hide results

    Level 19 Twink Guide by Demonrage89

    Version: 1.0 | Updated: 02/19/08 | Printable Version | Search This Guide

    W O R L D  O F  W A R C R A F T
    
    1 9  T W I N K I N G  G U I D E
    
    
    Made by: Demonrage of Lightbringer (Whirlwind Battlegroup)
    Real name: Andrew Nash
    Email: ragefire@live.com
    Current version: 1.0
    Last updated: 02/19/2008
    
    
    ===============================================================================
    
    V E R S I O N  H I S T O R Y
    
    ===============================================================================
    
    1.0 (02/19/2008):  Shaman section added.  Formatting changes complete.  Version
                       1.0 is live and has been submitted to GameFAQs for review.
    0.9 (02/18/2008):  Mage and rogue sections added, formatting upgraded.
    0.8 (02/17/2008):  Hunter and priest sections complete, formatting changed.
    0.7 (02/16/2008):  Warrior section added.
    0.65 (02/14/2008): Druid and paladin sections complete, many changes made to
                       other sections.
    0.55 (02/13/2008): Many changes made, Warsong Gulch section more or less
                       complete.
    0.45 (02/11/2008): Minor changes.
    0.4 (02/08/2008):  Warlock section complete, other small sections complete.
                       FAQ's added.
    0.3 (02/07/2008):  Arsenal section more or less finished, other small sections
                       added.
    0.2 (02/06/2008):  Added more items, nearly done with the arsenal section.
    0.15 (02/05/2008): Added a number of items to the items section and fixed up
                       the formatting a bit.
    0.1 (02/04/2008):  The guide begins.
    
    
    ===============================================================================
    
    T A B L E  O F  C O N T E N T S
    
    ===============================================================================
    
    *The [XXXX] things are called cells.  They are there to help you find specific 
    sections in this guide.  Ctrl + F cell [0033], for example, to quickly move to 
    cell [0033] in the guide.
    
    1.  Introduction.........................................................[0000]
    
    2.  Terms................................................................[0001]
    
    3.  Arsenal..............................................................[0002]
         I.    Overview......................................................[0003]
         II.   Items.........................................................[0004]
             A.    Engineering Stuff.........................................[0005]
             B.    Jewelcrafting Stuff.......................................[0006]
             C.    Potions...................................................[0007]
             D.    Other Buff Items..........................................[0008]
             E.    Bandages..................................................[0009]
             F.    Miscellaneous.............................................[0010]
             G.    Special Items.............................................[0011]
         III.  Addons........................................................[0012]
         IV.   Other Programs................................................[0013]
    
    4.  Class Guides.........................................................[0014]
         I.    Druid.........................................................[0015]
             A.    Overview..................................................[0016]
             B.    Gear Setup................................................[0017]
             C.    Talent Setups.............................................[0018]
         II.   Hunter........................................................[0019]
             A.    Overview..................................................[0020]
             B.    Gear Setup................................................[0021]
             C.    Talent Setups.............................................[0022]
         III.  Mage..........................................................[0023]
             A.    Overview..................................................[0024]
             B.    Gear Setup................................................[0025]
             C.    Talent Setups.............................................[0026]
         IV.   Paladin.......................................................[0027]
             A.    Overview..................................................[0028]
             B.    Gear Setup................................................[0029]
             C.    Talent Setups.............................................[0030]
         V.    Priest........................................................[0031]
             A.    Overview..................................................[0032]
             B.    Gear Setup................................................[0033]
             C.    Talent Setups.............................................[0034]
         VI.   Rogue.........................................................[0035]
             A.    Overview..................................................[0036]
             B.    Gear Setup................................................[0037]
             C.    Talent Setups.............................................[0038]
         VII.  Shaman........................................................[0039]
             A.    Overview..................................................[0040]
             B.    Gear Setup................................................[0041]
             C.    Talent Setups.............................................[0042]
         VIII. Warlock.......................................................[0043]
             A.    Overview..................................................[0044]
             B.    Gear Setup................................................[0045]
             C.    Talent Setups.............................................[0046]
         IX.   Warrior.......................................................[0047]
             A.    Overview..................................................[0048]
             B.    Gear Setup................................................[0049]
             C.    Talent Setups.............................................[0050]
    
    5.  Warsong Gulch........................................................[0051]
         I.    Description...................................................[0052]
         II.   Parts.........................................................[0053]
         III.  Tactics.......................................................[0054]
    
    6.  Arenas...............................................................[0055]
         I.    General Information...........................................[0056]
         II.   Blade's Edge Mountains Arena..................................[0057]
         III.  Nagrand Arena.................................................[0058]
         IV.   Ruins of Lordaeron............................................[0059]
    
    7.  Frequently Asked Questions...........................................[0060]
    
    8.  Contacting Me........................................................[0061]
    
    9.  Legal Cod Fodder.....................................................[0062]
    
    10. Closing Statements...................................................[0063]
    
    
    ===============================================================================
    
    1.  I N T R O D U C T I O N                                              [0000]
    
    ===============================================================================
    
    What is twinking and why should I get involved?
    ------------------------------------------------
    
    Twinking in its most basic form involves creating a character, typically at the 
    top of its PvP tier, and equipping it with the best gear and enchants possible 
    in order to battle with other players in battlegrounds.  I will be talking 
    specifically about 19 twinks in this guide, which dominate the 10-19 
    battleground tier, but twinks exist onward in the 20-29's, 30-39's, all the way 
    up to the 60-69's.  70 twinks do not exist simply because it's nearly 
    impossible to obtain the best possible combination of gear at that level, not 
    to mention the phrase "best possible gear" in itself is highly debatable.  Many 
    level 70's have multiple gear sets which serve different purposes.  With that 
    said, 19 twinks can also have multiple gear sets, and I will go into detail 
    about what classes should consider this and why it would be to their benefit in 
    the guides sections for each specific classes.  A common example of a 19 twink 
    you may have seen around before is a 19 rogue wearing top-notch leather gear 
    and wielding dual Cruel Barbs complete with crusader enchants.  These rogues 
    make quick work of players equipped with lesser gear in PvP, and still pose a 
    major threat to other twinks.
    
    So why should you consider jumping on the bandwagon and making your own twink?
    Well, for one thing, it's a hell of a lot of fun.  There's nothing like the 
    superiority you feel over the opponent when after engaging in combat and 
    killing them, you still have 80% of your health left and your cooldowns are 
    still ready and waiting.  Critting for 250 at level 19 and breaking the 2000 
    health mark are some other prime examples for creating a twink.  But what I 
    enjoy most about 19 twinking personally is the exciting battles that ensue when 
    one group of formidable 19 twinks meets another on the battlefield.  One-sided 
    battles in which one team completely demolishes the other are boring to me, 
    quite frankly, but if that's your cup of tea, more power to you.  To put it in 
    a nutshell, if you're not too great at PvP or your teamwork skills are a bit 
    lacking, 19 twinking might not be for you.  But if you love PvP, you've got 
    some 'leet skeels', and you want to try something new, then you've come to the 
    right place.
    
    What do I need to make my very own twink?
    ------------------------------------------
    
    I should warn you guys, 19 twinking is not a cheap proposition.  I've heard of 
    people spending upwards of 1000 gold on gear, enchants, and other goodies - no 
    exaggeration.  While you can farm much of the things you need yourself, you're 
    still inevitably going to need a decent pile of gold lying around if you want 
    to do things properly.  It shouldn't be of any surprise that you pretty much 
    need to have a higher level toon so you'll have some source of income.  You'll 
    also need some time on your hands to run the instances, whether it's with a 
    group or your high level buddies are helping you out.  A lot of the stuff 
    you're going to need regardless of class drops in instances such as The 
    Deadmines.
    
    Why are you qualified to make this guide?
    ------------------------------------------
    
    That's another very good question.  I feel that I'm qualified to make this 
    guide because I've been twinking since early 2006.  While at first I had no 
    idea what I was doing just like anybody else, I feel that I more or less have 
    the process down nowadays.  I run my own twink guild called Infernal Renegades 
    here on Lightbringer, and I often help friends of mine create their own twinks.
    When we run the battlegrounds together as a guild, we rarely lose to even teams.
    I've been known to get pretty ticked off when we do lose, but that's another 
    story.  Case in point, I'm making this guide because I love twinking, I've been 
    doing it a while, and I'm fairly well-respected among the twink community.
    
    What other sources should I consult with for help?
    ---------------------------------------------------
    
    First and foremost, I have to say that www.gamefaqs.com has some other 
    excellent guides relating to PvP and whatnot.  And I personally use 
    www.wowhead.com when I need to know something specific about WoW.  Other than 
    that, I know plenty of people use www.thottbot.com and wow.allakhazam.com to 
    serve the same basic purposes as Wowhead.
    
    
    ===============================================================================
    
    2.  T E R M S                                                            [0001]
    
    ===============================================================================
    
    I will be using both general WoW terms and specific twinks terms throughout 
    this guide.  These terms are listed below:
    
    AH: Auction House.  You will be buying some of your equipment and items there.
    
    BoE: Bind on equip.  A piece of equipment that is not bound to your character 
    until you equip it.
    
    BoP: Bind on pickup.  A piece of equipment that is bound to your character the 
    minute it comes into your possession.
    
    Bound: When something is bound to you, it can no longer be traded to other 
    players.
    
    Cooldown: The amount of time you must wait after using an item to be able to 
    use it or anything else on the same timer again.
    
    Ding: Onomatopoeia for the sound that is made when a character levels up.  This
    is a 19 twink's worst nightmare when it is done unintentionally and should be 
    avoided at all costs, even if it means avoiding unexplored areas and leaving 
    raids when your friends are attacking stuff that will give exp.
    
    DoT: Damage over time.  Moves that don't do all of their damage in one swift 
    strike, but rather leave a debuff on the enemy which continues to harm them 
    over a certain period of time.  Warlock's corruption and the Stinging Viper's 
    poison proc are two examples.
    
    Dps: Damage per second.  The amount of damage you're dealing to the enemy, or 
    the enemy is dealing to you.  You want this to be as high as possible.
    
    Exp: Experience points.  Something a 19 twink REALLY doesn't like getting.
    
    g: Gold coins.  The most valuable currency currently existing in WoW.
    
    HoT: Heal over time.  Moves that don't do all of their healing in one swift 
    motion, but rather leave a temporary buff on the target which continues to heal
    them over a certain period of time.  A priest's renew and a druid's 
    rejuvenation are two examples.
    
    Kite: A concept of dragging your opponent all over the place without actually 
    allowing them to attack you, similar to flying a kite around.  This is usually 
    done using some kind of slowing attack and using other offensive attacks in the
    mean time to drag down their health.  Warlocks and hunters do this well.
    
    Leet Skeels: Don't worry about it.
    
    Mats: Materials.  This is simply a term referring to what materials you need 
    for something such as a potion or an enchant.
    
    NPC: Non-player character.  A character in the game which is not being 
    controlled by a real human being.
    
    Spec: Simply means how you put your talents together.  If you're beast mastery
    specced hunter, you put 10 talent points into beat mastery.
    
    Proc: If this is an acronym, I don't know what it's short for.  Please email me
    if you know.  When something such as a weapon procs, it means that its chance 
    on strike has triggered.  For example, if your Night Reaver procs, it means 
    your shadow damage chance on hit just went off.
    
    WoW: World of Warcraft.
    
    WSG: Warsong Gulch.
    
    
    ===============================================================================
    
    3.  A R S E N A L                                                        [0002]
    
    ===============================================================================
    
    -+-+-+-+-+-+-+-+-+-
    I. Overview [0003]
    -+-+-+-+-+-+-+-+-+-
    
    When I use the word arsenal, I'm not speaking of an array of machine guns and 
    rocket launchers - those don't come until later in the game.  When I say 
    arsenal, I'm speaking of the array of weapons, tangible and intangible, that 
    are at your disposal to use in 19 PvP.  Whether you prefer to toss sticks of 
    dynamite at your opponent or put them to sleep and run straight past them 
    towards the flag, the sky is the limit when it comes to items.  And there are,
    of course, many tactics to consider along the way, as well as programs that 
    help enhance your PvP experience.  These next few subsections will serve to 
    better educate you aspiring twinks about what's available for use and how to 
    use it properly.
    
