Primer for 5 man group leveling using dungeons (very fast) (2 Viewers)

Ghist

Clan General
Oct 23, 2017
525
Washington State
Clan Rank
Vetted Member
Vetted Member
Overview

Some of you may have heard that the fastest leveling method that greatly helped otherwise slow leveling classes was dungeon grinding (includes quests in dungeon) with some selective questing (Dungeon quest chains, some elite quests and kill quests). This was tested extensively in Classic WoW Beta and also on repack private reference servers for 46-60 range as Classic Beta did not cover that level range. Most popular combos are Spell Cleave and Melee Cleave, but this strategy works for most class combos. So rather than forcing anyone to look for only one or two combos. I'll give your overview on each class and how to pull it off.


Warrior

1-35 Talent build
Gameplay:
For this build its fairly easy to swap around parry talents for charge talents, but you’re primarily going to be using Thunderclap as your main source of damage. Initially I was unreasonably against this gameplay - but we don’t use cleave for the same reason we don’t use heroic strike unless our rage is full: because it removes rage we get from weapon swings. Your primary damage up until level 18 will be rend, then with R2 Thunderclap and the talents it’ll offer you the most DPS in the dungeon clears on pulls with 4+ targets, with rend coming in second, and sunder armor getting priority on single targets that will live long.
Make sure at least one warrior in the group is keeping up battle shout, and if your healer has having continuous mana problems then make sure someone is using demo shout as well. Once you unlock sweeping strikes at 30 it should be used on cooldown, and if you are having trouble using all of its charges on a use (Parries/Misses) then consider throwing in cleaves to get quick use of the charges, otherwise stick with Thunderclap. Obviously Overpower whenever it’s available as well. Try to charge whenever you are out of combat to get extra rage, and always be sure you are attacking targets that are not attacking you so you can hit them from behind, so that they cannot parry you, this is particularly important on higher level enemies

36-60 Talent build
Gameplay: At 36 we will be training and it's also when we learn whirlwind which will replace thunderclap as our primary rage dump along with Sweeping Strikes. We prioritize getting the 10% crit before going for mortal strike as Mortal Strike will be a single-target boss ability only, otherwise you should swap stances to keep up sweeping strikes and overpower, and sit in berserker stance for the crit, berserker rage, and whirlwind. Cleave only when rage is excessively high.
Be aware that abilities like pummel and hamstring deal damage and therefore will consume charges of Sweeping Strikes. At around 38 you should be obtaining the Ravager as well which will be a huge damage boost, make sure to pay attention to your buffs and do not interrupt the procs when they come up by jumping around or swapping stances.

Bonus tip: Hamstring and mocking blow are tools to use in dangerous situations, and anytime you have retaliate off cooldown you should use it in combination with Challenging Shout for big pulls. If it is going unused it is being wasted.


Priest

1-60 Talent build
Gameplay: As a priest your main role should be to keep your allies alive and maintain Spirit Tap uptime by last hitting mobs at opportune moments. Because a dungeon grind group will want to be pulling quickly, you’ll want to maximize the use of the 5second rule by frontloading healing in most situations, and then waiting until the last second to start healing again, but this takes a lot of practice and game sense to get a feel of your allies incoming damage, being too risky will result in many deaths.
Don’t be shy about telling your group when you need to drink, but it's your job to make sure you always have enough water for the longer grinds - if you are having bag space issues then ask the other members of the group to carry water for you, there are some sections of this guide where we don’t visit a vendor for 10~ hours of gameplay.
Avoid shielding warriors unless it is a desperate situation, because hits on a shield do not generate rage for them. Many mobs put out nasty diseases and magic debuffs, but some are not so harmful. Dispelling is mana-intensive so always decide what needs to go, and what can stay on your group.
There will be periods at which your wand damage will be too low to reliably get last hits, during this time you should instead use mind blasts or smites in between. In a full melee-cleave team it's likely you are the only cloth wearer, but regardless make sure all spirit loot is given to you as a first priority to help lower the groups downtime.
Do your best to time your heals so that you don’t pull aggro. In some dungeons, monsters behave strangely and aggro healers for no reason, but in the cases you can prevent it, you should. A lot of mobs do deadly close range abilities so its best to keep them away from yourself to avoid deadly debuffs like polymorphs, stuns, or silences. In addition, if the warriors have to constantly chase down mobs that are running after you, it will lower their kill times significantly.


