Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.</li>
</ul>
<p>PVP</p>
<ul>
<li>Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator&#8217;s gear. Power scaling is now 1% damage and 1% health per average item level.</li>
<li>All Lake Wintergrasp daily quests have been changed to a weekly format. The honor and Stone Keeper&#8217;s Shards rewarded for completing these quests have been increased to compensate.</li>
</ul>
<p>Death Knights</p>
<ul>
<li>Improved Death Strike: This talent now also increases the healing from Death Strike by 25/50% and the tooltip has been adjusted to reflect the actual functionality after the hotfix in 3.1.0.</li>
<li>Ghoul Frenzy: Now has a 10-second cooldown.</li>
</ul>
<p>Druids</p>
<ul>
<li>Innervate: This ability has been redesigned to grant 450% of the casting Druid&#8217;s base mana pool to the target over 20 seconds.</li>
<li>Improved Moonkin Form: Now grants 10/20/30% of spirit as spell power.</li>
</ul>
<p>Hunters</p>
<li>Disengage: Cooldown reduced by 5 seconds.</li>
<p>Mages</p>
<ul>
<li>Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied.</li>
</ul>
<p>Paladins</p>
<ul>
<li>Blessing of Wisdom and Greater Blessing of Wisdom: Now grant 92 mana per 5 seconds to prevent being overwritten by Mana Spring Totem.</li>
<li>Exorcism: Can no longer be used on player-controlled creatures.</li>
</ul>
<p>Priests</p>
<ul>
<li>Divine Hymn: Healing and healing scaling reduced by 30%. Buff on affected players changed from 15% to 10%.</li>
<li>Renewed Hope: Effect can no longer be dispelled.</li>
<li>Soul Warding: Mana cost reduction is now 15% down from 30%.</li>
</ul>
<p>Warlocks</p>
<ul>
<li>Conflagrate updated: Consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 12 seconds of your Immolate, or 8 seconds of your Shadowflame. In addition, the increased critical strike chance of Conflagrate provided by this talent no longer requires the Immolate effect to have 5 seconds or fewer remaining on the target.</li>
<li>Fire and Brimstone: Now increases the damage done by your Incinerate and Chaos Bolt by 3/6/9/12/15% on targets afflicted by Immolate, and increases the critical strike chance of your Conflagrate by 5/10/15/20/25%.</li>
<li>Nether Protection reduced to 30% damage reduction, down from 60%.</li>
<li>Sacrifice (Voidwalker) redesigned: Sacrifices a portion of the Voidwalker&#8217;s health, giving its master a shield that will absorb X damage for 30 seconds. While the shield holds, spell casting will not be interrupted by damage. 1-minute cooldown.</li>
<li>Shadow and Flame: Now also includes Shadowburn.</li>
</ul>
<p>Warriors</p>
<ul>
<li>Juggernaut: Critical strike chance bonus reduced to 25%, down from 100%.</li>
</ul>
<p>Items</p>
<ul>
<li> Glyph of Innervate: Has been adjusted to grant the Druid 90% of his or her base mana pool over 20 seconds.<br />
Glyph of Mass Dispel: Now only decreases Mass Dispel cost by 35%.<br />
Glyph of Rapid Charge: Reduced to 7%, down from 20% cooldown reduction to Charge.</p>
<ul></ul>
</li>
<li>Arena weapons with an item level of 239 have had their rating requirements increased to 2350.</li>
<li>Darkruned Battlegear 2-Piece Set Bonus: The bonus critical strike chance for Frost Strike and Death Coil has been increased from 5% to 8%.</li>
<li>Furious Gladiator&#8217;s Staff and Furious Gladiator&#8217;s Greatstaff: The agility values on these two items were too high. They have been reduced by 50%.</li>
<li>Glyphs</li>
<li>Guise of the Midgard Serpent: The base attack power on this item has been lowered to balance it against items of a similar quality.</li>
<li>Increased the health and mana restored from Northrend food and drinks.</li>
<li>Most scopes now have a level requirement and will bind the item to which they are applied.</li>
<li>Nightsong Garb 4-Piece Set Bonus: Chance for Insect Swarm to trigger an instant Starfire changed to 15%.</li>
<li>Scourgeborne Battlegear 4-Piece Set Bonus: The runic power gain has been reduced to 5 runic power from 10 runic power.</li>
