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Level 1-10 Tactics for Druid
Author:admin Date:7/19/2008 Source:http://www.wowgold800.com
 

In the journey from level 1 to 10, you will find that druid very capable of soloing and obtaining rewards from the completion of various quests. As we have introduced before that we don't have to strive for the searching and hunting for quests and its resultant rewards. As one of the tactics for your leveling, you can push yourself by killing higher level monsters than you think you should be capable of taking on. Now, together with some players' opinion, I will introduce some different battle tactics for different situations.
It goes without saying that you should be buffed with Barbwood Talisman at all times. At level 1 you're simply going to blast away with your one direct damage spell, Lightning Strike, until you've killed the mob. Starting with as much distance as possible between you and the mob will help minimize the damage you take.
At level 2 you gain Piercing Roots. This spell gives you just a bit more lead time before the mob charges at you and tries to bash your head. Again, from as great a distance as you can manage (your spells will gray out when you're out of range), lead off with Piercing Roots. Once the mob is stuck firmly in place, you can soon fire away with Lightning Strike. You stand a good chance of breaking the root with each nuke you cast, but don't hesitate to blast away.
At level 4 you'll receive a damage over time (DoT) and a heal over time (HoT) spell--one to take life, and one to give it. DoTs are most effective when used early in a fight, since they do their damage over a set period of time, so fire this one off right after your root spell. (Yes, this spell can also break a root. You've been warned.) Your HoT works best if used the moment you fear you're going to be taking damage. It won't heal you fast, but it will buy you some time.
When you have arrives your level 6, you'll be able to start having fun with your Summon Earth Elemental spell, which will enable you to summon out your pets and help you. Remember that only you have killed your enemies first, in other words, you should kill them before they kill you; otherwise, you will lose control of the pet. Consider your elemental pet a visual DoT. While he looks like a pet, what he really does is add damage over time to your combat.
If you're quick, you can make your pet more efficient by chaining mobs. Once the first is dead, you have about 10 seconds to secure another one before your pet will vanish. Root another mob in the vicinity and let your pet go to town. If the pet's health is still good and you have enough energy to burn you may even be able to squeeze in another kill before you need to rest. By doing this, your pet becomes a DoT that lasts through multiple kills.
I will recommend that you when you are doing your quests, you should at the same time mind your surroundings.
Too many adds, those monsters that attack you while you're trying to take out another one, will likely kill a young druid. It's important to know what monsters are around you at all times. I've occasionally gone into Vanguard graphics settings and turned off the grass feature so that I can better see the monsters around me while soloing. You'd be surprised what you'll trip over in the high grass if you're not careful.
When you're soloing, it's important to take out the aggressive monsters in an area first. Look around and find those that will attack you on site, and those that will only attack if you attack them first. Mobs with red names above their heads will attack you as soon as they notice you.
Despite your best intentions, sometimes situations will come up. Perhaps an aggro mob spawned right on top of you, or you didn't see that mob hiding behind a tree. Some mobs are social, and will help their friends if they're in the vicinity. No matter how you acquire an addition, always snare it, even if you're going to end up running away. A snared mob won't be able to catch up with you and hit you from behind.

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