    -+-+-+-+-+-+-+-+-
    II. Items [0004]
    -+-+-+-+-+-+-+-+-
    
    A. Engineering Stuff [0005]
    ----------------------------
    
    Every half-decent twink should have engineering, if nothing else for the 
    goggles.  Your Blood Elf Bandit Mask may make you look like some kind of crazed 
    outlaw from the Old West, but it sure as hell doesn't give any stats.  The 
    maximum level of engineering a level 19 can get to is 150, and thank Blizzard 
    for that.  We don't need 19 twinks running around with sapper charges and land 
    mines.  It doesn't cost much at all to raise this skill as long as you mine the 
    ore you need yourself.  Or you can be lazy like me and buy everything on the AH,
    but that will be expensive.  Keep in mind I will be completely factoring out 
    cost and rarity of mats as a reason to dismiss an item, because I'm assuming 
    you've got a bit of cash laying around or you wouldn't be twinking in the first 
    place.
    
    Big Bronze Bomb: The "stunner" of 19 PvP bombs.  This hits for 85 to 115 fire 
    damage, affects an area 5 yards in radius, stuns all enemies in the blast range 
    for 2 seconds, and can be resisted, but can also crit.  A tauren war stomp on 
    acid.  Don't forget about the 1 second cast time or the fact that this cannot 
    be thrown while running, unlike its dynamite counterpart.  Also note the fact 
    that any damage to a stunned target will break the stun.  With all these 
    negatives in mind, this is still great for getting people off your tail when 
    they've still got a good amount of health left.  Shares a cooldown with other 
    engineering weapons and magic dust.  Carry a few of these with you at all times.
    
    Discombobulator Ray: This item comes with 5 charges and is actually usable by 
    anybody, but is made by engineers.  It turns your enemy target into an ugly 
    green leper gnome, reducing their melee and spell damage by 40 and their 
    movement rate by 20% for 12 seconds.  The actual debuff is a curse, but luckily 
    (or unluckily) nobody can dispel curses at 19.  I always carry a couple of 
    these around for slowing down the enemy flag carrier, and I try to imagine them 
    cursing and spitting at their monitor as the rest of my team catches up with 
    them.  Shares a cooldown with other engineering weapons and magic dust.  Bring 
    a couple of these along for the trip.
    
    Explosive Sheep: This baaaaahdass (I know, that was awful) sheep actually 
    follows you around the map when deployed, albeit at a slow pace.  It will 
    attack the nearest enemy or the first one to come within range, blowing itself 
    up for 135 to 165 damage, with both a chance to be resisted and a chance to 
    crit.  I've also heard reports that this sheep has stealth detection and will 
    lead you to a stealthed rogue or shadowmelded night elf before blowing up right 
    in their face.  I'll have to test this and update the info when I get it.  It's 
    a good choice for somebody who doesn't have very good aim with bombs, as it 
    takes care of seeking out the enemy by itself.  Shares a cooldown with other 
    engineering weapons and magic dust.   Keep a few in your pack just in case.
    
    Flame Deflector: This item has 5 charges and is actually usable by anybody, but
    is made by engineers.  The flame deflector places a one-minute magic buff on 
    you which absorbs 500 fire damage.  This effect can be purged by a shaman or 
    dispelled by a priest.  I personally wouldn't use this unless facing a twinked 
    mage or a couple of people who are using bombs frequently, but I suppose it's 
    good to carry a couple just in case.  Has a cooldown of 15 minutes and doesn't 
    share a cooldown with any other device available to 19's.
    
    Goblin Jumper Cables (Gnomes only): Before you ask, this is only available to 
    gnomes because it requires 165 engineering to use, and gnomes get +15 to 
    engineering as a racial passive.  This trinket has a 33% success rate of 
    bringing a targeted ally back to life with very little health and mana.  You're 
    very rarely going to have the need to resurrect somebody in Warsong Gulch and 
    even if you did, you'd have to equip the trinket, wait 30 seconds, and then 
    shock the person only to watch it fail 2 out of 3 times.  Infinite amount of 
    charges.  Good for a laugh, but not much else.  I wouldn't bother with it.
    
    Goggles: The two pairs of goggles you're interested in getting are the Shadow 
    Goggles, which offer intellect and spirit, and the Green Tinted Goggles, which 
    offer stamina and spirit.  The pair you want depends on your class, and some 
    classes should consider carrying both.
    
    Heavy Dynamite: This bad boy hits for 128 to 172 fire damage, affects an area 5
    yards in radius, and can be resisted, but can also crit.  It can be thrown 
    while running and has a one minute cooldown which is shared with other 
    engineering weapons and magic dust.  It packs the strongest punch of any bomb 
    available to 19's, but lacks the stunning capability of the Big Bronze Bomb.  
    They're great for those times when that pesky rogue on your tail is about to 
    drop you, but he's only got 100 health left.  Always keep a few sticks of these 
    in your bags.
    
    Minor Recombobulator: This trinket cures one polymorph effect (but ironically 
    cannot be used while polymorphed) and gives the target 150-250 health and 150-
    250 mana.  The great thing about this trinket is it can crit, and believe it or 
    not, it's affected by +healing, making it an even better trinket for healing 
    classes.  10 charges per trinket.  Its cooldown is 5 minutes and it shares a 
    cooldown with healthstones.  Always have a couple of these with you, and don't 
    forget to switch back to your Arena Grand Master if you have one so you don't 
    miss out on your 12 dodge.
    
    Ornate Spyglass: This item, which can be used to see objects and people farther 
    away than would normally be possible, is occasionally useful in PvP.  You must 
    be standing still to use this and the item itself has a casting time of one 
    second.  Infinite amount of charges.  You'd might as well lug one around if 
    you've got the bag space.
    
    Portable Bronze Mortar (Gnomes only): Before you ask, this is only available to 
    gnomes because it requires 165 engineering to use, and gnomes get +15 to 
    engineering as a racial passive.  It's more or less a Big Bronze Bomb trinket 
    with a longer firing range, which makes it pretty good for slowing down a 
    sprinting flag carrier.  You'll need to practice aiming with it though, because 
    it has a 1 second firing time and it takes the shell a small period of time to 
    reach the opponent.  It's best to tab between this trinket and your Arena Grand 
    Master if you have one, so you're not missing out on your +12 dodge while 
    you're waiting for your mortar to cooldown.  Speaking of cooldowns, this shares 
    a cooldown with other engineering weapons and magic dust.  A pretty nice 
    trinket both for showing off to your friends and blowing away your opponents.  
    Come with 8 charges.
    
    Target Dummy: Contrary to what other twinks will tell you, this does have a 
    practical use.  This item will use a growl-like attack in a 5-yard radius 
    around itself, generating a large amount of threat.  And how do you use this 
    against other real players, you ask?  Well you don't use it on them, silly - 
    you use it on their pets!  This quickly pulls warlock and hunters pets off of 
    you, redirecting their attacks to it.  It has an unlimited amount of health and 
    lasts 15 seconds.  An essential item for flag carriers but can be used by 
    anybody.  Shares a cooldown with minor recombobulators, jewelcrafting statues, 
    healthstones, and battle standards.  Carry a couple of these with you.
    
    B. Jewelcrafting Stuff [0006]
    ------------------------------
    
    After Burning Crusade, jewelcrafting became the second potential twink 
    profession.  This is due to the fact that it offers certain items which are 
    beneficial in PvP combat and are exclusive to jewelcrafters.  Unfortunately, 
    only one of these items is truly useful to a 19 twink.
    
    Heavy Stone Statue: Using this item places a small golem-looking creature on 
    the ground beside you which fires a beam at you and heals you for 400 health 
    over 15-20 seconds.  This statue is killable by the enemy and as far as I know,
    it will always die in one shot.  So this is best used outside of combat in 
    conjunction with a bandage, or against an enemy who doesn't know they can kill 
    the statue.  The statue also doesn't appear to have a range limit so you could 
    simply put it down in a secluded location and then charge into the enemy.  
    Shares a cooldown minor recombobulators, healthstones, target dummies, and 
    battle standards.
    
    C. Potions [0007]
    ------------------
    
    There are a ton of potions available for 19's, either for obtaining buffs or 
    for regenerating health/mana.  There are a couple of special potions which 
    perform other functions, and I'll be detailing any and all potions which are 
    potentially useful for 19's in this section.  As you may already know, you may 
    only have one battle elixir and one guardian elixir buff up at any time.  
    Certain potions don't count as either, and they are usable alongside one 
    guardian and one battle elixir.  I'll make sure to include what type of potion 
    each is in its designated description.  Don't forget that all potion buffs can 
    be purged by a shaman or dispelled by a priest.  And when I use the term 
    'cooldown potion', it shares a 2 minute cooldown with any others listed as that 
    term.
    
    Elixir of Defense: This potion increases the imbiber's armor by 150 for 1 hour 
    or until death.  Guardian Elixir.  While this may reduce the melee damage 
    you're taking a bit, you also have to take into account that there are casters 
    in the battlegrounds whose spells are unaffected by armor rating.  A 
    combination of this potion and Minor Magic Resistance Potion makes for a pretty 
    good defensive combo.  Don't use this unless you have enough health that you're 
    going to live pretty long anyway, or you're just wasting your time.
    
    Elixir of Firepower: This potion increases the imbiber's fire damage by up to 
    10 for 30 minutes or until death.  Battle Elixir.  This works well in 
    combination with Minor Wizard Oil for mages and warlocks.  Worth drinking if 
    you want the extra dps boost.  Impress your friends with 150+ firebolt crits!
    
    Elixir of Giant Growth: This potion increases the imbiber's strength by 8 as 
    well as their size for 20 minutes or until death.  Battle Elixir.  Good for a 
    dps warrior or possibly a paladin.  You could argue that the size increase is 
    both positive and negative, but a lot of the time people aren't going to notice.
    
    Elixir of Lesser Agility: This potion increases the imbiber's agility by 8 for 
    1 hour or until death.  Battle Elixir.  This could be used effectively by any 
    class that does physical melee often, as well as hunters.  It's also the best 
    defensive battle elixir for level 19, so it compliments another potion like 
    Elixir of Defense nicely for survival.
    
    Elixir of Minor Fortitude: This potion increases the imbiber's health by 27 for 
    1 hour or until death.  Guardian Elixir.  You're most likely better off with 
    Strong Troll's Blood Potion if you're going for health, unless you usually die 
    or get purged/dispelled within 30 seconds of drinking your potions and entering 
    combat.
    
    Elixir of Wisdom: This potion increases the imbiber's intellect by 6 for 1 hour.
    Guardian Elixir.  Go ahead and drink this if you usually drain your mana pool 
    pretty quickly, as every bit helps.  Great for healers, and may be great for 
    casters too, if you'd rather not go with Elixir of Firepower instead.
    
    Healing Potion: This potion regenerates 280-360 of the imbiber's health 
    instantly.  The biggest staple of all 19 twink potions, you will see people 
    drinking this all the time.  Oddly enough, this potion can crit.  Cooldown 
    potion.
    
    Holy Protection Potion: This potion creates a shield around its imbiber which 
    absorbs 300 to 500 holy damage over 2 minutes or until death.  This is only 
    really useful against a priest who is dpsing with smite, which is rare, or a 
    paladin.  Probably not worth your time but if you really wanna tick somebody 
    off, go ahead and drink one.  Cooldown potion.
    
    Lesser Mana Potion: This potion regenerates 280-360 of the imbiber's mana 
    instantly.  Could be a better choice over Health Potion for a healer or caster 
    who's just low on mana and can't drink.  Oddly enough, this potion can crit.  
    Cooldown potion.
    
    Minor Magic Resistance Potion: This potion increases the imbiber's resistance 
    to all schools of magic by 25 for 3 minutes or until death.  Extremely annoying 
    against a caster and is not considered a battle or guardian elixir.  Drink one 
    if you're facing a caster or two, but don't forget about the short duration.  
    Cooldown potion.
    
    Minor Rejuvenation Potion: This potion regenerates 90-150 of the imbiber's mana 
    and 90-150 of their health instantly.  If you need both, sure, throw this thing 
    down.  Otherwise I would go for Lesser Mana Potion or Health Potion, because of 
    this being such a small amount.  Oddly enough, this potion can crit.  Cooldown 
    potion.
    
    Potion of Curing: This potion cures the imbiber of 4 poisons instantly.  
    There's no reason to use this instead of an anti-venom, as the mats for that 
    are considerably cheaper and it shares a cooldown with nothing.
    