<li>Ulduar 10-player hard mode weapons have been updated to item level 232.</li>
</ul>
<p>Professions</p>
<ul>
<li> Jewel of the Sewers: You can now fish in all parts of the Dalaran sewers for this quest.<br />
Phantom Ghostfish: Can now be caught from Nettlefish schools in Sholazar Basin.</p>
<ul></ul>
</li>
</ul>
<p>User Interface</p>
<ul>
<li>For additional notes on Lua and XML changes please visit the <a href="http://forums.worldofwarcraft.com/board.html?sid=1&amp;forumId=11114" target="_blank">UI &amp; Macros forum.</a></li>
</ul>
<p>Bug Fixes</p>
<li>Death Knights</li>
<ul>
<li>Anti-magic Shell: Tooltip error corrected.</li>
<li>Blood Boil: If no target is available for Blood Boil to hit, the spell will now cast and consume a blood rune but generate no runic power.</li>
</ul>
<li>Druids</li>
<ul>
<li>Maim: Rank 2 of this ability is properly considered a stun and can be escaped by Blink.</li>
</ul>
<li>Hunters</li>
<ul>
<li>Go For The Throat: Explosive Shot critical strikes now trigger this talent.</li>
<li>Lock and Load: The tooltip has been corrected to display its actual chance to occur.</li>
<li>Rabid: This Hunter pet talent no longer lists a percentage chance to be triggered, as that chance varies by the attack speed of the pet.</li>
</ul>
<li>Paladins</li>
<ul>
<li>Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.</li>
</ul>
<li>Rogues</li>
<ul>
<li>Shadow Dance: Issues with action bars and ability use arising from using Stealth while Shadow Dance is active have been fixed.</li>
<li>Tricks of the Trade: To prevent exploits, this ability can no longer be cast on non-player targets.</li>
</ul>
<li>Warlocks</li>
<ul>
<li>Demonic Sacrifice: This spell will no longer appear in any Warlock&#8217;s spellbook.</li>
</ul>
<li>Professions</li>
<ul>
<li> Swordguard Embroidery: Now correctly increases ranged attack power.
<ul></ul>
</li>
<li>Tailoring</li>
</ul>
<li>Dungeons and Raids</li>
<ul>
<li>Ulduar
<ul>
<li>Hodir should now reset in a timely manner if a group fails to kill him.</li>
<li>10-player bosses that drop Runed Orbs will also sometimes drop the recipes that use those orbs.</li>
<li>The Spark of Imagination: Characters that release in part of the boss room will no longer be ported to Westfall or The Barrens.</li>
</ul>
<ul></ul>
</li>
<p><span style="font-family: arial; font-size: x-small;"> </span></ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Patch 3.1, Secrets of Ulduar &#8211; New Glyph Edition</title>
		<link>http://www.waranvil.com/world-of-warcraft-class-discussion/patch-31-secrets-of-ulduar-new-glyph-edition/</link>
		<comments>http://www.waranvil.com/world-of-warcraft-class-discussion/patch-31-secrets-of-ulduar-new-glyph-edition/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 12:10:36 +0000</pubDate>
		<dc:creator>Kiri</dc:creator>
				<category><![CDATA[Class Discussion]]></category>
		<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[Hunter]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Shaman]]></category>
		<category><![CDATA[Warlock]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[3.1]]></category>
		<category><![CDATA[gylphs]]></category>
		<category><![CDATA[Patch Notes]]></category>
		<category><![CDATA[ulduar]]></category>
		<category><![CDATA[warlock]]></category>

		<guid isPermaLink="false">http://waranvil.com/?p=669</guid>
		<description><![CDATA[

I don&#8217;t know about you folks, but I&#8217;m pretty excited about 3.1. Granted, since I&#8217;ve rerolled Priest and am only at level 70, I can&#8217;t take advantage of the new raid (although I might break out my Paladin for a sneak peak), but one thing I can take advantage of is the swathe of changes [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="attachment wp-att-670 centered" src="http://waranvil.com/wp-content/uploads/2009/04/secretsofulduar31changeseh.jpg" alt="Secrets of Ulduar" width="425" height="287" /></p>
<p style="text-align: center;">