Shaman

Restoration

1-60 Talent build
Gameplay: Restoration shaman gameplay allows for flexibility in the groups playstyle. Chain heal benefits a group that is splitting threat, while the healing way talent helps if you are using a centralized tank. The major benefit you bring to a group however will be your utility, to make sure you are dropping powerful totems for your group during each pull. Because of mana, you’ll want to try to strategically place them to limit the amount of times you drop them again, and stagger your healing to enable your mana regeneration to kick in.
A drawback you will face as a shaman is your lack of mana regeneration while casting, so managing your mana and not dropping useless totems or throwing out useless heals is important. You’ll need a good sense of how much damage your melee are taking so that you can extend the time before you need to heal them to be able to mana regen as much as possible. This means its best to heal in bursts - heal them to full, then don’t heal at all for awhile or drop totems until they are so low that they absolutely need it. This type of playstyle will maximize your mana usage but if you do it incorrectly it will result in a lot of deaths. So constantly communicate with your warriors whenever your mana is low and drink the second you get out of combat.

Enhancement
1-60 Talent build
Gameplay: Your mana should be reserved for chain lightning and totems, your damage won’t be amazing compared to the warriors but your buffs make up for that immensely, so if you find you are out of mana and unable to keep dropping totems, lay back on your other offensive skills. Strategically place them to maximize their usage and your mana, dropping them at the start of each engagement and using chain lightning, then not using any other spells until the next pull will be good for letting your mana regeneration kick in.
Don’t neglect your ability to heal, in cases where your groups healer does go out of mana or is running low, you can act as an off healer to keep the group going and give your main healer time to drink, reducing the groups downtime. Early on, Earthshock will be invaluable for interrupts on annoying spells so utilize it as much as possible against enemies that try to heal or cc.


Druid

1-60 Talent build
Gameplay: Starting out in the early levels with bear form, you will be the groups highest damaging melee because of swipe. Throughout the 1-60 experience and through all dungeon grinds you want to be in bear form and utilizing swipe as your main source of DPS, but at the same time if you are tanking all of the enemies constantly you will reduce the rage that the warriors will get, and overall reduce the groups DPS.
It’s important to realize that even though you are in bear form, you are not the groups tank. You should only utilize taunt on extremely dangerous enemies or if they were going for your healer, or if another group member is at risk of dying. It will be tempting to pull threat off of the warriors, but remember that this will be a DPS loss for the group.
After level 30, your damage may fall below what the warriors are dealing and you will fall into a utility role, making sure to keep your buffs up and providing them with 3% crit, applying faerie fire to targets, and using moonfire to pull distant mobs to the group when in the open world questing.
While a druid won’t bring a ton of damage, they have to make up for it in utility, and they have a lot of it in their kit. Use bash and feral charge on deadly enemies or to interrupt and cc, Keep MotW and Thorns on the group and throw out innervates to keep the group pulling and you will be able to make the runs go smoothly in ways outside of just adding to the pure DPS - but that being said, you still need to contribute as much damage as possible.
Cat form will not be worth it at any point because of the rate of mobs being pulled and dying and lack of AoE, so expect to be roaring along as a bear.


Warlock

1-60 Talent build
Gameplay: A warlock pumps out pretty decent damage and can carry their own weight in a Melee cleave group as long as you master your DoTing technique. Knowing what mobs are likely to live long enough to take full damage from your dots, and when to not bother applying them is key, for example fully dotting a cloth target when 2 warriors are attacking it will be a waste, whereas instead focusing your dots on heavily armored targets will likely have them run their full course.
In difficult pulls you’ll need to manage your health by yourself using drain life and not overdoing it with lifetap, but overall you should be able to hold your own with the melee groups. Try not to compete with priests if they are your healer in your group to get last hits with Improved Drain Soul, but do try to get it up when you can.
Your dots can easily interfere with a Priest’s ability to get Spirit tap from a last hit, so make sure you communicate with the priest on what target they want to last hit, and don’t place dots on this. This will be a constant thing as priests generally need to last hit something every 15 seconds
Aside from DPS, you enable some extra tactics for your group with your summons, allowing players to train key abilities at unusual times without much downtime between clears, potentially speeding up the groups leveling speed by massive amounts. Using your summons to their fullest will take a lot of creativity.
Providing healthstones to group members grants them an extra ‘uh oh’ button, and auras from your imp will help keep the group healthy, and fear and death coil are decent forms of CC in certain situations, just don’t overdo it with them.
A big problem you may have to worry about is pulling aggro. Many mobs do close-range aoe stuns, cleaves, and silences, so you generally want to stand back with the healer, but if you pull threat off of the warriors and cause the mobs to run to you, you will split up the mobs so that the melee cannot aoe them and have to chase them down, so be cautious about how you open up your damage and try not to pull threat, and when you do - be mindful of the mobs positions and try to group them back up rather than running further away