    Rage Potion: This potion instantly generates 20 to 40 rage for the imbiber, who 
    must be a warrior.  This, to me, seems kind of obsolete, but I suppose if you 
    desperately need enough rage to hamstring a flag carrier or something, you 
    might as well have a couple.  Cooldown potion.
    
    Shadow Protection Potion: This potion creates a shield around its imbiber which 
    absorbs 675 to 1125 shadow damage over 2 minutes or until death.  This will 
    drive a warlock or a priest insane.  It's to the point where I almost consider 
    this thing too cheap to use, but that's your choice.  Don't forget that it can 
    also absorb weapon procs such as the one triggered from the Night Reaver.  Very 
    effective.  Cooldown potion.
    
    Strong Troll's Blood Potion: This potion increases the imbiber's health 
    regeneration rate by 6 health per 5 seconds for 1 hour or until death.  
    Guardian Elixir.  This is probably better than Elixir of Minor Fortitude unless 
    you're to get killed or purged/dispelled within 30 seconds of drinking your 
    potions and entering combat.
    
    Swiftness Potion: This potion increases the imbiber's run speed by 50% for 15 
    seconds or until death.  A must-have for anybody who's serious about twinking.  
    Situations are gonna come up where the enemy flag carrier is 30 yards ahead of 
    you and they're closing in on their base to score the final point.  Swiftness 
    Potions help you make that one final attempt at changing the match around in 
    your favor, or simply facilitating many aspects of 19 PvP.  This, used in 
    conjunction with a paladin's Blessing of Freedom, is a brutal combination.  
    Cooldown potion.
    
    D. Other Buff Items [0008]
    ---------------------------
    
    These are other common ingame items that provide buffs.  Scrolls, foods, and 
    rumsey rum.  Every food listed here gives the same Well Fed buff of 6 stamina 
    and spirit for 15 minutes, as well as regenerating 552 health over 24 seconds, 
    so I won't bother listing descriptions for them.  Don't forget that you must 
    sit and eat for at least 10 seconds to get your Well Fed buff.  Death clears 
    any and all of these buffs.
    
    Scroll of Agility: Increases the reader's agility by 5 for 30 minutes.
    Scroll of Intellect: Increases the reader's intellect by 4 for 30 minutes.
    Scroll of Protection II: Increases the reader's armor by 120 for 30 minutes.
    Scroll of Spirit II: Increases reader's spirit by 7 for 30 minutes.
    Scroll of Stamina: Increases the reader's stamina by 4 for 30 minutes.
    Scroll of Strength: Increases the reader's strength by 6 for 30 minutes.
    
    Big Bear Steak
    Crocolisk Gumbo
    Curiously Tasty Omelet 
    Goblin Deviled Clams
    Gooey Spider Cake
    Hot Lion Chops
    Lean Venison
    Lean Wolf Steak
    
    Rumsey Rum Black Label: Increases stamina by 15 for 15 minutes, and gets the 
    drinker a little drunk, making their running pattern slightly erratic.  This is
    great stuff for 19 twinks and is better than Well Fed foods for any class, in 
    my opinion.  This will erase the Well Fed buff of a food, so you may not have 
    both on at once.
    
    E. Bandages [0009]
    -------------------
    
    One of the beautiful things about First Aid at level 19 is that you can get up 
    to a skill level of 225, instead of 150 like any other skill.  This allows you 
    to use up to heavy runecloth bandages, which heal for 2000 over 8 seconds.  
    Bandages are quicker at healing than spells, potions, and foods in many 
    instances and in my personal opinion, every class should carry them at all 
    times, including healers.  They can be used on yourself or somebody else, but 
    keep in mind that once a person is bandaged, they get a debuff for 60 seconds 
    which prevents them from being bandaged again for that time period.  One thing 
    to watch out for is overhealing, or using a runecloth bandage when you only 
    need 200 health back, for example.  I carry about multiple types of bandages 
    for this purpose, so I'm not carelessly wasting money.  Since all bandages work
    the same way, I will simply list here what each of the more advanced ones heal 
    for.  I also figure I'd mention the Anti-Venom, which is good for getting ready
    of Scorpid Stings and debuffs from certain weapons.
    
    Silk Bandage: Heals for 400 damage over 8 seconds.
    
    Heavy Silk Bandage: Heals for 640 damage over 8 seconds.
    
    Mageweave Bandage: Heals for 800 damage over 8 seconds.
    
    Heavy Mageweave Bandage: Heals for 1104 damage over 8 seconds.
    
    Runecloth Bandage: Heals for 1360 damage over 8 seconds.
    
    Heavy Runecloth Bandage: Heals for 2000 damage over 8 seconds.
    
    Anti-Venom: Heals target of all poisons up to level 25.  1-minute cooldown.
    
    F. Miscellaneous [0010]
    ------------------------
    
    These are other beneficial items that don't really fit into any other section.
    
    Alliance/Horde Battle Standard: You're not going to see many 19's with this 
    simply because it currently costs 15,300 honor to obtain.  It's a "totem" of 
    sorts with 1500 health that, once placed down, will increase the maximum health 
    of all party members that stay within 45 yards of it by 15%.  This effect lasts 
    for 2 minutes or until the battle standard is destroyed.  10 minute cooldown, 
    and only usable in PvP battlegrounds.  Shares a cooldown with minor 
    recombobulators, jewelcrafting statues, healthstones, and target dummies.  The 
    minute you have enough honor, get out and buy this thing.  You'll be happy you 
    did.
    
    Magic Dust: This item puts the target enemy to sleep for up to 30 seconds.  
    Instant cast, only one person can be put to sleep at the same time, and any 
    damage will awaken that target.  While the person you put to sleep will almost 
    never stay down for the full 30 seconds, this gives you more than enough time 
    to get a couple heals off or grab a flag.  It's extremely obnoxious and 
    therefore a great addition to your arsenal.  Shares a cooldown with engineering 
    weapons.  Keep some of this around for emergencies.
    
    G. Special Items [0011]
    ------------------------
    
    These are items that you won't often be able to get your hands on and should 
    therefore be kept around for special occasions.
    
    Lucky Rocket Cluster: Obtainable only during the Lunar Festival, this firework 
    gives +250 health to anybody in the immediate vicinity for 30 minutes when 
    fired from an engineer-made cluster launcher.
    
    -+-+-+-+-+-+-+-+-+-
    III. Addons [0012]
    -+-+-+-+-+-+-+-+-+-
    
    Outfitter: A must-have for any twink with multiple gear sets.  The basic idea 
    of this addon is that it organizes your gear sets in such a way that you can 
    change from one to another at the push of one button.  You're much better off 
    using this than having to put on each new piece of gear individually.  Can be 
    downloaded at wow.curse.com.
    
    -+-+-+-+-+-+-+-+-+-+-+-+-+-
    IV. Other Programs [0013]
    -+-+-+-+-+-+-+-+-+-+-+-+-+-
    
    Ventrilo: This amount of impact this one program can have on the outcome of 
    your battlegrounds cannot be put into words.  Sometimes people don't have time 
    to keep checking the chat window and need to focus on their PvP.  Or maybe they 
    just need to hear orders and information coming out of somebody's mouth.  
    Ventrilo, or Vent for short, is a program that allows users to connect to a 
    host in order to communicate with other players using microphones.  You don't 
    need your own microphone to be able to download the program and listen to other 
    players, but you'll need a microphone of your own if you want to talk to them.  
    The program can be downloaded at www.ventrilo.com.
    
    
    ===============================================================================
    
    4.  C L A S S  G U I D E S                                               [0014]
    
    ===============================================================================
    
    -+-+-+-+-+-+-+-+-
    I. Druid [0015]
    -+-+-+-+-+-+-+-+-
    
    A. Overview [0016]
    -------------------
    
    Druids are capable of obtaining the highest raw amount of health in the 19's, 
    at least in bear form, and they also make ideal healers due to their 
    survivability.  Therefore they are a tanking, healing, and support class in the
    10-19 tier.  Lot of responsibility for one person, huh?  Your strengths are:
    - Chain-rooting the enemy to keep them away from you or another important
      objective.
    - Chain-moonfiring the enemy to death, if you have a big enough mana pool to do
      so.
    - Hiding behind objects and healing allies, while staying out of view of the
      enemy.
    - Popping in and out of bear form while running a flag, rendering almost all
      stuns and snares useless.
    - Using faerie fire to keep rogues from entering stealth mode.
    - Buffs, buffs, buffs.
    
    A basic strategy for battle:
    
    Unless you are alone or with a better healer, it's best for you to just stay 
    back, let dps classes fight the enemy, and pop a moonfire and heals every so 
    often.  Quite frankly, if you are forced to fight alone against decent 
    competition, you're probably going to lose.  My best suggestion is you quickly 
    scan the map for nearby allies and run to them before you're torn to pieces.
    
    B. Gear Setup [0017]
    ---------------------
    
    Note:
    - The first piece of gear listed under any given section is part of your pure
      health set.  These items and their respective enchants will provide you with
      the highest amount of health you can obtain semi-easily.  There may then be
      an item with an asterisk (*) next to it, which is an even better item that is
      not easily obtained.  There will then be a couple of lines breaks, and
      another piece of gear will be listed that is part of your healing set.  The
      asterisk rule will also apply here.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Shadow Goggles - 150 mana (lesser arcanum of rumination)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Talbar Mantle
    
    Talbar Mantle
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Caretaker's Cape/Battle Healer's Cloak - 70 armor
    
    CHEST
    Blackened Defias Armor - 100 health 
    
    Tree Bark Jacket - 150 mana
    
    WRIST
    Wrangler's Wristbands of Stamina (5 stamina) - 9 stamina
    
    Mindthrust Bracers - 24 healing and 8 spell damage
    
    HANDS
    Scouting Gloves of the Eagle (4 stamina, 4 intellect) - 15 agility
    
    Jutebraid Gloves (Horde only) - 30 healing and 10 spell damage
    Gold-flecked Gloves/Serpent Gloves - 30 healing and 10 spell damage
    
    WAIST
    Girdle of the Blindwatcher
    
    Girdle of the Blindwatcher
    
    LEGS
    Scouting Trousers of the Eagle - nethercleft leg armor (40 stamina, 12 agility)
    
    Darkweave Breeches - golden spellthread (66 healing, 22 spell damage, 20 
    stamina)
    
    FEET
    Footpads of the Fang - 7 stamina
    Footpads of the Fang - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - fortitude (12 stamina)
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    Sanguine Sandals - 7 stamina
    Sanguine Sandals - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - vitality (4 mana and health regeneration 
    every 5 seconds)
    
    RINGS
    Seal of Sylvanas (Horde only)/Seal of Wrynn (Alliance only)
    Blood Ring
    
    Seal of Wrynn (Alliance only)
    Advisor's Ring/Lorekeeper's Ring
    Lavishly Jeweled Ring
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Rhak'Zor's Hammer - 25 agility
    Dawnblade (Horde only) - 15 agility and *Furbolg Medicine Pouch
    Face Smasher - 15 agility and *Furbolg Medicine Pouch
    
    Staff of the Blessed Seer - 55 healing and 19 spell damage
    Twisted Chanter's Staff - 22 intellect
    
    C. Talent Setups [0018]
    ------------------------
    
    Setup 1 - "Flag Running"
    5/5 Feral Aggression
    3/3 Thick Hide
    1/1 Nature's Grasp
    1/4 Improved Nature's Grasp
    
    Setup 2 - "Support"
    1/1 Nature's Grasp
    4/4 Improved Nature's Grasp
    3/3 Control of Nature
    2/2 Improved Moonfire
    
    Setup 3 - "Quick Heals"
    5/5 Improved Mark of the Wild
    5/5 Naturalist
    
    Setup 4 - "Precision"
    5/5 Improved Mark of the Wild
    5/5 Nature's Focus
    
    Setup 5 - "Quick Heals with CC"
    5/5 Improved Mark of the Wild
    4/5 Naturalist
    1/1 Nature's Grasp
    
    Setup 6 - "Precision with CC"
    5/5 Improved Mark of the Wild
    4/5 Nature's Focus
    1/1 Nature's Grasp
    
    -+-+-+-+-+-+-+-+-+-
    II. Hunter [0019]
    -+-+-+-+-+-+-+-+-+-
    
    A. Overview [0020]
    -------------------
    
    The hunter is a dps and support class in the 10-19 tier.  While they're fully 
    capable of carrying flags, other classes can do so more efficiently.  Your 
    strengths are:
    - Wing clipping, especially multiple targets, to slow down enemies chasing your
      flag carrier or support trying to keep up with the enemy flag carrier.
    - Using concussive shot to keep your enemy from evading you.
    - Sending your pet after a caster or healer to slow down their actions.
    - Kiting an enemy around while shooting at them, burning them down and taking
      little to no damage in the process.
    - Using eagle eye to spy on the enemy from afar.
    - Tracking enemies to let your team know where they're headed.  This is great
      for keeping up with the enemy flag carrier.
    