<p style="text-align: left;">I don&#8217;t know about you folks, but I&#8217;m pretty excited about 3.1. Granted, since I&#8217;ve rerolled Priest and am only at level 70, I can&#8217;t take advantage of the new raid (although I might break out my Paladin for a sneak peak), but one thing I can take advantage of is the swathe of changes that have been made to my class, and of course the other classes. As we&#8217;ve said, Grim has also rerolled, bringing in his Mage, ditching his obsession with tanking for an obsession with massive numbers. He&#8217;s even gone so far as to respec Fire for levelling. Last night we were hacking up some corpses, and discussing the changes in 3.1, and the subject of Glyphs came up. I was complaining as usual about the lack of Discipline glyphs when Grim reminded me that we have a swathe of new glyphs arriving. So, filled with enthusiasm I headed onto Google and got looking for the glyphic goodness that would arrive with 3.1.</p>
<p style="text-align: left;">Read on after the break to see what we&#8217;re getting!</p>
<p style="text-align: left;">
<p style="text-align: left;"><span id="more-669"></span></p>
<p>First up, Glyphs:</p>
<p><strong><span style="color: #c41e3a;">Death Knight</span></strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Hungering Cold &#8211; <em>Reduces the cost of Hungering Cold by 10 runic power. </em></li>
<li>Glyph of Unholy Blight &#8211; <em>Increases the duration of Unholy Blight by 10 sec. </em></li>
<li>Glyph of Death Coil &#8211; <em>Reduces the cost of Death Coil by 8 runic power. </em></li>
<li>Glyph of Pestilence &#8211; <em>Your Pestilence ability now refreshes disease durations on your primary target back to their maximum duration. </em></li>
<li>Glyph of Howling Blast &#8211; <em>Your Howling Blast ability now infects your targets with Frost Fever. </em></li>
</ul>
<p>Now that is what I&#8217;m talking about.  Cost reductions aren&#8217;t really anything special, but the Glyphs of Pestilence, Howling Blast, and Unholy Blight are incredible. Unholy Blight can be devastating when used correctly, and the added duration makes it even more viable. Howling Blast infecting targets with Frost Fever is really good as well. Widespread plagues, anyone? In a similar vein, Pestilence will be excellent for keeping your main target in the hurt locker.</p>
<p><span style="color: #ff6600;"><strong>Druid</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Berserk -<em> Increases the duration of Berserk by 5 sec. </em></li>
<li>Glyph of Wild Growth &#8211; <em>Wild Growth now affects up to 6 targets.</em></li>
<li>Glyph of Nourish &#8211; <em>Your Nourish heals an additional 6% for each of your heal over time effects present on the target.</em></li>
<li>Glyph of Savage Roar &#8211; <em>Your Savage Roar ability grants an additional 6% bonus damage done. </em></li>
<li>Glyph of Typhoon &#8211; <em>Reduces the cooldown of your Typhoon spell by 3 sec. </em></li>
<li>Glyph of Barkskin &#8211; <em>Reduces the chance you&#8217;ll be critically hit by melee attacks by 1 to 0% while Barkskin is active.</em></li>
</ul>
<p>Ah. Now here we have a problem. My knowledge of the Druid extends to the fact that they have 4 year old models. Still, from my limited experience, Savage Roar has been given a significant buff with that Glyph, as has Wild Growth. In fact, it seems Druids have been given some pretty good options. There&#8217;s a distinct lack of &#8220;reduces cooldown&#8221; rubbish.</p>
<p><span style="color: #99cc00;"><strong>Hunter</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Chimera Shot <em>- Reduces the cooldown of Chimera Shot by 1 sec. </em></li>
<li>Glyph of Explosive Shot <em>- Increases the critical strike chance of Explosive Shot by 4%. </em></li>
<li>Glyph of Kill Shot &#8211; <em>Reduces the cooldown of Kill Shot by 6 sec. </em></li>
<li>Glyph of Explosive Trap -<em> The periodic damage from your Explosive Trap can now be critical strikes. </em></li>
