WoW Rookie: Weapon mastery

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Having the right weapon can make a world of difference in a players leveling experience. Last time on WoW Rookie, we looked at 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.
It's pretty important to keep your hands full. You have a four weapon slots at 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 shield, or an off hand item that either adds to your attributes or looks cool (such as Bouquet of Red Roses or a Dark Iron Tankard.) I recommend something useful when adventuring, though it's fun 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 classes.
Primary attributes:
Your class helps to determine which weapons you should select. For example both a Mage and a Rogue can tote one handed swords, but one never ever should you see a mage and a rogue carrying the same sword. Even though a mage could carry a Wicked Mithril Blade, you should unrelentingly ridicule any Mage that does. That weapon is armed with +6 Strength and +4 Agility, which does a mage virtually no good at all.
Each class should select weapons and armor based on their Specialization's primary attributes:
- Balance Druid – Intelligence, Spell Damage, Spell Critical
- Feral Druid – Strength, Agility, Attack Power, Critical Strike**
- Restoration Druid – Intelligence, Healing*
- Hunter – Agility, Attack Power, Critical Strike
- Mage – Intelligence, Spell Damage, Spell Critical
- Holy Paladin – Intelligence, Healing*
- Protection Paladin – Stamina, Defense, Spell Damage
- Retribution Paladin – Strength, Attack Power, Critical Strike
- Holy Priest – Intelligence, Healing*
- Shadow Priest – Intelligence, Spell Damage
- Rogue - Agility, Attack Power, Critical Strike
- Elemental Shaman - Intelligence, Spell Damage, Spell Critical
- Enhancement Shaman - Strength, Attack Power, Critical Strike
- Restoration Shaman - Intelligence, Healing*
- Warlock - Intelligence, Stamina, Spell Damage, Spell Critical
- Arms/Fury Warrior - Strength, Attack Power, Critical Strike
- Protection Warrior - Stamina, Defense*
* If you really want to, you can level as Holy, Protection or Restoration. Unless you have a solid group that you spend a lot of time running instances with, however you might want to think twice about it. Leveling 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 Druid's damage whatsoever. Your weapon speed and damage are based on your level. Look specifically for the stats 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 Rogue. Since it's an awesome and very rare Hunter weapon, I'm almost ashamed to have it. Had I selected need (rolled) on it when there was a Hunter in the group, I would spend be bullet-proofing my car right about now.
Weapon speed:
Weapons are all assigned a weapon speed that determines how fast you swing it. The faster the weapon speed the better right? No, not really. A Rogue'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 Warrior's Mortal Strike, and a Shaman's Storm Strike require a slow weapon speed.
Enchants, Buffs, and Effects:
Once you have a good weapon, you may be able to make it 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 leveling. The high-end ones can be quite expensive, but you should consider modestly priced enchants when leveling. 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 tip!
Sharpening Stones, Weight Stones, Shaman Weapon-Buffs, and Rogue Poisons all qualify as temporary buffs. 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 at range or in toe-to-toe combat. Wands require a bit of concentration to use. By casting shoot, auto attack is turned on and it takes a few moments for the wand to go off. These items cannot be used on the move like other weapons. You must also stop shooting in order to cast spells.
Casters should pick up a wand as soon as possible. There are several low level wands that drop, but the crafted Lesser Magic Wand and Greater Magic Wand are excellent at their respective levels. Check for these on the auction 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 classes. The items that "green" items that randomly drop from random mobs in the world environment are often much lower than your level. This makes them useful, but not ideal for upgrades. A better solution might be to put these items on the auction 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 instances and picking up quest rewards and superior quality boss drops. You can use resources like Thottbott and Wowhead to help 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 advice on which weapon you should select. Having the right gear can make the difference between successful leveling and laying your head on your keyboard in despair.
Filed under: Items, How-tos, Leveling, WoW Rookie, Enchants, Alts






Reader Comments (Page 1 of 2)
neo Jun 24th 2008 4:13PM
You forgot idols/librams/totems at the end of your post
but overall good for a rookie.
although while lvling up there is a complete lack of these. so I can see why they are left out.
Tim Jun 25th 2008 1:42PM
Holy Paladins can also make use of spell critical strike boosts, as there is a talent in the holy spec that they can develop to restore mana when casting a critical spell.
Destructus Jun 24th 2008 4:16PM
Why is spirit not an important stat for a resto druid? I do not play a resto druid, but my friend uses it as the most important one. Are we both misguided?
Khanmora Jun 24th 2008 4:22PM
If you are specc'd for tree of life it is a very good stat because the increase to healing to your group is based on it. For leveling it isn't the primary stat you want on druid gear however. As a secondary stat it can be nice though especially if you are using innervate to limit your down time.
Jaynitan Jun 24th 2008 5:13PM
Spirit is actually a good stat for all casters now, for the extra mana regen it offers, however the only healing classes/specs that may wat to use spirti gear and trump the intellect are disc/holy priests and resto druids. The more spirit the merrier for those two classes.