    A basic strategy for battle:
    
    Unless you've designed your hunter specifically for hand-to-hand combat, you 
    should be trying to kite your enemies around and shooting at them from afar.
    Ideally, you'll have wing clip on them at all times, and you'll charge them 
    every few seconds to renew the wing clip and land a raptor strike.  Fire off 
    arcane shot whenever it cools down and keep serpent sting up.  Heal your pet 
    with mend pet if necessary, and when facing multiple options, your only multi-
    target attack is multi-shot, which hits up to three enemies in one blast at 
    level 19.
    
    Aspect of the Hawk is your best bet for support and general dps, while Aspect 
    of the Monkey is ideal for carrying flags.  Remember when resurrecting your pet 
    that it's best to do so when not much is going on.
    
    B. Gear Setup [0021]
    ---------------------
    
    Note:
    - Two stats to build upon are plausible for both keeping you alive and
      increasing your overall dps - stamina and agility.  The first piece of gear
      listed under any given section is part of your pure health set.  These items
      and their respective enchants will provide you with the highest amount of
      health you can obtain semi-easily.  There may then be an item with an
      asterisk (*) next to it, which is an even better item that is not easily
      obtained.  There will then be a couple of lines breaks, and another piece of
      gear will be listed that is part of your agility set.  The asterisk rule also
      applies here.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Green Tinted Goggles - 8 agility (lesser arcanum of voracity)
    *Lucky Fishing Hat - 8 agility (lesser arcanum of voracity)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Talbar Mantle
    
    Serpent's Shoulders
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 3 agility
    Miner's Cape - 3 agility
    
    Glowing Lizardscale Cloak - 3 agility
    
    CHEST
    Blackened Defias Armor - 100 health
    
    Tunic of Westfall (Alliance only) - 4 stats
    Bandit Jerkin of Agility (8 agility) - 4 stats
    
    WRIST
    Wrangler's Wristbands of Stamina (5 stamina) - 9 stamina
    
    Forest Leather Bracers - 9 strength
    
    HANDS
    Scouting Gloves of the Money (4 stamina, 4 agility) - 15 agility
    
    Gloves of the Fang - 15 agility
    
    WAIST
    Girdle of the Blindwatcher
    
    Deviate Scale Belt
    
    LEGS
    Scouting Trousers of the Monkey (5 stamina, 5 agility) - nethercleft leg armor 
    (40 stamina and 12 agility)
    
    Scouting Trousers of Agility (8 agility) - nethercobra leg armor (50 attack 
    power and 12 critical strike rating)
    
    FEET
    Footpads of the Fang - 7 stamina
    Footpads of the Fang - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - fortitude (12 stamina)
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    Footpads of the Fang - 7 agility
    *Nat Pagle's Extreme Anglin' Boots - dexterity (12 agility)
    
    RINGS
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    Meadow Ring of Agility (5 agility)
    Meadow Ring of Agility (5 agility)
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Searing Blade - lifestealing/crusader
    Night Reaver - lifestealing/crusader
    Lorekeeper's Staff/Advisor's Gnarled Staff - lifestealing/crusader
    Dawnblade (Horde only) - lifestealing/crusader and *Furbolg Medicine Pouch
    Night Watch Shortsword - lifestealing/crusader and *Furbolg Medicine Pouch
    
    Night Reaver - 25 agility
    Massive Battle Axe of Agility (8 agility) - 25 agility
    
    PROJECTILE
    Venomstrike - accurate scope (3 damage)
    Lil Timmy's Peashooter - standard scope (2 damage)
    
    Venomstrike - accurate scope (3 damage)
    Lil Timmy's Peashooter - standard scope (2 damage)
    
    C. Talent Setups [0022]
    ------------------------
    
    Setup 1 - "Survival"
    5/5 Endurance Training
    3/3 Improved Aspect of the Monkey
    2/3 Thick Hide
    
    Setup 2 - "Annoyance"
    2/5 Improved Concussive Shot
    2/3 Humanoid Slaying
    3/3 Hawk Eye
    3/3 Improved Wing Clip
    
    Setup 3 - "Reliability"
    5/5 Lethal Shots
    3/3 Humanoid Slaying
    2/2 Savage Strikes
    
    -+-+-+-+-+-+-+-+-
    III. Mage [0023]
    -+-+-+-+-+-+-+-+-
    
    A. Overview [0024]
    -------------------
    
    Mages are not a class you can expect will be easy.  There's no running around 
    and stabbing people; things are a bit more complicated.  With that said, mages 
    are a very effective dps class in the 10-19 tier when played well.  They also 
    do well as support and make viable flag carriers when specced properly.  Your 
    strengths are:
    - Using your frostbolt or polymorph spells, especially on multiple targets, to
      slow down enemies chasing your flag carrier or support trying to keep up with
      the enemy flag carrier.
    - Running into a group of enemies and popping frost nova.  This often leads to
      much swearing and breaking of keyboards and mice.
    - Decursing yourself and allies, keeping an enemy warlock's dps at bay.
    - Breaking an enemy's stealth with arcane explosion, flamestrike, or polymorph.
    - Buffs, buffs, buffs.  Consider placing amplify magic on friendly targets when
      the enemy has little to no casters.
    
    A basic strategy for battle:
    
    As a general rule, try not to let your adversaries touch you.  Keep them at bay 
    with frost nova and polymorph when necessary.  For your general dps, fireball, 
    fireblast, and arcane missiles work just fine, with an occasional frostbolt to 
    keep your enemies from getting too close.  Remember you can polymorph one enemy 
    while killing another, thus making two opponents together into two separate 
    one-on-one brawls.  Keeps your buffs up, including frost armor, at all times.
    
    B. Gear Setup [0025]
    ---------------------
    
    Note:
    - The first piece of gear listed under any given section is part of your pure
      health set.  These items and their respective enchants will provide you with
      the highest amount of health you can obtain semi-easily.  There may then be
      an item with an asterisk (*) next to it, which is an even better item that is
      not easily obtained.  There will then be a couple of lines breaks, and
      another piece of gear will be listed that is part of your spell damage set.
      The asterisk rule will also apply here.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Talbar Mantle
    
    Talbar Mantle
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Engineer's Cloak - 70 armor
    
    CHEST
    Bloody Apron - 100 health
    
    Inferno Robe (Horde Only) - 6 stats
    Robe of Evocation - 100 health 
    Tree Bark Jacket - 100 health
    
    WRIST
    Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina
    
    Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina
    
    HANDS
    Raven's Claws - 20 fire damage
    
    Raven's Claws - 20 fire damage
    
    WAIST
    Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)
    
    Keller's Girdle
    
    LEGS
    Shimmering Trousers of the Whale (5 stamina, 5 spirit) - nethercleft leg armor 
    (40 stamina, 12 agility)
    
    Darkweave Breeches - runic spellthread (35 spell damage, 20 stamina)
    
    FEET
    Greenweave Sandals of Stamina (6 stamina) - 7 stamina
    *Nat Pagle's Extreme Anglin' Boots - 12 stamina
    
    Greenweave Sandals of Stamina (6 stamina) - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    RINGS
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Lorekeeper's Staff - 30 spell damage
    Dawnblade (Horde only) - 30 spell damage and *Furbolg Medicine Pouch
    Night Watch Shortsword - 30 spell damage and *Furbolg Medicine Pouch
    
    Twisted Chanter's Staff - 30 spell damage
    Twisted Chanter's Staff - 22 intellect
    
    WAND
    Banshee Rod of the Sun
    
    Gravestone Scepter
    
    C. Talent Setups [0026]
    ------------------------
    
    Setup 1 - "Flag Running"
    2/2 Frost Warding
    3/5 Improved Frostbolt
    2/2 Improved Frost Nova
    3/3 Permafrost
    
    Setup 2 - "Support"
    5/5 Improved Frostbolt
    2/2 Improved Frost Nova
    3/3 Permafrost
    
    Setup 3 - "Raw Damage"
    5/5 Improved Fireball
    5/5 Ignite
    
    Setup 4 - "Efficiency"
    5/5 Improved Fireball
    2/2 Flame Throwing
    3/3 Improved Fire Blast
    
    -+-+-+-+-+-+-+-+-+-
    IV. Paladin [0027]
    -+-+-+-+-+-+-+-+-+-
    
    A. Overview [0028]
    -------------------
    
    First of all, paladins CANNOT outdps many of the other classes in the 10-19 
    tier, so do not roll one simply for this reason.  Their main focus is on flag 
    carrying, but with enchants and gear put out towards healing, they can 
    potentially dish out decent heals.  Your strengths are:
    - Using a combination of blessing of freedom and a swiftness potion to charge
      past multiple enemies and take little damage in the process.
    - Using blessing of freedom on an ally for a similar effect.
    - Popping bubble and bandaging or healing yourself or another player.
    - Halting an enemy's movement using hammer of justice.
    - Hiding behind objects and healing allies, while staying out of view of the
      enemy.
    
    Here are a couple of things you may or may not have known about 19 paladins:
    - Compared to a druid, priest, or even shaman with the same level of gear, you
      simply cannot keep up in heals.  Do not roll a paladin simply because you
      want to be a healer; you're likely going to be disappointed.
    - Paladins do not have a HoT spell at this level.  The only way you can heal is
      by standing still and using Holy Light, bandaging, or popping Lay on Hands
      once every hour.
    
    Other tips:
    - Do not overlook your cooldown spells.  I can't tell you how many times I've
      seen lay on hands completely change a battleground in one team's favor.
      Bubble spells are also a must.
    - Your purify spell is also great for dispelling diseases like shadow word:
      pain and poisons like serpent sting.
    - Pay attention to the health of nearby allies.  Sadly, you're better off with
      a dead paladin and a living rogue doing dps than vice versa.  Healing should
      be your top priority when in combat.
    - Keep your auras up.  Try to stay grouped with the flag carrier so they can
      take advantage of your aura (given that the flag carrier isn't you.)
    - Buffs, buffs, buffs.
    
    A basic strategy for battle:
    
    Depending on how many enemies you're facing, you should either be focused on 
    healing or doing what dps you can.  If you have decided to engage the enemy 
    directly, there's not a whole lot to it.  Use Hammer of Justice whenever your 
    target tries to heal, pop Seal of Seal of the Crusader and Seal of 
    Righteousness often, and use your Retribution Aura for maximum dps.  Heal 
    yourself and others when necessary.
    