<li>Glyph of Scatter Shot -<em> Increases the range of Scatter Shot by 3 yards. </em></li>
<li>Glyph of Raptor Strike -<em> For 5 sec. after using Raptor Strike, you take 20% less damage. </em></li>
</ul>
<p>The Glyphs of Explosive Shot and Trap should be a cause for happiness to all Survival Hunters everywhere. Raptor Strike looks pretty good, damage reduction is always welcome in PvP. Not too bad for those &#8220;Oh sh*t&#8221; PvE moments either.</p>
<p><span style="color: #33cccc;"><strong>Mage</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Deep Freeze -<em> Increases the range of Deep Freeze by 10 yards. </em></li>
<li>Glyph of Living Bomb &#8211; <em>The periodic damage from your Living Bomb can now be critical strikes. </em></li>
<li>Glyph of Arcane Barrage &#8211; <em>Reduces the mana cost of Arcane Barrage by 20%. </em></li>
<li>Glyph of Mirror Image -<em> Your Mirror Images gain the Winter&#8217;s Chill talent, granting their Frostbolt spell a 100% chance to apply the Winter&#8217;s Chill effect, which increases the chance spells will critically hit the target by 1% for 15 sec.  Stacks up to 5 times.</em></li>
<li>Glyph of Ice Barrier &#8211; <em>Increases the amount of damage absorbed by your Ice Barrier by 30%. </em></li>
</ul>
<p>Well, I know Grim will be happy about the glyph of Living Bomb! Ice Barrier stands to be a very powerful survival tool with that extra 30% of absorbtion. Mirror Image looks to be even more devastating with the ability to increase crit chance on the target as well.</p>
<p><span style="color: #ff99cc;"><strong>Paladin</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Beacon of Light <em>- Increases the duration of Beacon of Light by 30 sec. </em></li>
<li>Glyph of Hammer of the Righteous <em>- Your Hammer of the Righteous hits 1 additional target.</em></li>
<li>Glyph of Divine Storm &#8211; <em>Your Divine Storm now heals for an additional 15% of the damage it causes. </em></li>
<li>Glyph of Shield of Righteousness -<em> Reduces the mana cost of Shield of Righteousness by 1 to 6%.</em></li>
<li>Glyph of Divine Plea -<em> While Divine Plea is active, you take 3% reduced damage from all sources. </em></li>
<li>Glyph of Holy Shock &#8211; <em>Reduces the cooldown of Holy Shock by 1 sec.</em></li>
<li>Glyph of Hand of Salvation &#8211; <em>When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.</em></li>
</ul>
<p>Well&#8230; this is nice then. Hammer of the Righteous, Shield of Righteousness, Divine Plea and Hand of Salvation all seem to have become a Protection Paladins dream. Extra mana conservation, reduced damage taken and an extra target for the Hammer? Incredible. Holy Shock is a bit meh, but Divine Storm is even better with this new Glyph.</p>
<p><span style="color: #c0c0c0;"><strong>Priest</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Guardian Spirit &#8211; <em>If your Guardian Spirit lasts its entire duration without being triggered, your Guardian Spirit cooldown is reset to 60 sec. </em></li>
<li>Glyph of Penance &#8211; <em>Reduces the cooldown of Penance by 2 sec. </em></li>
<li>Glyph of Mind Sear &#8211; <em>Increases the radius of effect on Mind Sear by 5 yards. </em></li>
<li>Glyph of Hymn of Hope &#8211; <em>Your Hymn of hope provides 3 times the normal amount of mana per time, but its duration is 50% shorter.</em></li>
<li>Glyph of Pain Suppression &#8211; <em>Allows Pain Suppression to be cast while stunned.</em></li>
</ul>
<p>Good lord. That Guardian Spirit glyph is out of this world. Makes we want to spec Holy just so I can use it. Glyph of Penance, while only being a cooldown reduction is pretty nice since it&#8217;s the main Discipline heal. Hymn of Hope I&#8217;m not sure about, but time will tell. Pain Suppression is excellent.</p>
<p><span style="color: #ffcc00;"><strong>Rogue</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Killing Spree &#8211; <em>Reduces the cooldown on Killing Spree by 45 sec. </em></li>
<li>Glyph of Shadow Dance &#8211; <em>Increases the duration of Shadow Dance by 4 sec. </em></li>
