User:Jacman02

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JACMAN02
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This is JACMAN02! he was once the greatest thing that ever happened to world of warcraft. This is his page. In his page there are many things that he would like to discuss but i dont think most of it would be benifitial to this web page or my time. After i make a stable WoW character i am gunna make some videos on youtube kinda like T2DARLANTAN but ill still play WoW.

http://www.wowinterface.com/find.php

World of Warcraft
I started playing World of Warcraft in 2006-2007 christmas. i only playing for lke 2 months. When i was playing for those 2 months i was a Horde, Orc, Hunter, playing on the PVP realm Agamaggan. I now want to continue my World of Warcraft career but changing totally. I want to play as a Alliance, Draenei, Paladin, i dont know what realm i want to play yet (PVP for sure).

World of Warcraft rules:
1. Real world over WoW (option to go out, take it) 2. 1-2 hours of play a day or less per day.

3. 1 character only! (or delete the other one)

4. Have to have 1 day of the week off of WoW.

5. No additional payments 1 year of play only!

6. 2 days off of WoW per week, during the summer or any break.

7. No buying anything for WoW, like online gold or items.

8. Second character allowed after set goal is reached.

World of Warcraft Tips:
- leveling 1-10 starting area - 11-20 second area

- Get WoW guides

- do full research before playing

- pure leveling, concentrate on leveling and doing quests (dont waste time)

- only do battlegrounds at lvl 30

- stick to either alliance or horde

- stay in one realm

- dont do raids till your ready

- dont give stuff for free!! ever!!

- save for mount

- think before buying! (will you need it in a month?)

- no peace, kill all opposing faction

- See World of Warcraft site for region lvls to train from

Draenei Character Possibility:
Name:			Jac

Faction:		Alliance

Race:			Draenei

Class:			Paladin

Profession:		Mining/Blacksmithing

Side Professions:	First Aid, Cooking, Riding, Fishing

Guild:			Renegades

Talents:		Holy / Retribution http://www.worldofwarcraft.com/info/classes/paladin/talents.html?0505000000000000000000000000000000000000005523035132202105321051

Mount:			Human Prefered-Warhorse



I have not yet started playing as the Draenei Paladin i want to become but i think it will be the best character for me. I really like this website because it has alot to do with World of Warcraft lore and how to play with tips and reminders for every character and class.

History-Draenei
This is the History of the Draenei if you prefer to play as a Draenei then read this. I found after reading about the Draenei that i know more about them and i can respect them more than just a race. I think i like them the most because they had it really hard against the Burning Legion but they will get their revenge with the help of the Naaru.

On the Planet of Argus, nearly 25,000 years ago, the eredar race arose. They were extremely intelligent and had a natural affinity for magic in all its myriad forms. Using their gifts, they developed a vast and wondrous society. Soon, at the height of their society, the eredar's three most prominent leaders, Kil'jaeden, Archimonde, and Velen, were approached by Sargeras, the Fallen Titan. Sargeras claimed he was impressed by the work of the eredar, he wanted to supply them with even more power and knowledge, in exchange for their loyalty. But while Kil'jaeden and Archimonde readily accepted the deal, Velen had a vision of the future that filled him with sick dread. He saw the dark future his people were heading towards: siding with the dark titan Sargeras and transformed into demons. Velen saw the Legion in all its terrible might and witnessed the destruction it would wreak upon all of creation. He hastened to warn Kil'jaeden and Archimonde, but they dismissed his concerns and proceeded to profess loyalty to the Destroyer of Worlds. Together, they transformed a majority of their people into an insidious race of warlocks and later allied themselves with the Burning Legion.

Velen nearly despaired, but his prayer for help was overheard. A being came to Velen and explained that it was one of the naaru, a race of sapient energy beings bent on stopping the Burning Legion. The naaru offered to take Velen and any other like-minded eredar to safety. Deeply relieved, Velen gathered the other eredar loyal to him. Naming themselves the 'draenei', or "exiled ones" in the Eredun language, the renegades barely escaped from Argus in the naaru ship Oshu'gun, with the Burning Legion only moments behind. Kil'jaeden was furious with what he felt was Velen's betrayal, and the demon vowed to hunt Velen and the rest of the draenei to the ends of the cosmos if need be.