    B. Gear Setup [0029]
    ---------------------
    
    Note:
    - The first piece of gear listed under any given section is part of your pure
      health set.  These items and their respective enchants will provide you with
      the highest amount of health you can obtain semi-easily.  There may then be
      an item with an asterisk (*) next to it, which is an even better item that is
      not easily obtained.  There will then be a couple of lines breaks, and
      another piece of gear will be listed that is part of your healing set.  The
      asterisk rule will also apply here.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (arcanum of constitution)
    *Lucky Fishing Hat - 100 health (arcanum of constitution)
    
    Green Tinted Goggles - 150 mana (arcanum of rumination)
    *Lucky Fishing Hat - 150 mana (arcanum of rumination)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Serpent's Shoulders
    
    Talbar Mantle
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Caretaker's Cape/Battle Healer's Cloak - 70 armor
    
    CHEST
    Blackened Defias Armor - 100 health
    
    Tree Bark Jacket - 100 mana
    Robe of the Moccasin - 100 mana
    
    WRIST
    Steel-clasped Bracers (Horde only) - 9 stamina
    Beetle Clasps (Alliance only) - 9 stamina
    
    Mindthrust Bracers - 24 healing and 8 spell damage
    
    HANDS
    Defender Gauntlets of the Eagle (4 stamina, 4 intellect) - 15 agility
    
    Defender Gauntlets of Healing (15 healing and 5 spell damage) - 30 healing and 
    10 spell damage
    
    WAIST
    Girdle of the Blindwatcher
    
    Girdle of the Blindwatcher
    
    LEGS
    Grunt's Legguards of the Eagle (5 stamina, 5 intellect) - nethercleft leg armor 
    (40 stamina and 12 agility)
    
    Grunt's Legguards of Healing - golden spellthread (66 healing, 22 spell damage, 
    20 stamina)
    
    FEET
    Savage Trodders - 7 stamina
    Savage Trodders - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - fortitude (12 stamina)
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    Defender Boots of the Eagle - 7 stamina
    Defender Boots of the Eagle - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - vitality (4 mana and health regeneration 
    every 5 seconds)
    
    RINGS
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    Advisor's Ring/Lorekeeper's Ring
    Lavishly Jeweled Ring
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Dawnblade (Horde only) - lifestealing/crusader and Dreadskull Shield (Horde 
    only) - 7 stamina
    Night Watch Shortsword - lifestealing/crusader and Arctic Buckler - 7 stamina
    
    Evocator's Blade - 55 healing and 19 spell damage /22 intellect and Arctic 
    Buckler - 9 spirit
    
    C. Talent Setups [0030]
    ------------------------
    
    Setup 1 - "Flag Running"
    5/5 Improved Devotion Aura
    2/2 Guardian's Favor
    3/5 Toughness
    
    Setup 2 - "Healing"
    5/5 Divine Intellect
    5/5 Spiritual Focus
    
    -+-+-+-+-+-+-+-+-
    V. Priest [0031]
    -+-+-+-+-+-+-+-+-
    
    A. Overview [0032]
    -------------------
    
    A priest is a healing, support, and occasionally flag carrying class in the 10-
    19 tier.  I have heard reports of priests doing decent dps but I just don't see 
    how they could keep up with rogues and hunters, given that there's a cooldown 
    on Mind Blast.  Your strengths are:
    - Taking full advantage of your instant-cast heals, renew and power word:
      shield to protect while on the move.
    - Using shadow word: pain to keep enemy rogues from entering stealth mode or
      preventing an enemy in general from leaving combat.
    - Running into a small group of enemies and using psychic scream to disorient
      them.
    - Hiding behind objects and healing allies, while staying out of view of the
      enemy.
    - Buffs, buffs, buffs.
    
    A basic strategy for battle:
    
    Unless you are alone or with a better healer, it's best for you to just stay 
    back, let dps classes fight the enemy, and pop a shadow word: pain and heals 
    every so often.  You can also contribute some dps to the group by wanding, but 
    just stay focused on everybody's health bar.  If you are forced to engage an 
    enemy or two alone, psychic scream whenever you can and make sure shadow word:
    pain is always on your targets.  Then use a combination of mind blast, smite, 
    and your wand, depending on your spell damage.  Heal as necessary.
    
    B. Gear Setup [0033]
    ---------------------
    
    Note:
    - Since priests can run flags pretty well with good support, I've included a
      pure health set, which is the first piece of gear in any given section. 
      These items and their respective enchants will provide you with the highest
      amount of health you can obtain semi-easily.  There may then be an item with
      an asterisk (*) next to it, which is an even better item that is not easily
      obtained.  There will then be a couple of lines breaks, and another piece of
      gear will be listed that is part of your healing set.  I've gone with healing
      power items over intellect as it makes your heals a lot more efficient.  The
      asterisk rule also applies here.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Talbar Mantle
    
    Talbar Mantle
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Caretaker's Cape/Battle Healer's Cloak - 70 armor
    
    CHEST
    Bloody Apron - 100 health
    
    Tree Bark Jacket - 100 health
    Robe of the Moccasin - 100 health
    
    WRIST
    Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina
    
    Crystalline Cuffs - 24 healing and 8 spell damage
    
    HANDS
    Raven's Claws - 30 healing and 10 spell damage
    
    Jutebraid Gloves (Horde only) - 30 healing and 10 spell damage
    Gold-flecked Gloves/Serpent Gloves - 30 healing and 10 spell damage
    
    WAIST
    Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)
    
    Keller's Girdle
    
    LEGS
    Shimmering Trousers of the Whale (5 stamina, 5 agility) - nethercleft leg armor 
    (40 stamina, 12 agility)
    
    Darkweave Breeches - golden spellthread (66 healing, 22 spell damage, 20 
    stamina)
    
    FEET
    Greenweave Sandals of Stamina (6 stamina) - minor speed increase
    Greenweave Sandals of Stamina (6 stamina) - 7 stamina
    *Nat Pagle's Extreme Anglin' Boots - 12 stamina
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    Greenweave Sandals of Stamina (6 stamina) - minor speed increase
    Greenweave Sandals of Stamina (6 stamina) - 7 stamina
    *Nat Pagle's Extreme Anglin' Boots - 12 stamina
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    RINGS
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    Seal of Wrynn (Alliance only)
    Advisor's Ring/Lorekeeper's Ring
    Lavishly Jeweled Ring
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Lorekeeper's Staff/Advisor's Gnarled Staff - 55 healing and 19 spell damage
    Dawnblade (Horde only) - 55 healing and 19 spell damage and *Furbolg Medicine 
    Pouch
    Face Smasher - 55 healing and 19 spell damage and *Furbolg Medicine Pouch
    
    Staff of the Blessed Seer - 55 healing and 19 spell damage
    Twisted Chanter's Staff - 22 intellect
    
    WAND
    Banshee Rod of the Moon
    
    Gravestone Scepter
    
    C. Talent Setups [0034]
    ------------------------
    
    Setup 1 - "Reliability"
    2/2 Healing Focus
    3/3 Improved Renew
    5/5 Divine Fury
    
    -+-+-+-+-+-+-+-+-
    VI. Rogue [0035]
    -+-+-+-+-+-+-+-+-
    
    A. Overview [0036]
    -------------------
    
    The rogue is a solid dps class in the 10-19 tier.  There are better 
    alternatives for flag carrying and support, and of course, rogues cannot heal 
    beyond bandages and a couple of other items.  Therefore, a rogue twink must 
    shine in the damage field or they will often be called useless by other players.
    Your strengths are:
    - Sneaking up on an enemy and hitting them with sap to buy yourself time, or
      ambush to hit for high amounts of damage (with a dagger equipped, of course.)
    - Using gouge and kick to keep healers and casters at bay.  Two weapons with
      quick speeds are ideal for this.
    - Popping sprint to evade enemies or catch up to your adversaries.
    - Popping evasion, especially when running a flag, to greatly increase your
      chance to dodge.
    
    Here's a thing or two you may not have known about 19 rogues:
    - Weapons can be switched while in combat.  One idea is to have three weapons
      handy - one dagger and two swords.  Use your dagger to ambush and then
      quickly switch a sword to your main-hand to increase your damage output
      substantially.  Another idea is to switch to two really fast weapons when
      engaging healers or casters, making their job that much more difficult.
    - Fiery enchants are affected by fire damage increases.  While fiery normally
      hits for 40 and crits for 60, it may hit for more if you have, say, fiery
      wrath or spell power gear.  Just something else to consider.
    - A target will always be critted with ambush when they are sitting.
    
    B. Gear Setup [0037]
    ---------------------
    
    Note:
    - There are a ton of different gear setups a rogue can go with and be
      effective, so instead of using the set 1, line break, set 2 concept that
      I've used with every other class, I've just decided to list all of the
      plausible pieces of gear that exist in WoW.  Items that I'd personally use in
      my rogue's set will have asterisks (*) next to them.
    - As for enchants, they'll be listed underneath the items in any given section.
      All possible enchants that make any sense whatsoever are listed.
    
    HEAD
    Green Tinted Goggles
    *Lucky Fishing Hat
    
    HEAD ENCHANTS
    Arcanum of Protection (12 dodge rating)
    Arcanum of Rapidity (10 haste rating)
    Lesser Arcanum of Constitution (100 health)
    Lesser Arcanum of Voracity (*8 agility, 8 strength plausible)
    
    NECK
    Thick Bronze Necklace
    *Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    *Serpent's Shoulders
    Talbar Mantle
    
    BACK
    *Glowing Lizardscale Cloak
    Miner's Cape
    Sentry Cloak
    Tranquillien Champion's Cloak (Horde Only)
    
    BACK ENCHANTS
    *3 Agility
    12 Dodge Rating
    70 Armor
    
    CHEST
    Armor of the Fang
    Bandit Jerkin of Agility (8 agility)
    *Blackened Defias Armor (If not Alliance)
    *Tunic of Westfall (Alliance only)
    
    CHEST ENCHANTS
    *4 Stats
    100 Health
    
    WRIST
    *Forest Leather Bracers
    Wrangler's Wristbands of Stamina (5 stamina)
    
    WRIST ENCHANTS
    9 Stamina
    *9 Strength
    
    HANDS
    *Gloves of the Fang
    Red Whelp Gloves
    Scouting Gloves of the Monkey (4 stamina, 4 agility)
    
    HANDS ENCHANTS
    7 Strength
    10 Haste Rating
    *15 Agility
    
    WAIST
    *Deviate Scale Belt
    Girdle of the Blindwatcher
    
    LEGS
    *Scouting Trousers of Agility (8 agility)
    Scouting Trousers of the Monkey (5 stamina, 5 agility)
    
    LEG ENCHANTS
    Nethercleft Leg Armor (40 stamina and 12 agility)
    *Nethercobra Leg Armor (50 attack power and 12 critical strike rating)
    
    FEET
    Boots of the Fang
    *Feet of the Lynx
    Nat Pagle's Extreme Anglin' Boots
    
    FEET ENCHANTS
    *7 Agility
    7 Stamina
    *12 Agility - only usable on Nat Pagle's Extreme Anglin' Boots
    12 Stamina - only usable on Nat Pagle's Extreme Anglin' Boots
    Boar's Speed (9 stamina and minor speed increase) - only usable on Nat Pagle's 
    Extreme Anglin' Boots
    *Minor Speed Increase
    
    RINGS
    Blood Ring
    Demon Band
    *Meadow Ring of Agility
    Meadow Ring of Eluding
    *Protector's Band/*Legionnaire's Band
    Seal of Sylvanas (Horde only)
    Seal of Wrynn (Alliance only)
    
    
    TRINKETS
    *Arena Grand Master (x2)
    *Engineering Trinkets
    *Insignia of the Alliance/Horde
    
    WEAPON
    *Assassin's Blade (for ambushing only)
    Buzz Saw
    Buzzer Blade
    *Cruel Barb
    Cursed Felblade
    Dawnblade
    Evocator's Blade
    Ironpatch Blade
    Night Watch Shortsword
    Protector's Sword/Legionnaire's Sword
    Scout's Blade/Sentinel's Blade
    *Shadowfang
    Tail Spike
    Thief's Blade
    Wingblade (Horde Only)
    
    WEAPON ENCHANTS
    *15 Agility (x2, 3 including dagger)
    15 Strength
    Crusader
    Fiery
    Icy
    Lifestealing
    Unholy
    
    PROJECTILE
    Hand of Argus Crossfire
    Lil Timmy's Peashooter
    Lovingly Crafted Boomstick
    Thick Bronze Darts
    *Throat Piercers
    Venomstrike
    
    PROJECTILE ENCHANTS
    Standard Scope (Usable on guns, bows, and crossbows only)
    
    C. Talent Setups [0038]
    ------------------------
    
    Setup 1 - "Survival"
    
    5/5 Lightning Reflexes
    5/5 Deflection
    
    Setup 2 - "Support"
    3/3 Improved Gouge
    2/2 Improved Sinister Strike
    5/5 Precision
    
    Setup 3 - "Crits"
    2/2 Remorseless Attacks
    5/5 Malice
    3/3 Improved Backstab
    
    -+-+-+-+-+-+-+-+-+-
    VII. Shaman [0039]
    -+-+-+-+-+-+-+-+-+-
    
    A. Overview [0040]
    -------------------
    
    The shaman is an almost pure support class in the 10-19 tier.  Your dps is 
    formidable, but likely won't be able to compare to a hunter or rogue.  Your 
    heals and totems are highly beneficial, so don't forget about them.  Your 
    strengths are:
    - Throwing down earthbind totems to slow down enemies chasing you and searing
      totems for additional dps.
    - Hiding behind objects and healing allies, while staying out of view of the
      enemy.
    - Spamming your purge spell to get rid of pesky enemy buffs.
    - Keeping your weapon buffed with flametongue for more dps.
    - Keeping lightning shield up when possible for even more dps.
    - Earth shocking enemy healers and casters to keep their spells down.
    
