Resistances
Death System
Duels
Spells & Abilities
The New and Improved Alterac Valley!
Can I run from monsters?
Can you stun an enemy more than once?
Do I still need my /stopcasting macro in 2.3?
How do I select a monster?
How do I attack a monster?
How do I cast a spell on a monster?
Attack Range
You must be in range of your
targeted enemy to begin
attacking it. If you are out of
range, you will see an error
message on your screen when you
select a melee attack. For melee
classes, the auto-attack will
always be in close proximity to
the enemy, and most melee
abilities (such as Sinister
Strike, Heroic Strike, and
Shield Bash) have a maximum
range of five yards. Certain
abilities (such as Blind and
Intercept) are usable outside of
the standard 5 yard attack
range. For ranged attacks, such
as with a gun or bow, the
standard range to shoot is from
8-30 yards. Hunters can fire
their ranged weapon up to 35
yards away, and even farther
with certain talents. For
spells, every spell has its own
maximum range which is displayed
on the spell's tooltip.
Cooldown on
Attacks, Spells, and Abilities
While World of Warcraft has a
real-time combat system, weapon
users must wait their turn to
swing again based on the delay
or speed of their weapon.
Likewise, casters must wait for
the length of the spell's
cooldown until they can cast a
spell again. Many abilities have
such cooldowns, and the length
of any cooldowns are displayed
on the ability's tooltip.
However, many abilities with no
listed cooldown are still
subject to a 1.5 second cooldown
that affects all of a
character's abilities. This is
known as the global cooldown.
You will see this effect on your
spell and skill icons as they
simultaneously display the
global cooldown after using an
ability.
Health
Health points represent how much
damage a character can take in
combat before dying. Your health
is visually represented on the
upper left corner of your screen
next to your character portrait,
and numerically represented as
well when you open your
character panel and/or hover
your mouse over your health bar.
You can increase your maximum
health by leveling up,
increasing stamina through
talents, abilities, and spells,
or by equipping items that
increase stamina (1 stamina = 10
health). During combat, you can
restore your health most
commonly by being the recipient
of a healing spell, drinking a
healing potion, or using a
bandage. After battle, you can
accelerate the healing process
by eating food or simply waiting
for your health to recover on
its own. Under certain
conditions, such as a warlock
under the effects of Demon
Armor, health will also
regenerate while you are in
combat.
Non-combat Spells
or Abilities
Some abilities and spells will
not work while your character is
in combat. If this is the case,
you will see an error message on
your screen informing you that
the action is not available
during combat. For example,
Warriors cannot use their Charge
ability in combat, and no
character can eat or drink while
in combat.
Facing the Right
Direction
Which direction your character
is facing in relation to an
enemy is important for certain
abilities and spells, which may
require you to be facing the
enemy head on or from behind. An
example is the Rogue's Ambush
and Backstab abilities, which
require the rogue to be behind
his target. If you are not in
the proper position you will
receive a warning message when
you attempt to use the ability.
Daze
The daze effect causes your
character to suffer from reduced
movement speed. While movement
is reduced, casting and attack
speeds remain unaffected. The
most common situation where a
player character can become
dazed is when running away from
an enemy, such as riding or
running through a group of
monsters. In addition, some
player abilities can daze
targets under a variety of
circumstances. Daze expires on
its own after a set duration.
Defense skill will not reduce the chance players have to receive the Daze effect when attacked from behind by enemies. The best thing you can do to keep from being dazed is to simply avoid the aggro radius of mobs you don't intend to fight.
Stun
If you are stunned during
battle, you cannot move or act.
Outside of special abilities and
items such as the PvP trinket
for some classes and a Paladin's
Divine Shield, you must simply
wait out the duration of the
stun. If you place your cursor
over the stun's icon in the top
right of your screen you will
see its duration.
Fear
Fear causes you to lose control
over your character, unable to
control their movements or
actions, as they flee in panic.
They may run off in a random
direction for the duration of
the fear. Outside of special
abilities and items such as the
PvP trinket for some classes and
the racial ability Will of the
Forsaken, you simply have to
wait until the fear effect has
worn off. If you place your
mouse cursor over the icon for
the fear effect, you will see
its duration. While in a party,
it's also common and expected
that you inform your party
members that you've been feared.
Mind Control
When mind controlled, you will
lose control over your
character. You will become
hostile to your party members
and may attack them. Other party
members can also target and
attack you. Inform your party
members that you are "MC'd!"
This effect can be removed by
Dispel Magic and Cleanse if cast
by an enemy Priest character,
and the latter two spells may
also remove mind control cast by
computer-controlled enemies. It
may be a good idea to attack the
source of the mind control
directly as well. Left
unchecked, mind control effects
will expire after a set
duration.