The Legion chased the draenei for many thousands of years. The draenei visited many worlds and explored much of the known cosmos in their quest to find safe harbor. Still the Legion, under the guidance of a hell-bent Kil'jaeden, would not give up its pursuit. Meanwhile, the enigmatic naaru race blessed the draenei with Light-given knowledge and power. The naaru explained that there were other forces in the cosmos that would stand against the Burning Legion. One day the naaru would forge them into a single unstoppable army of the Light. Deeply affected by the naaru's words, the draenei vowed to honor the Light and uphold the naaru's altruistic ideals.

At last Velen and his draenei settled upon a remote and peaceful world that seemed an ideal refuge. They named it Draenor, or "Exiles' Refuge", and there they quietly cultivated their society once again. Ever wary of being discovered again by Kil'jaeden's forces, Velen and his mystics kept their magics hidden for generations.

In time the draenei met and befriended the shamanic orc clans that already lived in the tranquil southern grasslands (later called Nagrand). Aside from engaging in some limited trade, the draenei and orcs regarded one another with respect but kept mostly to themselves.

However, no amount of preparation could keep the draenei hidden forever; eventually Kil'jaeden, in his quest to find more minions of the Legion, stumbled upon the planet and found the draenei. But, his attention was soon fixed on the neighboring orcs. Intrigued, Kil'jaeden realized that they were exactly the race of warriors he was looking for and soon succeeded in corrupting the orcs through his protégé Gul'dan. Smoothly manipulated from a state of wary acceptance into blind rage and blood lust, the orcs attacked the draenei. This bloody conflict lasted nearly eight years, but the orcs' triumph was inevitable. The orcs killed over eighty percent of the draenei race and sent the rest fleeing for safety to the remote corners of the world. Afterward, draenei who had fought the Horde and survived found that they had been affected by the fel energies wielded so freely by the orc warlocks. These draenei have since mutated into lesser forms, resulting in a series of subspecies.

Kil'jaeden's revenge was complete, or so he thought - Velen and a handful of untransformed draenei have survived the destruction of their cities by the orcs and fled into Zangarmarsh. There they have been hiding until recently. After coming to Draenor, the blood elves discovered the power of Tempest Keep and successfully seized it. To escape, the draenei came out of hiding and managed to wrestle control of a wing of the keep, the Exodar, and tried to use it to flee and find aid in retaking their home. Before they could, however, the blood elves managed to sabotage what is essentially the 'engine' of the draenei's transdimensional travel. The remainder of the Keep lies in Outland in the Netherstorm area and is now the home of Prince Kael'thas.

When the draenei tried to planeshift, the engine went haywire, and the Exodar ended up hurtling out of control through the Twisting Nether, crash-landing on a chain of islands called Azuremyst Isles, off the western coast of Kalimdor. As the surviving draenei salvaged what they could of their ship and try to help what's left of their people, they began exploring this new world; contact with the night elves of Darkshore was to be imminent.

Culture-Draenei
The Draenei culture is centered around two things: the Holy Light of Creation, and magic. The first is the result of their unique relationship with the naaru, and the second is the path that the eredar have always followed. As a result, draenei usually choose religious professions, such as priests or paladins, or magical ones, such as the mage. A few have started to follow the path of the shaman under the guidance of Farseer Nobundo.

As a people, the draenei have devoted themselves to preparing for the day when they will join the Army of the Light, when they will finally take the fight back to the Burning Legion and atone for the sins of their Man'ari brethren. In spite of this overarching goal, the draenei still lead personal lives and pursue their own interests, just as other races do.