Hunter

1-60 Talent build
Gameplay: Using your pet early as your main damage will be key. Spamming too many shots will render you OOM very often, so it's important to pay attention to what is doing the most damage at different ranks as you level. You’ll want to avoid getting aggro on your pet save for targets that use annoying abilities like disarm. Growling mobs that disarm can save a lot of grief for the warriors.
Be mindful of your aggro in dungeons, pulling off of the melee will yank the mobs out of cleave and whirlwind range. This is less of a problem later with feign death. Remember to stay stocked up on arrows and mana, some of the dungeon grinds are long and will require a lot of arrows so consider asking party members to hold arrows for you if you’re struggling with bag space.
Your main source of damage will be multishot and typically using mana on anything else will be a waste outside of single target bosses. If you find yourself going low on mana for pulls, even consider downranking your multishot. Control your threat and drink as much as possible, and make sure to utilize your ability to pull additional mobs from a distance quickly to keep the group fighting.
As the group travels through certain zones, don’t be shy about taking short detours to grab any pets that you want, they can then share the quests with you after the fact. While your damage likely won't keep up with the melee in damage, you will not be far behind them.


Rogue

1-60 Talent build
Gameplay: Rogues will arguably be the lowest damage in a melee cleave group beyond level 20 because of the lack of AoE - to make up for this you will need to focus your damage on threatening targets and use your interrupts on heals and other high damage enemy casts.
The unfortunate high cooldown on Blade Flurry should still be used every chance possible, as should stuns and lockpicking to help with the groups income and looting. Using poisons such as crippling will help with fleeing mobs but will be troublesome when the group is trying to move mobs with them as they clear, so make sure to keep track of what poison the group will get the most use out of at each stage of the dungeon grinding process.
What you will lack in damage needs to be made up for by taking out and disabling threatening targets to allow the group to pull more recklessly without having to worry about certain enemies that heal or do deadly casts. Your talent build is flexible and can change based on what weapons you get on the trip to 60, and what weapons you favor.


Mage

1-60 Talent build
Gameplay: Fire spec is an option here, but typical frost leveling specs work great, your class will offer unique utility and damage regardless of spec. The pulls that a melee group will make are not big enough to warrant much use of Arcane Explosion and Blizzard, so the most effective AoE you should be using will mainly be Cone of Cold and Flamestrike, utilizing the fast cast speed of Scorch and fireblast with a high crit chance giving chances of refunding mana and triggering clearcasting, and trying to roll ignites on various targets.
Mana will be an issue for you, but rolling with a healing priest using Divine Spirit should beef up your evocates later on. The utility you provide for a melee cleave far outweighs any downside to your mana issues, you provide free water and food for the group, buffs, many forms of reliable CC, and huge time saving portals to move around the map efficiently between quests and Dungeons. Being in a melee group may not be as fast as an AoE spell cleave focused group, but it will be much less stressful.
Be mindful of your threat and avoid pulling mobs off of the melee and forcing them to chase you down, if that happens then be sure to blink towards them if possible. Utilize counterspell and sheep on annoying pulls and make sure to constantly be using cooldowns as they become available.