Poison
Poison is one of the most common
negative status that can affect
your character. Many monsters,
particularly naturally poisonous
ones such as spiders, will add a
poison effect to their attacks.
Most poisons will damage your
character slowly over time, but
other poisons may have different
effects in addition to or in
lieu of this DoT effect. Enemy
player-controlled or
computer-controlled rogues have
a wide variety of poisons that
they may use with different
effects, such as causing instant
damage, reducing healing
effects, reducing movement
speed, increasing casting time,
and others. Poisons can be cured
by spells available to Paladins,
Shaman, and Druids, by
antitoxins created with First
Aid, and other means. Left
unchecked, poison effects will
expire after a set duration.
Curses
Curses can inflict your
character with a wide range of
effects that range from
irritating to deadly. The main
way to remove a curse will be
from a player ability - Druids
and Mages can remove curses from
players. The fact that some
curses can last quite some time,
combined with their often
debilitating effects, will make
their removal a high priority.
Disease
Diseases, like curses, have
effects that vary widely in
severity and type. Also like
curses, they can persist for a
considerable left of time if
left uncured. Some diseases can
actually spread to other players
by proximity. Priests and
paladins can cast spells that
can remove diseases.
Silence
Silence renders you unable to
cast spells. They are usually
short duration, and can be
dispelled before their duration
ends with spells such as Cleanse
and Dispel Magic.
Polymorph
Polymorph will turn you into a
harmless creature such as a
sheep or pig, unable to move or
act for the duration. Certain
classes can remove this effect
on themselves with their PvP
trinket, and spells such as
Dispel Magic and Cleanse can
remove this from other players.
Polymorph is typically a mage
ability, but some
computer-controlled enemies will
use it as well.
Disarm
When your character is disarmed
by a monster or player, you will
begin fighting hand-to-hand
which you might notice will
likely greatly reduce your
damage. You can only be disarmed
when wielding a weapon, and will
disarm the weapon in your
off-hand if there is no weapon
in your main hand slot.
Miscellaneous
Magic Effects
Your character can also be
afflicted by a wide range of
magic effects that do not fall
under any of the above
categories. These magic effects
will expire after a set
duration, or can be removed with
a Priest's Dispel Magic or a
Paladin's Cleanse.
Spell and Ability
Resists
Every time you use a spell or
ability on an enemy, such as a
Mage's Frostbolt or a Priest's
Psychic Scream, there is a
chance that it will be resisted.
When resisted, an enemy either
completely negates (fully
resists) or partially negates
(partially resists) the attack.
The level of your enemy in
relation to yours is one of the
main factors governing resists.
Enemies of higher level than
yours have a higher chance to
resist your spells and
abilities. Inherent resistances,
such as fire resistance, will
increase the chance that spells
of that type will be resisted.
However, having more of certain
character attributes such as
Spell Penetration will reduce
your target's resistances,
lowering the chance that your
spells are resisted.
Spell
Interruption
If you are attacked while
casting a spell, there is a
chance that your spell will be
interrupted. When this occurs,
your casting bar will be seen to
"roll back" slightly,
lengthening the time it takes to
successfully cast the spell.
Some classes have talents that
reduce the chance that their
spells will be interrupted, and
a Paladin's Concentration Aura
has this effect as well.
Learn more about spells.
Enemy Immune
Some enemies will be completely
immune to the spell or ability
you are using against it - if
so, you will see "immune"
display over the enemy. This
means the enemy cannot be harmed
by whatever ability you are
attempting to use. It is
possible that this immunity is
only temporary, and/or only to a
particular type of magic (such
as Fire or Frost), particular
effect (such as Fear or
Polymorph), or damage type
(physical or magic). For
instance, some monsters have the
ability to cast a temporary
anti-magic shield on themselves.
Fleeing Enemies
Humanoid and certain other types
of enemies often run when they
are about to die. In some cases,
such as the infamous murlocs,
they will run for help. However,
you can stop them from fleeing
with the aid of abilities and
spells designed for that purpose
- or simply kill them before
they can get far. Examples of
abilities and spells that have a
snaring or rooting effect
include Engangle, Frost Nova,
Hamstring, and Earthbind Totem.
These abilities are also
effective against human
opponents who try to flee in PvP
engagements.
Enemy
Spellcasting
Enemy spells can be interrupted
in the same way that your own
spells can - by inflicting
damage on them. If a monster
starts casting a spell, such as
a healing spell, you can damage
it to slow down its casting
time. Certain classes have
abilities to interrupt
spellcasting, such as Kick,
Counterspell, and Silence.