<li>Glyph of Fan of Knives &#8211; <em>Increases the damage done by Fan of Knives by 20%. </em></li>
<li>Glyph of Tricks of the Trade &#8211; <em>Your Tricks of the Trade grants an additional 10% bonus damage to your target.</em></li>
<li>Glyph of Mutilate &#8211; <em>Reduces the cost of Mutilate by 5 energy. </em></li>
<li>Glyph of Cloak of Shadows &#8211; <em>While Cloak of Shadows is active, you take 40% less physical damage. </em></li>
</ul>
<p>Killing Spree looks good. That&#8217;s a very significant amount of time to have taken off the cooldown. Shadow Dance is excellent, as is Fan of Knives. Cloak of Shadows is incredible, and will end up being nerfed in short order.</p>
<p><span style="color: #0000ff;"><strong>Shaman</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Thunderstorm &#8211; <em>Reduces the cooldown on Thunderstorm by 7 sec. </em></li>
<li>Glyph of Feral Spirit &#8211; <em>Your spirit wolves gain an additional 30% of your attack power. </em></li>
<li>Glyph of Riptide &#8211; <em>Increases the duration of Riptide by 3 sec. </em></li>
<li>Glyph of Earth Shield &#8211; <em>Increases the amount healed by your Earth Shield by 20%. </em></li>
<li>Glyph of Totem of Wrath -<em> When you cast Totem of Wrath, you gain 30% of the totem&#8217;s bonus spell power for .</em></li>
<li>Glyph of Hex &#8211; <em>Increases the damage your Hex target can take before the Hex effect is removed by 20%.</em></li>
<li>Glyph of Stoneclaw Totem &#8211; <em>Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.</em></li>
</ul>
<p>Glyph of Feral Spirit is awesome. So is Earth Shield. And Riptide. And Hex. In fact, there is not a single new Shaman glyph that doesn&#8217;t impress me. Thunderstorm is a little dull, but hey it all helps with the mana regen doesn&#8217;t it?</p>
<p><span style="color: #800080;"><strong>Warlock</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Haunt &#8211; <em>The bonus damage granted by your Haunt spell is increased by an additional 3%. </em></li>
<li>Glyph of Metamorphosis -<em> Increases the duration of your Metamorphosis by 6 sec. </em></li>
<li>Glyph of Chaos Bolt &#8211; <em>Reduces the cooldown on Chaos Bolt by 2 sec.</em></li>
<li>Glyph of Demonic Circle &#8211; <em>Reduces the cooldown on Demonic Circle by 0.4 sec. </em></li>
<li>Glyph of Shadowflame &#8211; <em>Your Shadowflame also applies a 70% movement speed slow on its victims.</em></li>
<li>Glyph of Soul Link -<em> Increases the percentage of damage shared via your Soul Link by an additional 5%. </em></li>
<li>Glyph of Life Tap &#8211; <em>When you use Life Tap, you gain 20% of your spirit as spell power for 20 sec.</em></li>
</ul>
<p>I&#8217;ve always been underwhelmed by Metamorphosis. Does this make it any better? I don&#8217;t know. The whole ability seems rather lacklustre in my opinion. The movement slow on Shadowflame looks good, and Life Tap looks good as well.</p>
<p><span style="color: #993300;"><strong>Warrior</strong></span></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Glyph of Bladestorm &#8211; <em>Reduces the cooldown on Bladestorm by 15 sec. </em></li>
<li>Glyph of Shockwave<em> &#8211; Reduces the cooldown on Shockwave by 3 sec. </em></li>
<li>Glyph of Vigilance &#8211; <em>Your Vigilance ability transfers an additional 5% of your target&#8217;s threat to you.</em></li>
<li>Glyph of Enraged Regeneration &#8211; <em>Your Enraged Regeneration ability heals for an additional 10% of your health over its duration.</em></li>
<li>Glyph of Spell Reflection -<em> Reduces the cooldown on Spell Reflection by 1 sec. </em></li>
<li>Glyph of Shield Wall -<em> Reduces the cooldown on Shield Wall by 3 min, but Shield Wall now only reduces damage taken by 40%.</em></li>
</ul>
<p>Three cooldown reductions? Not brilliant&#8230; but Bladestorm is a great ability, so being able to cast it more often is never a bad thing. Same goes for Shockwave. The reduction of Spell Reflection is negligable really. Vigilance was good enough before, and now it&#8217;ll be even better. Enraged Regeneration is even more ridiculous, and looks even better for this glyph.</p>