But in all fairness the specs listed were for lack of more detail 'pure specs' which throws out he disc/holy priest.
Because in all honesty a druid can be a truly viable healer in a balance/resto spec that takes the added spell/healing from intellect and the mana reduction of 3 major healing spells from balance and couples those with increased regen and healing from resto and any druid that doesn't have imp MOW is weird.
raven Jun 24th 2008 7:22PM
Jaynitan, unless you know something that I (or wowwiki) don't know, Spirit is still very much a secondary stat for almost every class. There might be a case to be made for arenas where clutch drinks or innervates can win games and a few more points in spirit might be enough to regen to get that extra heal or fireball off. For PvE, however, you will almost never be able to get out of the 5-second rule to actually regen.
Unless you are a Tree Druid, mage with Arcane Meditation, or priest with Spiritual Guidance, spirit will be a nearly worthless stat for you. If I am wrong, then please back up your initial claim with more than your opinion, but spreading false information is bad.
Khanmora Jun 24th 2008 4:17PM
Just a little bit more on the melee weapon speed:
The reason that slow weapons are good for special abilities is because they tend to have a higher top end damage range. This means you will be more likely to get really big damage numbers from a slow weapon than a fast one.
Warriors and Shaman that duel wield often will use slow weapons in both hands because they have abilities (whirlwind and windfury respectively) that allow for very big damage on their offhand hits. Rogues generally stick with a fast offhand to keep applying poisons quickly.
Koskun Jun 24th 2008 8:28PM
The reason Enhance Shaman want slow weapons is to not hit the internal cooldown of windfury.
This will also answer 14 (Jessierockeron). Rogues don't want a slow off-hand weapon. With Combat spec they want a fast off-hand to get the energy tick, and more chances to get it. Rogues damage for the VAST majority comes from their white damage.
As to using slow weapons to get big damage numbers, that is somewhat off as weapons are normalized now for all abilities. The main reason for slow weapons for warriors and shaman is purely to not hit an internal cooldown.
Khanmora Jun 24th 2008 9:58PM
Except this is for rookies, most of them just need the basics not the EJ math. All I was trying to explain was why Natalie said what she did about slow OH v fast OH without getting too technical. Most rookies aren't going to have combat potency terribly early in their career, so explaining it with the poison analogy is a little more understandable.
Khanmora Jun 24th 2008 10:56PM
errrr Amanda even, sorry Mandy!
jtrain Jun 24th 2008 4:24PM
Might want to change "intelligence" to "intellect".
Angry Joe Jun 24th 2008 8:25PM
Amanda doesn't read the comments, Mike should do something about it, it is getting really annoying as she get a lot of things about WoW wrong.
Zali Jun 24th 2008 4:29PM
OK... I'm not usually one to harp on editing, because my spelling stinks and I'm prone to play Tangent Ball, but... wow. Ummm...
"The items that "green" items that "
"Consider the members of your other members of your party "
"Had I selected need (rolled) on it when there was a Hunter in the group, I would spend be bullet-proofing my car right about now.
"
Anyway, don't forget the Mana and Wizard Oils from your friendly neighborhood enchanter.
Zali Jun 24th 2008 4:31PM
Spirit is very important to a resto druid. Not only because of the mana and HP regen factor but also because of the TOL AOE group buff which increases healing by 25% of the resto-druids total spirt.
Reinard Jun 24th 2008 4:54PM
You should've gone into more detail with weapon speed, as no one seems to understand it. You wouldn't believe how many rogues I see, 70 and otherwise, on a daily basis, with HORRIBLE weapons. It makes me cry >_
Tobark Jun 24th 2008 4:58PM
"you should unrelentingly ridicule any Mage that does."
Hmmm. Interesting. I would think that explaining to them the benefits of changing their weapon would be better than ridicule. Or how about let them playthe gmae the way they want? How does the writer know they dont rol around with it for RP purposes?
Is this what the writer of the article really wants the game to (further) become?
Good article otherwise. Shame.
jbodar Jun 24th 2008 7:08PM
I took it as tongue-in-cheek. I also agree with the "play however you want" philosophy, so long as it doesn't adversely affect others' gameplay as a result. This IS a team-oriented game after all.
For example, a while back I was running Ulda on my lock and the shadow priest rolled Need for Galgann's Hammer -- http://www.wowdb.com/item.aspx?id=9419 -- and beat out the Prot Pally, who was using some level 30s green mace. There's a fine line between "marching to the beat of a different drum" and "are you serious?"
Jamus Jun 24th 2008 5:50PM
Damn. All this time I have been trying to get as much Spirit on my shadow priest as possible. Int is more important than Spirit? Hmmmmm.
sethhman Jun 25th 2008 6:51PM
You forgot hit rating for all the melee classes.
Jessierockeron Jun 24th 2008 7:35PM
Noob question from a guy who never got a rogue past lvl 10
can someone plz explain to me why a rogue needs a slow off hand?