Resetting Dungeons

You will need to know how to reset and teleport back to a dungeon’s entrance. Some of these dungeon clears become massively inefficient if you don’t do this, so here’s a simple step by step walkthrough of how to reset a dungeon and teleport the party back to the dungeons entrance
  1. Form your party into a raid group
  2. Invite a 6th member, this can be an alt, friend, or 2nd account
  3. Make the 6th member the party leader of the group
  4. Have all 5 members of the group logout of the game
  5. Once they are logged out, the 6th member can reset the dungeon by right clicking their portrait, and once its done should alert the other players.
  6. When the 5 party members log back in, the dungeon should be reset and all players should be back at the entrance ready to clear again.
Just remember that in Classic WoW, while you are in a raid group you will be unable to complete any quests, so remember to reform the group into a normal party again before you begin questing.


Professions

All non-healing members should be sure to pick up first aid in their starting zones and level it up during any downtime. The dungeon clears should provide each member with plenty of cloth to keep it up to date on the road to 60. Cooking is worth taking at level 1 to unlock a quest in Tarren Mill. While there is some potential to keep cooking up to date while you level, it’s tricky to find time to do so without having your bag space struggle. Enchanting may be worth having for one member to disenchant the groups extra drops to use for leveling enchanting at a later date, but I recommend simply vendoring extra items to help pay for the mounts that will come up at level 40. Tailoring has its use in that it is relatively easy to level using the excess cloth drops in the dungeons and will be a great source of bags for the party early on, so it may be worth considering having one of the less active classes pick it up and bring it along for the journey. As for mining, skinning, engineering and blacksmithing, none are worth leveling while dungeon grinding.
 
Last edited:

Sidonis

Clan Officer
Jul 18, 2018
153
Columbus, OH
Clan Rank
Lieutenant Colonel
Lieutenant Colonel
Resetting Dungeons

You will need to know how to reset and teleport back to a dungeon’s entrance. Some of these dungeon clears become massively inefficient if you don’t do this, so here’s a simple step by step walkthrough of how to reset a dungeon and teleport the party back to the dungeons entrance
  1. Form your party into a raid group
  2. Invite a 6th member, this can be an alt, friend, or 2nd account
  3. Make the 6th member the party leader of the group
I will be solo leveling my hunter, but as long as I'm online, feel free to send me an invite for dungeon resets.
 

Wooot

Clan Member
Jan 15, 2016
77
Clan Rank
Sergeant Major of the Army
Sergeant Major

Of the Army
Cool
 
Last edited:

Lobotomizer

Clan Member
May 21, 2019
88
Idaho
Clan Rank
Staff Sergeant
Staff Sergeant
Overview

Some of you may have heard that the fastest leveling method that greatly helped otherwise slow leveling classes was dungeon grinding (includes quests in dungeon) with some selective questing (Dungeon quest chains, some elite quests and kill quests). This was tested extensively in Classic WoW Beta and also on repack private reference servers for 46-60 range as Classic Beta did not cover that level range. Most popular combos are Spell Cleave and Melee Cleave, but this strategy works for most class combos. So rather than forcing anyone to look for only one or two combos. I'll give your overview on each class and how to pull it off.


Warrior

1-35 Talent build
Gameplay:
For this build its fairly easy to swap around parry talents for charge talents, but you’re primarily going to be using Thunderclap as your main source of damage. Initially I was unreasonably against this gameplay - but we don’t use cleave for the same reason we don’t use heroic strike unless our rage is full: because it removes rage we get from weapon swings. Your primary damage up until level 18 will be rend, then with R2 Thunderclap and the talents it’ll offer you the most DPS in the dungeon clears on pulls with 4+ targets, with rend coming in second, and sunder armor getting priority on single targets that will live long.
Make sure at least one warrior in the group is keeping up battle shout, and if your healer has having continuous mana problems then make sure someone is using demo shout as well. Once you unlock sweeping strikes at 30 it should be used on cooldown, and if you are having trouble using all of its charges on a use (Parries/Misses) then consider throwing in cleaves to get quick use of the charges, otherwise stick with Thunderclap. Obviously Overpower whenever it’s available as well. Try to charge whenever you are out of combat to get extra rage, and always be sure you are attacking targets that are not attacking you so you can hit them from behind, so that they cannot parry you, this is particularly important on higher level enemies

36-60 Talent build
Gameplay: At 36 we will be training and it's also when we learn whirlwind which will replace thunderclap as our primary rage dump along with Sweeping Strikes. We prioritize getting the 10% crit before going for mortal strike as Mortal Strike will be a single-target boss ability only, otherwise you should swap stances to keep up sweeping strikes and overpower, and sit in berserker stance for the crit, berserker rage, and whirlwind. Cleave only when rage is excessively high.
Be aware that abilities like pummel and hamstring deal damage and therefore will consume charges of Sweeping Strikes. At around 38 you should be obtaining the Ravager as well which will be a huge damage boost, make sure to pay attention to your buffs and do not interrupt the procs when they come up by jumping around or swapping stances.