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		<item>
		<title>Starting All Over Again &#8211; For Arena Action!</title>
		<link>http://www.waranvil.com/world-of-warcraft-class-discussion/warrior-class-articles/starting-all-over-again-for-arena-action/</link>
		<comments>http://www.waranvil.com/world-of-warcraft-class-discussion/warrior-class-articles/starting-all-over-again-for-arena-action/#comments</comments>
		<pubDate>Fri, 13 Mar 2009 10:31:58 +0000</pubDate>
		<dc:creator>Grim</dc:creator>
				<category><![CDATA[Mage]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Arena]]></category>
		<category><![CDATA[Leveling]]></category>

		<guid isPermaLink="false">http://waranvil.com/?p=640</guid>
		<description><![CDATA[
I&#8217;ll admit it, I&#8217;ve never played an arena match ever!  I know this is quite shocking to most people reading this, but the simple fact of the matter was, I simply was not interested in PvP.  For a long time I had been a stern die hard PvE player.  My reasons behind this stem from [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="attachment wp-att-641 centered aligncenter" style="border: 0pt none;" src="http://waranvil.com/wp-content/uploads/2009/03/arena-gladiator.jpg" alt="arena-gladiator" width="341" height="294" /></p>
<p>I&#8217;ll admit it, I&#8217;ve never played an arena match ever!  I know this is quite shocking to most people reading this, but the simple fact of the matter was, I simply was not interested in PvP.  For a long time I had been a stern die hard PvE player.  My reasons behind this stem from a lot of my past experiences.  I played eq2 for a few years at the highest level of raiding, admittedly I&#8217;ve not played wow at that same level, but I still know all the dungeons inside out.  I&#8217;ve always tanked too.  Sure I&#8217;ve had alts which I&#8217;ve messed with and in some cases I&#8217;ve even claimed to be changing my main over to them.  In the end I always come rolling back to Grim and his Warrior buddies to tank yet another instance!</p>
<p>But what if I look at this from a totally new perspectiveve?  What if I simply strip all my characters of everything they own and send it all to one of my alts and make him my full time main no questions asked?</p>
<p>I want to get into competitive PvP as its the last thing left for me in WoW, so to speak.  These are my alts:</p>
<ul>
<li>70 Paladin</li>
<li>65 Warlock</li>
<li>54 Mage</li>
</ul>
<p>The rest range from level 1-10 so are not really worth mentioning, oh and I forgot the obligatory Death Knight.</p>
<p>I went with the Mage I&#8217;ll discuss why are the split.</p>
<p><span id="more-640"></span>I play WoW with Kir on his many characters, 99% of the time I log in when hes logging in.  So the selection of which character to play sort of depended on the level of character he wished to play.  Luckily enough he has a priest of level 55, which he is extremely interested in.  Given Priest, Rogue and Mage seems to be one of the best arena combos it all started to make sense!  Also I have a very soft spot for my Mage and I&#8217;d love to learn the class inside out.</p>
<p>And so our Mage and Priest are looking forward to leveling up!  Given the amount of times we have gone through Azeroth and Outland we should be in Northrend in no time.  I plan on updating our progress as often as possible.</p>
<p>Currently we are just finishing off Western Plague lands and are looking forward to moving to Eastern Plague lands.  From there we should be able to make 57 in a few hours of playtime, then we can move to Outland! Yay!</p>