    A basic strategy for battle:
    
    Put down your searing totem and either an earthbind totem for kiting or a 
    tremor totem when facing a warlock or priest.  Purge all of your enemy's buffs 
    immediately.  Earth shock is your best instant cast against healers and casters.
    Use earth shock when your enemy is casting, not every 6 seconds.  This will 
    decrease the damage you take from them or the healing they can give themselves.
    With a fast enough weapon, you can stop a healer's heals altogether.  Flame 
    shock is better for the other classes, as it does the most damage overall.
    Heal yourself when necessary.
    
    B. Gear Setup [0041]
    ---------------------
    
    Note:
    - 19 shamans take advantage of almost every stat WoW has to offer, so I've put
      together three armor sets for you guys to choose from.  The first set is for
      pure health, the second is healing, and the third is spell damage.  Each of
      these sets will be separated by line breaks.  Under any given section, there
      may be an item with an asterisk (*) next to it, which is the best possible
      item available which is not easily obtained.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Shadow Goggles - 150 mana (lesser arcanum of rumination)
    
    Green Tinted Goggles - 8 healing and spell damage (arcanum of focus)
    *Lucky Fishing Hat - 8 healing and spell damage (arcanum of focus)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Talbar Mantle
    
    Talbar Mantle
    
    Talbar Mantle
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Caretaker's Cape/Battle Healer's Cloak - 70 armor
    
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    CHEST
    Blackened Defias Armor - 100 health 
    
    Tree Bark Jacket - 150 mana
    Robe of the Moccasin - 150 mana
    
    Inferno Robe (Horde only) - 150 mana
    Robe of Evocation - 150 mana
    
    WRIST
    Wrangler's Wristbands of Stamina (5 stamina) - 9 stamina
    
    Mindthrust Bracers - 24 healing and 8 spell damage
    
    Crystalline Cuffs - 24 healing and 8 spell damage
    
    HANDS
    Scouting Gloves of the Eagle (4 stamina, 4 intellect) - 15 agility
    
    Jutebraid Gloves (Horde only) - 30 healing and 10 spell damage
    Gold-flecked Gloves/Serpent Gloves - 30 healing and 10 spell damage
    
    Jutebraid Gloves (Horde only) - 20 fire damage
    Gold-flecked Gloves/Serpent Gloves - 20 fire damage
    
    
    WAIST
    Girdle of the Blindwatcher
    
    Girdle of the Blindwatcher
    
    Girdle of the Blindwatcher
    
    LEGS
    Scouting Trousers of the Eagle - nethercleft leg armor (40 stamina, 12 agility)
    
    Darkweave Breeches - golden spellthread (66 healing, 22 spell damage, 20 
    stamina)
    
    Shimmering Trousers of Fiery Wrath (11 fire damage) - runic spellthread (35 
    spell damage and 20 stamina)
    
    FEET
    Footpads of the Fang - 7 stamina
    Footpads of the Fang - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - fortitude (12 stamina)
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    Sanguine Sandals - 7 stamina
    Sanguine Sandals - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - vitality (4 mana and health regeneration 
    every 5 seconds)
    
    Footpads of the Fang - 7 stamina
    Footpads of the Fang - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - fortitude (12 stamina)
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    RINGS
    Seal of Sylvanas (Horde only)/Seal of Wrynn (Alliance only)
    Blood Ring
    
    Seal of Wrynn (Alliance only)
    Advisor's Ring/Lorekeeper's Ring
    Lavishly Jeweled Ring
    
    Seal of Wrynn (Alliance only)
    Advisor's Ring/Lorekeeper's Ring
    Lavishly Jeweled Ring
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Rhak'Zor's Hammer - 25 agility
    Dawnblade (Horde only) - 15 agility and *Furbolg Medicine Pouch
    Face Smasher - 15 agility and *Furbolg Medicine Pouch
    
    Staff of the Blessed Seer - 55 healing and 19 spell damage
    Twisted Chanter's Staff - 22 intellect
    
    Staff of the Blessed Seer - 30 spell power
    Twisted Chanter's Staff - 30 spell power
    
    C. Talent Setups [0042]
    ------------------------
    
    Setup 1 - "Healing"
    5/5 Ancestral Knowledge
    5/5 Improved Healing Wave
    
    -+-+-+-+-+-+-+-+-+-+-
    VIII. Warlock [0043]
    -+-+-+-+-+-+-+-+-+-+-
    
    A. Overview [0044]
    -------------------
    
    A warlock is a dps and support class in the 10-19 tier.  Your strengths are:
    - Implementing fear and the use of a voidwalker to render an enemy healer more
      or less useless.
    - Kiting an enemy around the map using your dot spells, burning them down and
      taking little to no damage in the process.  A minor speed increase enchant to
      your boots is crucial to make this work.
    - Using a combination of life tapping and bandaging to fully regenerate
      yourself after combat.
    - Dotting multiple enemies in order to rack up damage and force enemy healers
      to work harder.
    - Fearing an enemy flag carrier to hinder their advance towards their own base,
      buying time in the process for allied reinforcements to show up.
    - Fearing enemies off of your own flag carrier, facilitating a flag capture.
    - Demon skin, soulstones, and healthstones.
    
    Here are a few things you may or may not have known about 19 warlocks:
    - Dots are not affected by spell power bonuses.  You can have +100 spell damage
      and your dot tics will still be hitting for the same amount as they would if
      you had no extra spell damage.
    - Your main attributes to build upon are stamina and spell damage.  That's it,
      folks, and I'll tell you exactly why.  You don't need intellect because
      you're not going to need all that extra mana - life tap takes care of that.
      One way of looking at it is the more health you have, the more mana you can
      regenerate.  Your dots are your main source of damage but since you can't
      get a stamina enchant to your weapon and whatnot, your second focus is spell
      power, which will help with your shadowbolts and searing pain.  I need not
      explain why you don't need strength or agility, and spirit isn't worth your
      time because a battleground is too fast-paced to take advantage of natural
      health and mana regeneration.
    
    A basic strategy for battle:
    
    Immediately pop fear and follow up with curse of agony, corruption, and 
    immolation.  Make sure your pet is attacking your designated opponent.  At this 
    point, you should be wanding or using shadowbolt/searing pain, depending of 
    course on your total spell damage and the race of the enemy you're fighting.  
    Blood elves, for example, have slight resistance to all schools of magic.  
    Undeads have a decent resistance to shadow damage, so searing pain or wanding 
    is the ideal for use on them.  Dots should be renewed whenever they fade from 
    your opponent, and fear should be implemented whenever they escape from it.  If 
    you run low on mana, life tap.  If you run low on health, you might want to try 
    drain life, but to be honest, it's not too great at 19.  Bandaging is usually a 
    better option.
    
    When facing multiple foes, dot everybody, send your pet after a caster class, 
    and burn down the healer first if there is one.  Remember that you can keep one 
    enemy feared while attacking another.  It's best to kill off melee classes 
    after the healer because they typically do higher damage to you, being a cloth-
    wearer.  Make sure your demon skin is up at all times.
    
    B. Gear Setup [0045]
    ---------------------
    
    Note:
    - The first piece of gear listed under any given section is part of your pure
      health set.  These items and their respective enchants will provide you with
      the highest amount of health you can obtain semi-easily.  There may then be
      an item with an asterisk (*) next to it, which is an even better item that is
      not easily obtained.  There will then be a couple of lines breaks, and
      another piece of gear will be listed that is part of your spell damage set.
      The asterisk rule will also apply here.  Keep in mind that a small spell
      damage increase like +6 to shadow damage is not often worth losing a
      potential 6 stamina, or even 3 stamina, for that matter.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    NECK
    Thick Bronze Necklace
    
    Thick Bronze Necklace
    
    SHOULDERS
    Talbar Mantle
    
    Talbar Mantle
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    CHEST
    Bloody Apron - 100 health
    
    Inferno Robe (Horde Only) - 150 health
    
    WRIST
    Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina
    
    Shimmering/Greenweave Bracers of Stamina (4 stamina) - 9 stamina
    
    HANDS
    Raven's Claws - 20 shadow damage
    
    Raven's Claws - 20 shadow damage
    
    WAIST
    Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)
    
    Shimmering/Greenweave Sash of the Whale (4 stamina, 4 spirit)
    
    LEGS
    Shimmering Trousers of the Whale (5 stamina, 5 spirit) - nethercleft leg armor 
    (40 stamina, 12 agility)
    
    Shimmering Trousers of the Whale (5 stamina, 5 spirit) - runic spellthread (35 
    spell damage, 20 stamina)
    
    FEET
    Greenweave Sandals of Stamina (6 stamina) - 7 stamina
    *Nat Pagle's Extreme Anglin' Boots - 12 stamina
    
    Greenweave Sandals of Stamina (6 stamina) - minor speed increase
    *Nat Pagle's Extreme Anglin' Boots - boar's speed (9 stamina and minor speed 
    increase)
    
    RINGS
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Lorekeeper's Staff - 30 spell damage
    Dawnblade (Horde only) - 30 spell damage and *Furbolg Medicine Pouch
    Night Watch Shortsword - 30 spell damage and *Furbolg Medicine Pouch
    
    WAND
    Banshee Rod of the Sun
    
    Gravestone Scepter
    
    C. Talent Setups [0046]
    ------------------------ 
    
    Setup 1 - "Survival"
    5/5 Improved Corruption
    5/5 Demonic Embrace
    
    -+-+-+-+-+-+-+-+-+-
    IX. Warrior [0047]
    -+-+-+-+-+-+-+-+-+-
    
    A. Overview [0048]
    -------------------
    
    The warrior is a flag carrying and support class.  If you work hard enough on 
    your gear, your dps can be comparable to that of a rogue or a hunter.  Your 
    strengths are:
    - Spamming hamstring, especially on multiple targets, to slow down enemies
      chasing your flag carrier or support trying to keep up with the enemy flag
      carrier.
    - Using shield bash in combination with a fast weapon to make an enemy healer's
      job substantially more difficult.
    - Using demoralizing shout in a group of enemies to drop the total dps by a
      fair amount.
    - Switching stances depending on what purpose you're serving.
    
    A basic strategy for battle:
    
    Unless facing enemies you expect will take a while to kill, use your battle 
    stance.  Charge your intended target and immediately hamstring them so they 
    cannot flee, and then begin using your normal offensive attacks (heroic strike, 
    rend, ect.)  Make sure you shield bash when they attempt to heal or use a 
    powerful spell, and never let hamstring fade or they may get away from you.  
    Demoralizing shout is also a priority depending on who you're facing.
    
    B. Gear Setup [0049]
    ---------------------
    
    Note:
    - The first piece of gear listed under any given section is part of your pure
      health set.  These items and their respective enchants will provide you with
      the highest amount of health you can obtain semi-easily.  There may then be
      an item with an asterisk (*) next to it, which is an even better item that is
      not easily obtained.  There will then be a couple of lines breaks, and
      another piece of gear will be listed that is part of your strength set.  By
      popular demand, I've also decided to include a third set for agility.  The
      asterisk rule will apply to these two sets.
    - Next to many pieces of gear will be a dash and then an enchant or other
      modification which makes those pieces of gear better.
    