Bonus tip: Hamstring and mocking blow are tools to use in dangerous situations, and anytime you have retaliate off cooldown you should use it in combination with Challenging Shout for big pulls. If it is going unused it is being wasted.


Priest

1-60 Talent build
Gameplay: As a priest your main role should be to keep your allies alive and maintain Spirit Tap uptime by last hitting mobs at opportune moments. Because a dungeon grind group will want to be pulling quickly, you’ll want to maximize the use of the 5second rule by frontloading healing in most situations, and then waiting until the last second to start healing again, but this takes a lot of practice and game sense to get a feel of your allies incoming damage, being too risky will result in many deaths.
Don’t be shy about telling your group when you need to drink, but it's your job to make sure you always have enough water for the longer grinds - if you are having bag space issues then ask the other members of the group to carry water for you, there are some sections of this guide where we don’t visit a vendor for 10~ hours of gameplay.
Avoid shielding warriors unless it is a desperate situation, because hits on a shield do not generate rage for them. Many mobs put out nasty diseases and magic debuffs, but some are not so harmful. Dispelling is mana-intensive so always decide what needs to go, and what can stay on your group.
There will be periods at which your wand damage will be too low to reliably get last hits, during this time you should instead use mind blasts or smites in between. In a full melee-cleave team it's likely you are the only cloth wearer, but regardless make sure all spirit loot is given to you as a first priority to help lower the groups downtime.
Do your best to time your heals so that you don’t pull aggro. In some dungeons, monsters behave strangely and aggro healers for no reason, but in the cases you can prevent it, you should. A lot of mobs do deadly close range abilities so its best to keep them away from yourself to avoid deadly debuffs like polymorphs, stuns, or silences. In addition, if the warriors have to constantly chase down mobs that are running after you, it will lower their kill times significantly.


Shaman

Restoration

1-60 Talent build
Gameplay: Restoration shaman gameplay allows for flexibility in the groups playstyle. Chain heal benefits a group that is splitting threat, while the healing way talent helps if you are using a centralized tank. The major benefit you bring to a group however will be your utility, to make sure you are dropping powerful totems for your group during each pull. Because of mana, you’ll want to try to strategically place them to limit the amount of times you drop them again, and stagger your healing to enable your mana regeneration to kick in.
A drawback you will face as a shaman is your lack of mana regeneration while casting, so managing your mana and not dropping useless totems or throwing out useless heals is important. You’ll need a good sense of how much damage your melee are taking so that you can extend the time before you need to heal them to be able to mana regen as much as possible. This means its best to heal in bursts - heal them to full, then don’t heal at all for awhile or drop totems until they are so low that they absolutely need it. This type of playstyle will maximize your mana usage but if you do it incorrectly it will result in a lot of deaths. So constantly communicate with your warriors whenever your mana is low and drink the second you get out of combat.

Enhancement
1-60 Talent build
Gameplay: Your mana should be reserved for chain lightning and totems, your damage won’t be amazing compared to the warriors but your buffs make up for that immensely, so if you find you are out of mana and unable to keep dropping totems, lay back on your other offensive skills. Strategically place them to maximize their usage and your mana, dropping them at the start of each engagement and using chain lightning, then not using any other spells until the next pull will be good for letting your mana regeneration kick in.
Don’t neglect your ability to heal, in cases where your groups healer does go out of mana or is running low, you can act as an off healer to keep the group going and give your main healer time to drink, reducing the groups downtime. Early on, Earthshock will be invaluable for interrupts on annoying spells so utilize it as much as possible against enemies that try to heal or cc.