<p>The only doubts I have at the moment are my seemingly unbreakable attachment to tank classes, and classes which hit stuff up close and personal.  I guess its just the type of player I am.  Still I&#8217;m very interested in having dps at my fingertips for the first time ever (at a high level).  As I said at the top of this article, the main goal for my Mage is to go full on PvP.  The days are long gone when I could sit at the computer for hours and hours on end waiting for instance groups and the like.  Now I&#8217;m after the instant satisfaction PvP brings.  I can&#8217;t put into words how excited I am about this whole affair!</p>
<p>See ya next time</p>
<p>Grim, er I mean Icecomet! (what a sexy name)</p>
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		<item>
		<title>ESL Global Arena Finals</title>
		<link>http://www.waranvil.com/world-of-warcraft-class-discussion/mage-class-articles/esl-global-arena-finals/</link>
		<comments>http://www.waranvil.com/world-of-warcraft-class-discussion/mage-class-articles/esl-global-arena-finals/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 09:57:22 +0000</pubDate>
		<dc:creator>Grim</dc:creator>
				<category><![CDATA[Mage]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[Arena]]></category>
		<category><![CDATA[WoW]]></category>
		<category><![CDATA[Wrath of the Lich King]]></category>

		<guid isPermaLink="false">http://waranvil.com/?p=636</guid>
		<description><![CDATA[I&#8217;m not going to say much here, but take a look at this Mage.  This has to be the best performance I have ever seen by one player on the arena tournament circuit.

]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not going to say much here, but take a look at this Mage.  This has to be the best performance I have ever seen by one player on the arena tournament circuit.</p>
<p><object width="425" height="344" data="http://www.youtube.com/v/7duX4QpVaAQ&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;feature=player_embedded&amp;fs=1" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/7duX4QpVaAQ&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;feature=player_embedded&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
]]></content:encoded>
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		<item>
		<title>Hit Rating &#8211; A quick rundown</title>
		<link>http://www.waranvil.com/world-of-warcraft-class-discussion/hit-rating-a-quick-rundown/</link>
		<comments>http://www.waranvil.com/world-of-warcraft-class-discussion/hit-rating-a-quick-rundown/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 12:45:13 +0000</pubDate>
		<dc:creator>Kusasi</dc:creator>
				<category><![CDATA[Class Discussion]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Shaman]]></category>
		<category><![CDATA[Warlock]]></category>
		<category><![CDATA[hit]]></category>
		<category><![CDATA[hit chance]]></category>
		<category><![CDATA[hit rating]]></category>

		<guid isPermaLink="false">http://waranvil.com/?p=211</guid>
		<description><![CDATA[
This expansion I&#8217;ve had a few guildies asking me about what the new hit cap is for casters. And there are a lot of people out there who may still not know. So this article will break it down for you and explain what it is. If you&#8217;re not really interested in the finer details [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a title="hitrating" rel="lightbox[pics211]" href="http://waranvil.com/wp-content/uploads/2008/12/hitrating.jpg"><img class="attachment wp-att-273 centered" src="http://waranvil.com/wp-content/uploads/2008/12/hitrating.jpg" alt="hitrating" width="400" height="436" /></a></p>
<p>This expansion I&#8217;ve had a few guildies asking me about what the new hit cap is for casters. And there are a lot of people out there who may still not know. So this article will break it down for you and explain what it is. If you&#8217;re not really interested in the finer details and just want to know the number, scroll down and look for the red text!</p>
<p>In Burning Crusade, you had a hit rating stat for melee, and a spell hit rating for casters. In Wrath, these 2 stats have been homogenized into the one stat, simply called &#8216;Hit Rating&#8217;. However, casters still in effect convert this stat into spell hit rating, because casters still require a different amount of it than melee classes do.</p>