    HEAD
    Green Tinted Goggles - 100 health (lesser arcanum of constitution)
    *Lucky Fishing Hat - 100 health (lesser arcanum of constitution)
    
    Green Tinted Goggles - 8 strength (lesser arcanum of voracity)
    *Lucky Fishing Hat - 8 strength (lesser arcanum of voracity)
    
    Green Tinted Goggles - 8 agility (lesser arcanum of voracity)
    *Lucky Fishing Hat - 8 agility (lesser arcanum of voracity)
    
    NECK
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    Sentinel's Medallion/Scout's Medallion
    
    SHOULDERS
    Talbar Mantle
    
    Serpent's Shoulders
    
    Serpent's Shoulders
    
    BACK
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Tranquillien Champion's Cloak (Horde Only) - 70 armor
    Miner's Cape - 70 armor
    
    Glowing Lizardscale Cloak - 3 agility
    
    CHEST
    Blackened Defias Armor - 100 health
    
    Wildwood Chain (Alliance only) - 4 stats
    Armor of the Fang - 4 stats
    
    Tunic of Westfall (Alliance only) - 4 stats
    Outrunner's Chestguard of Agility (4 agility) - 4 stats
    
    WRIST
    Steel-clasped Bracers (Horde only) - 9 stamina
    Beetle Clasps (Alliance only) - 9 stamina
    
    Fortified Bracers of Strength - 9 strength
    
    Forest Leather Bracers - 9 strength
    
    HANDS
    Defender Gauntlets of the Monkey (4 stamina, 4 agility) - 15 agility
    
    Thorbia's Gauntlets - 7 strength
    
    Gloves of the Fang - 15 agility
    
    WAIST
    Girdle of the Blindwatcher
    
    Cobrahn's Grasp
    
    Deviate Scale Belt
    
    LEGS
    Grunt's Legguards of the Monkey (5 stamina, 5 agility) - nethercleft leg armor
    (40 stamina and 12 agility)
    
    Grunt's Legguards of Strength (8 strength) - nethercobra leg armor (50 attack
    power and 12 critical strike rating)
    
    Scouting Trousers of Agility (8 agility) - nethercobra leg armor (50 attack
    power and 12 critical strike rating)
    
    FEET
    Savage Trodders - 7 stamina
    Savage Trodders - minor speed increase
    
    Draftsman Boots - 7 agility
    Draftsman Boots - minor speed increase
    
    Feet of the Lynx - 7 agility
    Feet of the Lynx - 7 agility
    
    RINGS
    Seal of Sylvanas (Horde only)
    Blood Ring
    Blood Ring
    
    Clay Ring of Strength
    Clay Ring of Strength
    
    Meadow Ring of Agility
    Meadow Ring of Agility
    
    TRINKETS
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    *Arena Grand Master/PvP Trinket
    *Arena Grand Master/PvP Trinket
    
    WEAPON
    Dawnblade (Horde only) - lifestealing/crusader and Dreadskull Shield (Horde
    only) - 7 stamina
    Night Watch Shortsword - lifestealing/crusader and Gold-plated Buckler - 7
    stamina
    
    Smite's Mighty Hammer - 15 strength/crusader
    Glacial Stone - 15 strength/crusader
    Shadowfang - 15 strength/crusader and Redbeard Crest - felsteel shield spike
    
    Wingblade (Horde only) - 15 agility and Redbeard Crest - felsteel shield spike
    Thief's Blade - 15 agility and Redbeard Crest - felsteel shield spike
    Shadowfang - 15 agility and Redbeard Crest - felsteel shield spike
    
    PROJECTILE
    Hand of Argus Crossfire - standard scope (2 damage)
    
    Thick Bronze Darts
    
    Throat Piercers
    
    C. Talent Setups [0050]
    ------------------------
    
    Setup 1 - "Flag Running"
    5/5 Anticipation
    5/5 Toughness
    
    Setup 2 - "Efficiency"
    3/3 Improved Heroic Strike
    5/5 Cruelty
    2/5 Unbridled Wrath
    
    
    ===============================================================================
    
    5.  W A R S O N G  G U L C H                                             [0051]
    
    ===============================================================================
    
    -+-+-+-+-+-+-+-+-+-+-+-
    I. Description [0052]
    -+-+-+-+-+-+-+-+-+-+-+-
    
    Warsong Gulch follows a basic capture the flag-type system.  Each side is given
    a flag which is placed in the heart of their base.  The ultimate goal is to 
    grab the opposing team's flag and bring it back to your own flag three times.  
    Your own flag must be in its proper spawn point before the opposing team's flag
    can be captured.  You're likely going to have to remind a couple of people of 
    this rule throughout your 19 twink career.  It's a 10 vs. 10 maximum, 5 vs. 5 
    minimum setting, with new characters coming in any time old ones leave.
    
    While you used to only be fighting against enemies from your own realm, 
    Blizzard has since introduced the "Cross-realm system".  Your realm is in a 
    "Battlegroup" with many other realms whose players you will also be playing 
    both with and against in Warsong Gulch.  It's a great way to speed up queue 
    times and make some new friends (or enemies) from other realms.
    
    Another system that is currently in effect is the "Match-making system".  This
    system uses a complicated formula to try to put players with similar gear into 
    games against each other.  This has unfortunately made queue times a bit longer
    and makes group-queuing at non-peak hours a tough proposition.  By similar gear
    I just mean that the system doesn't want a level 15 in white gear to be 
    fighting a level 19 in blues and endgame enchants.  You're going to see this 
    happening a lot anyway, though, which leads me to make what some would call an 
    extreme statement - I think the system is flawed and is in dire need of 
    improvements.
    
    Given that you've entered a game that has just opened, you have two minutes to
    prepare for battle, free of mana use, before the gates are opened and two 
    forces will charge at each other.  Messages will be coming up on the screen, 
    accompanied by different sound effects, that will let you know whenever a flag 
    is picked up, dropped, returned, or captured.  A final message will also appear
    when a team wins.  It is possible to enter a game that has already started.
    
    6 power-ups are placed throughout Warsong Gulch; two of each type.  The sprint 
    power-up, which is placed inside of the Horde and Alliance's tunnels, increases
    the running speed of the target by 100% for 10 seconds.  The restoration power-
    up, placed in huts on either side of the map, regenerates the target's health, 
    mana, and pet's happiness by 10% per second for 10 seconds.  This effect is 
    diminished upon being attacked.  And the berserking power-up, located in huts 
    on either side of the map, increases the target's damage output by 30% and 
    damage taken by 10% for 1 minute.  Keep in mind that any of these effects can 
    be purged by a shaman or dispelled by a priest.
    
    Removing an enemy's insignia by right-clicking on them will give you a small 
    amount of money and prevent them from respawning at half-health and mana at 
    their body.  Shift+click their body for faster results.  Most players will 
    choose either way to respawn at their designated spirit healer, who resurrects 
    everybody at their graveyard every 30 seconds.  A player is automatically sent 
    to their designated spirit healer after death.  "GY camping", a practice 
    involving killing enemies directly after they respawn at their spirit healer, 
    is often frowned upon but may be acceptable under certain circumstances by 
    certain people.
    
    When the enemy drops your flag, you need to rapidly right-click on it as soon 
    as you are within range to give yourself the maximum chance of returning it.  
    This rule also applies to when an ally drops the enemy flag, and I repeat, it 
    is the most effective way of doing it.  I can't tell you how angry it makes me 
    when one Horde manages to return their flag with 7 Alliance standing nearby, 
    simply because they knew how to properly return it and none of those 7 Alliance
    did.  It's a skill that very few people seem to possess, yet it's so easy to 
    master.  Right-click on that flag like it's a matter of life and death.
    
    -+-+-+-+-+-+-+-+-
    II. Parts [0053]
    -+-+-+-+-+-+-+-+-
    
    Each faction's base contains different textures and objects but they each 
    follow the same basic architecture and internal structure.  Parts of Warsong 
    Gulch from your perspective include: 
    
    Balcony: The small ledge overlooking your flag room and containing one doorway
    which leads to the second room.  You can also jump from here to the flag room 
    easily.
    
    FR or Flag Room: The room that contains your flag.  Complete with a small 
    enclosed area with a window for hiding, and connected to the tunnel and second
    room.  Overlooked by the balcony and the roof.
    
    GY or Graveyard: When facing the base, is located on the left side and contains
    no easy entrances unless using a terrain glitch or using a warrior's charge 
    attack.  One of three general exits or the enemy may use to leave your base.
    
    Huts: The four huts containing power-ups, all located on the corners of mid-
    field.
    
    Mid-Field: The large field that is between either team's base.  A place where 
    arrows and bullets are constantly flying, swings and blocks are being exchanged,
    and lives are being lost.
    
    Ramp: When facing the base, is located on the right side and leads up towards 
    two entrances of the base leading to the second room and also to the graveyard.
    One of three general exits or entrances the enemy may use to enter or leave 
    your base.
    
    Roof: The top layer of your base overlooking the flag room and accessed by the 
    ramp leading up to the roof, which branches off of the tunnel.  Contains a 
    large block in the center, perfect for playing "ring around the rosie" with 
    your enemies.  You can also jump from here to the balcony or the flag room 
    easily.
    
    Second Room: Room containing a small wooden ramp, two doorways leading outside 
    (one on either floor), and one doorway leading to the balcony.
    
    Tunnel: The long tunnel containing the speed power-up and leading up to the 
    flag room and the ramp to the roof.  Entrance to the outside field is located 
    at the bottom end of the tunnel.  One of three general exits or entrances the 
    enemy may use to enter or leave your base.
    
    -+-+-+-+-+-+-+-+-+-+-
    III. Tactics [0054]
    -+-+-+-+-+-+-+-+-+-+-
    
    There are many, many different tactics that can be used in 10-19 Warsong Gulch.
    I could probably write an entire guide on that alone, but I'd rather cover a 
    broader field.  I'll include all of the tactics I know of, but please feel free 
    to drop me an email if you have any I haven't included here.
    
    Ambushing: This works best with classes who can stealth, night elves, or any 
    small race.  What you're looking to do is have one class that can take a lot of 
    hits, like a big tauren warrior, to be standing out in the open for the enemy 
    to see.  This gives them the delusion that the person is alone.  Naturally, 
    they'll all jump on them, and here's where ambushing really comes into play.  
    Your other teammates, all in their hiding places, are then to jump out and 
    catch the enemy by surprise.  You might end up mowing a couple people down 
    before they even realize what's going on and change targets.  Often times, by 
    then, it's too late.
    
    Buffs: If you're playing a class that's capable of buffing people, especially 
    when you're still waiting behind gates, make sure you buff everybody.  A druid 
    or priest who just sits there behind the gates and does nothing is really not 
    being efficient.
    
    Concealing: This is when your flag carrier, often by themselves, is located in 
    an area you wouldn't expect the enemy to look.  Smaller races like gnomes and 
    undeads take the highest advantage of this, by adding to it using the /lay 
    command to sort of tuck themselves into walls and other structures.  This 
    strategy is nearly flawless when you have at least one person near the enemy 
    flag spawn at all times, just in case your flag carrier is spotted and killed.
    
    Convoy: This is a method used when both flags are taken and the teams seem too 
    even to return your flag to traditional way.  Every member of your team, 
    including your team's flag carrier, is to move in one big group into the 
    enemy's base.  The basic idea is to overwhelm them with numbers, but it must be 
    carried out quickly or they will retaliate with the same numbers and you will 
    lose their flag.  Keep one person at their flag spawn in case your carrier goes 
    down, and make sure you have at least one healer with your flag carrier at all 
    times.  Send the main group directly towards the enemy flag carrier.
    
    Defensive Awareness: Try using the following macros so people know where the 
    enemy flag carrying is exiting your base at:
    /bg The enemy flag carrier is headed down the RAMP side!
    /bg The enemy flag carrier is headed out the TUNNEL!
    /bg The enemy flag carrier is headed out of the GRAVEYARD!
    
    Evasion: This is another flag carrier strategy.  When you and your group of 
    defenders are obviously outgunned, it may be time to implement this strategy.  
    Simply put, you need to run for your life.  Kite the enemy forces all over your 
    base, making sure you stay far enough ahead to that they can't easily attack 
    you.  This won't work forever, though, as you have rogues with sprint and 
    reinforcements coming in at any time.  A minor speed increase enchant to boots 
    is a must if you want to pull this off.  Swiftness potions are also recommended.
    
    Handoffs: This is an excellent strategy that doesn't get enough use.  Simply 
    put, if you're holding the enemy flag and somebody on your team is better 
    suited for holding it, you should give it to that person.  If you're a warlock 
    with 1200 health, for example, and there's a warrior nearby with 2100 health, 
    hand it to them.  Of course, a certain amount of coordination is needed to do 
    this properly.  Make sure you let the person you're giving the flag to know 
    when you're about to drop it and that they should pick it up.
    
    Isolate and Destroy: Many players aren't intelligent enough to know that you 
    have to stay in a healer's line of sight and range if you want heals.  Try 
    leading the enemy flag carrier around a corner and ambushing them before the 
    healer can catch up.  Or do the opposite and lead the flag carrier away while 
    two of your friends take out the healer.
    
    Limiting Directions of Attack: When people are chasing you and you plan to 
    engage them, are you better off in an open field or in a narrow tunnel with 
    your back to a wall?  You're most likely better going with the latter, because 
    it allows you to see when your combatants are coming from.  How does this apply 
    to WSG?  It means that you're probably safer on the roof than standing at mid-
    field, because the roof only has one entrance while mid-field has an infinite 
    amount.  You need to be able to see your enemies coming or you're going to get 
    stabbed or shot in the back and won't be able to react quick enough.
    