Druid

1-60 Talent build
Gameplay: Starting out in the early levels with bear form, you will be the groups highest damaging melee because of swipe. Throughout the 1-60 experience and through all dungeon grinds you want to be in bear form and utilizing swipe as your main source of DPS, but at the same time if you are tanking all of the enemies constantly you will reduce the rage that the warriors will get, and overall reduce the groups DPS.
It’s important to realize that even though you are in bear form, you are not the groups tank. You should only utilize taunt on extremely dangerous enemies or if they were going for your healer, or if another group member is at risk of dying. It will be tempting to pull threat off of the warriors, but remember that this will be a DPS loss for the group.
After level 30, your damage may fall below what the warriors are dealing and you will fall into a utility role, making sure to keep your buffs up and providing them with 3% crit, applying faerie fire to targets, and using moonfire to pull distant mobs to the group when in the open world questing.
While a druid won’t bring a ton of damage, they have to make up for it in utility, and they have a lot of it in their kit. Use bash and feral charge on deadly enemies or to interrupt and cc, Keep MotW and Thorns on the group and throw out innervates to keep the group pulling and you will be able to make the runs go smoothly in ways outside of just adding to the pure DPS - but that being said, you still need to contribute as much damage as possible.
Cat form will not be worth it at any point because of the rate of mobs being pulled and dying and lack of AoE, so expect to be roaring along as a bear.


Warlock

1-60 Talent build
Gameplay: A warlock pumps out pretty decent damage and can carry their own weight in a Melee cleave group as long as you master your DoTing technique. Knowing what mobs are likely to live long enough to take full damage from your dots, and when to not bother applying them is key, for example fully dotting a cloth target when 2 warriors are attacking it will be a waste, whereas instead focusing your dots on heavily armored targets will likely have them run their full course.
In difficult pulls you’ll need to manage your health by yourself using drain life and not overdoing it with lifetap, but overall you should be able to hold your own with the melee groups. Try not to compete with priests if they are your healer in your group to get last hits with Improved Drain Soul, but do try to get it up when you can.
Your dots can easily interfere with a Priest’s ability to get Spirit tap from a last hit, so make sure you communicate with the priest on what target they want to last hit, and don’t place dots on this. This will be a constant thing as priests generally need to last hit something every 15 seconds
Aside from DPS, you enable some extra tactics for your group with your summons, allowing players to train key abilities at unusual times without much downtime between clears, potentially speeding up the groups leveling speed by massive amounts. Using your summons to their fullest will take a lot of creativity.
Providing healthstones to group members grants them an extra ‘uh oh’ button, and auras from your imp will help keep the group healthy, and fear and death coil are decent forms of CC in certain situations, just don’t overdo it with them.
A big problem you may have to worry about is pulling aggro. Many mobs do close-range aoe stuns, cleaves, and silences, so you generally want to stand back with the healer, but if you pull threat off of the warriors and cause the mobs to run to you, you will split up the mobs so that the melee cannot aoe them and have to chase them down, so be cautious about how you open up your damage and try not to pull threat, and when you do - be mindful of the mobs positions and try to group them back up rather than running further away


Hunter

1-60 Talent build
Gameplay: Using your pet early as your main damage will be key. Spamming too many shots will render you OOM very often, so it's important to pay attention to what is doing the most damage at different ranks as you level. You’ll want to avoid getting aggro on your pet save for targets that use annoying abilities like disarm. Growling mobs that disarm can save a lot of grief for the warriors.
Be mindful of your aggro in dungeons, pulling off of the melee will yank the mobs out of cleave and whirlwind range. This is less of a problem later with feign death. Remember to stay stocked up on arrows and mana, some of the dungeon grinds are long and will require a lot of arrows so consider asking party members to hold arrows for you if you’re struggling with bag space.
Your main source of damage will be multishot and typically using mana on anything else will be a waste outside of single target bosses. If you find yourself going low on mana for pulls, even consider downranking your multishot. Control your threat and drink as much as possible, and make sure to utilize your ability to pull additional mobs from a distance quickly to keep the group fighting.
As the group travels through certain zones, don’t be shy about taking short detours to grab any pets that you want, they can then share the quests with you after the fact. While your damage likely won't keep up with the melee in damage, you will not be far behind them.