<p>Hit Rating (an integer) is converted into hit <em>chance</em> (a percentage). At level 80, 26.23 points of hit rating is equal to 1% of hit chance for casters. For melee, 32.77 points of hit rating is equal to 1% hit chance. The mechanics of caster hit and melee hit is quite different, and my knowledge only covers the former. However, there is a nice explanation of melee hit for you on <a title="Melee Hit Rating" href="http://www.wowwiki.com/Hit#Calculating_miss_rate" target="_blank">WoWWiki</a> if you are interested. The rest of this article will be focused on casters.</p>
<p>Yup you guessed it, read the rest after the split.</p>
<p><span id="more-211"></span></p>
<p>The chance that your spells will hit or miss a target is dependant only on the level difference of the player and the target. Hit chance also differs between a player target and npc target. What is dependant on your particular level is the amount of hit rating required to achieve an increase of 1% hit chance. At level 70 it was 12.6 if my memory serves me well. At level 80 it is 26.23, more than double.</p>
<p>Your base chance to hit an npc of equal level is 96%. For 1 level higher: 95%. For 2 levels higher (end heroic bosses for example): 94%. For 3 levels higher (raid bosses) it plummets to &#8211; wait for it &#8211; 83%.</p>
<p>One significant change that came with patch 3.0 was the removal of the 99% hit cap. Prior to this patch, chance to hit was capped at 99%, meaning there was always that 1% chance you could miss with a spell, no matter how much spell hit rating you stacked. Also, oddly, if you missed with a spell, it would show as a resist rather than an actual miss. This I think was just an unintended error and was also fixed in patch 3.0. You may still get resists however, resistance and hit chance are 2 different mechanics, the former being a lot more complex.</p>
<p>So now it is possible to reach a point where you cannot miss with your spells. All Wrath raid bosses will be level 83, 3 levels higher than you, meaning you&#8217;ll need to acquire 17% of hit chance from somewhere. As mentioned earlier, at level 80, you need 26.23 points of hit rating to achieve an increase of 1% hit chance. So if we need 17%,</p>
<p>17 x 26.23 = <span style="color: #ff0000;">445.91</span></p>
<p>Now hit rating will only come as an integer (a whole number, not a decimal) so you&#8217;ll need a grand total of 446 hit rating to be capped. It is better to be overcapped than undercapped because of the old addage &#8211; a 1% increase of hit = 1% increase of dps&#8230;roughly speaking. It&#8217;s not quite as simple as that but it&#8217;s a good moral to live by.</p>
<p>Acquiring hit chance is mainly done via hit rating which is aquired mainly via gear. There are however potions and flasks and even food available to increase your hit rating. There are no doubt enchants which will do it too although I&#8217;ve yet to look them up.</p>
<p>Most importantly however, is that all classes have talents which will increase their chance to hit with spells. For all classes, you can get an increase of 3%, except for Boomkins who can get 4%. This may well prove invaluable in the early stages. If you do take these talents for the 3% increase, that will leave you needing only 14% more to be capped.</p>
<p>14 x 26.23 = 367.22 = 368</p>
<p>So there you have it, it&#8217;s not a particularly difficult figure to obtain, certainly not as difficult as I initially thought anyway. There are good pieces of loot dotted around, from badge vendors, crafting professions and even the odd quest reward. Remember if you hover over your hit rating value in your character window, it will tell your percentage so you can see how you are getting on. The target is 14% (368) with talents or 17% (446) without.</p>
<p>Good luck!</p>
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