    Notifying the Carrier: Failure to use this idea can be detrimental for your 
    team.  You need to let your flag carrier know a bit in advance that you're 
    about to return the flag so they can get in position for a capture.  Failure to 
    do so can often give you enemy the extra few seconds needed to repossess your 
    flag.  Always say something like "Get ready to cap" to your flag carrier knows 
    it's time to get in position.
    
    Strength in Numbers: This is quite possibly the most neglected tactic of them 
    all in any PvP setting.  You are NOT Arnold Schwarzenegger.  You cannot destroy 
    an entire Cambodian village by yourself, even with a big arsenal of explosives 
    and machine guns.  You need to stay with others if you want to win at Warsong 
    Gulch, so do so.  If you pull up your map and you see 10 yellow dots scattered 
    all over the map, chances are your team is doing things wrong.  If your team 
    stays clustered together, you've got a much better chance of winning.  There 
    are, of course, exceptions to this rule which are listed in other tactics here.
    
    Turtling: This method involves keeping most or all of your teammates near your 
    flag carrier when both flags are taken.  The reason for doing this is to try to 
    initiate an enemy convoy or to get them to send more people over so you can 
    overwhelm their flag carrier.  Turtling is often frowned upon by people, and is 
    usually best done directly in your graveyard.
    
    
    ===============================================================================
    
    6. A R E N A S                                                           [0055]
    
    ===============================================================================
    
    This section is coming soon...
    
    
    ===============================================================================
    
    7.  F R E Q U E N T L Y  A S K E D  Q U E S T I O N S                    [0060]
    
    ===============================================================================
    
    Where do I get the Lucky Fishing Hat and Nat Pagle's Extreme Anglin' Boots?
    ----------------------------------------------------------------------------
    
    These two items are obtained in the "Stranglethorn Fishing Extravaganza", which 
    is held every Sunday from 2 PM to 4 PM server time.  Twinks are to wander up 
    and down the coast, casting their lines into Schools of Tastyfish.  While 
    tastyfish are what will be caught nearly all of the time, there is a very rare 
    chance of catching three rare fish from the schools which can be turned in to 
    an NPC in Booty Bay for prizes.  Dezian Queenfish is of no use to you; it 
    yields a special fishing line.  Keefer's Angelfish is turned in for the Lucky 
    Fishing Hat and Brownell's Blue Striped Racer for Nat Pagle's Extreme Anglin' 
    Boots.  Remember that these rare fish must be turned in before the contest ends 
    or they will disappear from your inventory, and that they can only be caught 
    from Schools of Tastyfish.  If you wish to participate in the contest, it's 
    best to level your fishing to 150 and bring along enough Bright Baubles to last 
    the entire contest.  At 225 fishing, you will no longer lose catches.
    
    Where do I get the Furbolg Medicine Pouch?
    -------------------------------------------
    
    The method to obtaining this item is both very odd and very time-consuming.  
    What you need to do is get to Honored reputation with Timbermaw Hold and then 
    purchase it from the quartermaster.  In order to do this without gaining exp, 
    said player is supposed to kill themselves and proceed to party with somebody 
    else who is grinding Timbermaw reputation and follow them around in ghost form.
    This yields 10 Timbermaw reputation per kill, but no exp.  It's estimated that 
    this would take you about 6 hours of grinding total.
    
    Where do I get the Arena Grand Master?
    ---------------------------------------
    
    Obtaining this item can be pretty irritating, depending on what realm you're on.
    In Stranglethorn Vale, there's a stadium known as the Gurubashi Arena.  Every 
    three hours server time, with one of those times being 12:00 PM, a special 
    event takes place in the Gurubashi Arena.  A goblin places a chest in the 
    middle of the arena and players then proceed into a battle royale-style 
    deathmatch.  The goal of all this is to open up the chest before anybody else 
    gets a chance to and loot the contents.  Well there's always an item in said 
    chest called the Arena Master, which once looted, gives the player a quest.  
    The object of the quest is to turn in 12 total Arena Masters in exchange for 
    the Arena Grand Master.  One problem that complicates things more about this is 
    the fact that Alliance can attack Alliance and Horde can attack Horde while 
    inside the arena.  Your best bet if you want this trinket is to invite a few of 
    your 70 friends to come protect you while you loot the chest.
    
    What's this business with lesser arcanums?  How do I get those?
    ----------------------------------------------------------------
    
    Lesser arcanums are the final product of quests that a blood elf gives in 
    Burning Steppes.  Each of these quests requires some different items to 
    complete, but they all require a couple of the same items.  They all require a 
    certain libram, which is purchased on the AH.  If you want a lesser arcanum of 
    constitution, you need a libram of constitution.  They also all require 30g.  
    For more information on each of the specific lesser arcanum quests, visit 
    www.wowhead.com and look up the specific lesser arcanum you need.
    
    Where's a good place to farm magic dust?
    -----------------------------------------
    
    There is currently only one reliable place to farm magic dust, and that's off 
    of Dust Devils in Westfall.  The drop rate on this stuff used to be horrible; I 
    believe it was around 13%.  Visit www.wowhead.com for an updated drop rate and 
    a map of all Dust Devil spawns within Westfall.
    
    I've definitely seen better pants for my class, like Leggings of the Fang.  Why 
    can't I wear those instead?
    -------------------------------------------------------------------------------
    
    While these used to be the best possible pants for leather wearers before the 
    new armor kits came in, they're not any more.  This is because they are BoP, 
    and only BoE items can have the new leg "enchants" placed on them because they 
    must be in the level 60+'s inventory and then traded back.  This applies to any 
    class of course, not just leather wearers.
    
    What about the Insignia of the Alliance/Horde?  Where do I get that trinket?
    -------------------------------------------------------------------------------
    
    These trinkets, which remove any and all movement impairing effects and effects 
    that result in loss of control of your character, are purchased from your 
    faction's quartermaster.  For the Alliance, this is purchased in the Champion's 
    Hall in Stormwind, and for the Horde, it's purchased in the Hall of Legends in 
    Orgrimmar.  The trinket itself has a five-minute cooldown and currently costs 
    2,805 honor.
    
    What's with you assigning cloth gear to leather wearers and leather gear to 
    mail wearers?
    -------------------------------------------------------------------------------
    
    The armor difference in the 10-19 tier is so little that it's worth sacrificing,
    say, 60 armor for an additional 3 stamina.  Though I don't know the exact 
    mathematical formula that comes into play, it's in my own personal experience 
    that stats are better than armor for 19 twinks.
    
    I have a different armor set on my twink but I notice that mine is effective 
    too.  Should I change to yours?
    -------------------------------------------------------------------------------
    
    If your gear setup is working for you, by all means, keep it.  There's nothing 
    wrong with mixing and matching my suggested gear with some of your own 
    favorites.  I'm sure I've got about 5 emails sitting in my inbox right now that 
    are suggesting a new piece of gear or enchant to include in my guide and I'm 
    fine with that.  The Gear Setup sections for each class are just little 
    suggestions I have for your twinks that I personally feel are the best, but I'm 
    not omniscient.  If you have what you believe are better ideas, that's no 
    problem.  I'd be glad to hear about them.
    
    
    ===============================================================================
    
    8.  C O N T A C T I N G  M E                                             [0061]
    
    ===============================================================================
    
    If you see an error in my guide such as a misspelled word or an incorrect 
    description of an item, please feel free to drop me an email at
    ragefire@live.com.  Questions and comments are also welcome, but please include 
    '19 Twink Guide' in the subject and type in at least a semi-coherent manner.  
    To give you a better understanding of what I mean by that, I have a couple of 
    examples:
    
    Good email:
    
    "Hey Demon, nice guide!  I just wanted to let you know that you misspelled 
    Talbar Mantle in section [0045].  I also disagree with your idea that a rogue 
    should outrun the enemy flag carrier and take their flag rather than trying to 
    return their own.  Thanks!"
    (This email has great spelling and grammar.  It also calls attention to a 
    spelling mistake, which I hate making, and an idea that I may or may not choose 
    to include somewhere in the guide.)
    
    Good email:
    
    "Hi Demonrage.  Thanks for the guide; I've used a lot of its concepts on my own 
    twink.  I wanted to ask you, when is the fishing contest held?  Maybe you could 
    include that in your guide somewhere so everybody will know."
    (This email is both very coherent and very important because it opens my eyes 
    to something I may not have included already in my guide.)
    
    Decent email:
    
    "u spelled warsong wrong in [0039]"
    (This email could use some work, but it still gets the point across.)
    
    Bad email:
    
    "LOL MY ROGUE COULD PWN YOUR WARLOCK IN 2 SWINGS, COME DUEL ME OUTSIDE 
    STORMWIND SOME TIME.  ALLIANCE SUCKS, PEACE OUT."
    (While CAPS are pretty annoying in cases like this, the worst part about this 
    email is it serves no real purpose.  How does you believing you can beat me in 
    a duel contribute to a better guide?)
    
    Bad email:
    
    "hi demon ur stratgy on twinkin sucks in [0059] fix it plz to include more pwn 
    strats.  bye."
    (This email has very poor spelling and grammar, but most importantly, it 
    doesn't specifically point out what needs to be changed.  "Pwnage" is a very 
    broad field.)
    
    If you let me know something needs corrected or suggest a strategy that I 
    haven't included, I'll be glad to make the adjustment in my guide.  I'm not 
    always going to agree with you though, so that's not a guarantee.  Just don't 
    fill up my inbox with hate mail; you have better things to do with your time 
    than to harass a person you don't even know.  Also, let me know whether or not 
    you'd like your name or alias to be included in this guide, and if so, what 
    name you'd like to go by.  I don't want to give anybody any undesired fanfare.
    
    
    ===============================================================================
    
    9.  L E G A L  C O D  F O D D E R                                        [0062]
    
    ===============================================================================
    
    This guide is Copyright (c) 2008 Andrew "Demonrage" Nash.  All rights reserved.
    
    Currently the only website that's allowed to host my guide is GameFAQs.com.  If 
    you would like to request permission to host my guide elsewhere, please drop me 
    an email at ragefire@live.com, but I will warn you ahead of time that the 
    answer is most likely no.  Fun fact: If you are hosting my guide without my 
    written consent, you are breaking the law!  Remember that when you're living on 
    the streets because I've sued you out of every dime you own.  Just kidding 
    folks, but seriously, please ask for permission or simply link to the GameFAQs 
    page hosting my guide if you want to show it to somebody.
    
    With all this said, printing out my guide for personal, private use is not only 
    allowed, but encouraged.  Selling it for profit, however, is also illegal.  
    Unless, of course, you send me 100% of the profits.  The "I didn't know!" 
    defense might hold up in front of your first grade teacher, but it doesn't work 
    in court too often.
    
    
    ===============================================================================
    
    10. C L O S I N G  S T A T E M E N T S                                   [0063]
    
    ===============================================================================
    
    First and foremost, thank you readers for taking interest in my guide.  I hope 
    you've learned a thing or two and maybe even shared some concepts with some 
    fellow players.  I very much enjoyed writing this, just as I enjoy 10-19 PvP.  
    And I can't stress this enough - if you see a mistake, inconsistency, or 
    missing information, please let me know.  I want this guide to be as detailed 
    and perfect as possible.
    
    Thank you Blizzard for making World of Warcraft, the MMORPG that we've all come 
    to know and love, and especially for the rich and exciting PvP system that's 
    led to many hours of challenges and fun.  Thank you GameFAQs and CJayC in 
    particular for being the greatest gaming guide website of all time, and for 
    being so kind as to host my humble guide on your website.
    
    Many thanks to Infernal Renegades for allowing myself and the other officers to 
    take you under our wings.  Every one of you is a positive contribution to the 
    guild and your ability to work as a team and follow orders has led us as a 
    whole to many victories.  Thanks as well to some of our allied guilds on 
    Lightbringer, which include but are not limited to: Annihilation, Centered, 
    Death Inc, FirstBlood, Hellz Fury, Marshals of Justice, Sanctuary, and The 
    Cavalry.
    
    I also have to thank ForTheHorde and some other Horde guilds for beating us 
    into oblivion and halting our ego trips a bit.
    
    Thank you to the following people for making contributions, big and small, to 
    this guide:
    Thefatrouge of Lightbringer - For many suggestions as to how to better play and 
    gear a 19 rogue.
    
    
    I doubt any of you read all of those thank-you's and if you did, you're 
    probably feeling nauseous by now.  Anyway, good luck out there in the 
    battlegrounds.
    
    
    -------------------------------"Anger is a gift"-------------------------------
    ------------------------------------THE END------------------------------------