Rogue

1-60 Talent build
Gameplay: Rogues will arguably be the lowest damage in a melee cleave group beyond level 20 because of the lack of AoE - to make up for this you will need to focus your damage on threatening targets and use your interrupts on heals and other high damage enemy casts.
The unfortunate high cooldown on Blade Flurry should still be used every chance possible, as should stuns and lockpicking to help with the groups income and looting. Using poisons such as crippling will help with fleeing mobs but will be troublesome when the group is trying to move mobs with them as they clear, so make sure to keep track of what poison the group will get the most use out of at each stage of the dungeon grinding process.
What you will lack in damage needs to be made up for by taking out and disabling threatening targets to allow the group to pull more recklessly without having to worry about certain enemies that heal or do deadly casts. Your talent build is flexible and can change based on what weapons you get on the trip to 60, and what weapons you favor.


Mage

1-60 Talent build
Gameplay: Fire spec is an option here, but typical frost leveling specs work great, your class will offer unique utility and damage regardless of spec. The pulls that a melee group will make are not big enough to warrant much use of Arcane Explosion and Blizzard, so the most effective AoE you should be using will mainly be Cone of Cold and Flamestrike, utilizing the fast cast speed of Scorch and fireblast with a high crit chance giving chances of refunding mana and triggering clearcasting, and trying to roll ignites on various targets.
Mana will be an issue for you, but rolling with a healing priest using Divine Spirit should beef up your evocates later on. The utility you provide for a melee cleave far outweighs any downside to your mana issues, you provide free water and food for the group, buffs, many forms of reliable CC, and huge time saving portals to move around the map efficiently between quests and Dungeons. Being in a melee group may not be as fast as an AoE spell cleave focused group, but it will be much less stressful.
Be mindful of your threat and avoid pulling mobs off of the melee and forcing them to chase you down, if that happens then be sure to blink towards them if possible. Utilize counterspell and sheep on annoying pulls and make sure to constantly be using cooldowns as they become available.


Resetting Dungeons

You will need to know how to reset and teleport back to a dungeon’s entrance. Some of these dungeon clears become massively inefficient if you don’t do this, so here’s a simple step by step walkthrough of how to reset a dungeon and teleport the party back to the dungeons entrance
  1. Form your party into a raid group
  2. Invite a 6th member, this can be an alt, friend, or 2nd account
  3. Make the 6th member the party leader of the group
  4. Have all 5 members of the group logout of the game
  5. Once they are logged out, the 6th member can reset the dungeon by right clicking their portrait, and once its done should alert the other players.
  6. When the 5 party members log back in, the dungeon should be reset and all players should be back at the entrance ready to clear again.
Just remember that in Classic WoW, while you are in a raid group you will be unable to complete any quests, so remember to reform the group into a normal party again before you begin questing.


Professions

All non-healing members should be sure to pick up first aid in their starting zones and level it up during any downtime. The dungeon clears should provide each member with plenty of cloth to keep it up to date on the road to 60. Cooking is worth taking at level 1 to unlock a quest in Tarren Mill. While there is some potential to keep cooking up to date while you level, it’s tricky to find time to do so without having your bag space struggle. Enchanting may be worth having for one member to disenchant the groups extra drops to use for leveling enchanting at a later date, but I recommend simply vendoring extra items to help pay for the mounts that will come up at level 40. Tailoring has its use in that it is relatively easy to level using the excess cloth drops in the dungeons and will be a great source of bags for the party early on, so it may be worth considering having one of the less active classes pick it up and bring it along for the journey. As for mining, skinning, engineering and blacksmithing, none are worth leveling while dungeon grinding.
If, aggro is pulled off of the Tank, I would hope that the aggro puller would run the pulled mob/mobs back to the tank or off tank and NOT make them have to run it all down, or the puller of said aggro down as well for they freaked out and take off running...just remembering the very distant past...lbrs, dm, etc. luvin it :)
 

Sidonis

Clan Officer
Jul 18, 2018
153
Columbus, OH
Clan Rank
Lieutenant Colonel
Lieutenant Colonel
If, aggro is pulled off of the Tank, I would hope that the aggro puller would run the pulled mob/mobs back to the tank or off tank and NOT make them have to run it all down, or the puller of said aggro down as well for they freaked out and take off running...just remembering the very distant past...lbrs, dm, etc. luvin it :)
What, you don't run straight towards the healer and Feign Death?!
 

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