As far as interracial relations go, the draenei still distrust or in some cases hate the orcs after having suffered so heavily when the orcs turned on them. Certain things about modern orcs, such as their still-green skin and the fact that some still practice warlock magic (though their new allies, the humans and the gnomes, are also guilty of this), as well as personal grudges on both sides, make the road to forgiveness difficult at best, regardless of whatever peace initiatives Velen or Thrall are willing to launch. Nevertheless there still are cases of acceptance between the two; for instance, the Horde aligned Earthen Ring has accepted draenei and Broken shaman to heal Outland. The draenei are also coming to loathe the blood elves, due to the unprovoked assault on Tempest Keep by the blood elves under Kael'thas and their new methods of feeding their magical addiction.



The early overtures to the Alliance have been met with varying degrees of success. There are a number of people from all the Alliance races who have trouble distinguishing the draenei from the man'ari eredar who nearly brought about their destruction. The night elves in particular have suffered heavily at the hands of Archimonde twice. However, the draenei are quickly being accepted by most races, and ambassadors from the Exodar have been welcomed into the Alliance's halls of power- even those of the night elves, where a draenei emissary stands at the right of Tyrande herself.

Draenei Paladin Tips
The Paladin is a Holy Warrior hybrid class. Their primary role is a melee fighter and secondary healing class. Paladins have the ability to play a variety of different roles, including DPS (Retribution), Tanking (Protection), and Healing (Holy). They can cast auras and blessings that provide useful buffs for other players while withstanding heavy physical damage with plate armor. Some of the following notes assume that the paladin is serving a specific role--tanking, dpsing, or healing. Others are relevant to all paladins. Common sense should dictate in most cases. Where that fails, note that when you are tanking, you should heal (yourself or any other) in only rare circumstances. A tanking paladin should heal only when your Righteous Defense is cooling down, your healer is getting attacked or is feared, and you don't have the presence of mind to cast Blessing of Protection on the relevant character (or it is also on cooldown).

Things Paladins want Non-Paladins to Know

 * Not all of us have Blessing of Kings. BoK requires that we spend no less than 11 talent points in the  protection tree.
 * Greater Blessings are CLASS specific. That means if any greater blessing is cast on someone, that means all other members of that class gain that blessing. If you don't like it, most paladins will say tough, or give you a 10 minute version. Please sit with either one blessing, or none.
 * We have no HoT. We do, however, have the some of the most mana efficient heals in the game, and are more than capable of main-healing instances.
 * We can tank.
 * We can now DPS.
 * We use Plate and two-handed weapons just as effectively as warriors and other classes in many cases. Not giving us a chance to roll on these items because you see us as healers i.e. "Priests in Plate" is not fair.
 * Warriors, do not roll on paladin armor over a paladin. We need the INT, you do not.
 * Be sure you know a paladin's expectation and abilities before asking them into your group. A holy paladin expects to heal.  A protection paladin expects to tank or give support.  A retribution paladin expects to DPS.  All three can remove disease, poison, and magic debuffs. And all paladins can main- or even solo-heal many (but probably not all) of the 5-man instances if they have given the effort to develop a healing set. Don't go solely on spec.
 * Remember paladins are casters too. We need time to replenish mana. Please treat us with the same respect that you give to priests, druids, mages, warlocks and hunters who need to drink between pulls, especially if we are tanking or healing.
 * Paladins will usually pick the most appropriate buff for your class.
 * Judgement of Light is highly valuable to many classes. However, if you have asked along a Protection or Retribution paladin, don't be surprised to see Judgement of the Crusader on the mob instead of light or wisdom.
 * We cannot cast Divine Intervention on ourselves. It does have a 60-minute cooldown, not reducible through talents. It does kill the paladin that casts it. It is useless if cast on a class that cannot res or on a druid that has already spent their Rebirth.
 * We all have healing spells, but rather not self heal even if we are a healadin. Heals cast by others give us mana.
 * We rather be healed than PW:S. Heals cast by others give us mana. Damage prevention does not. Also, when tanking, PW:S prevents all of our reflective damage abilities from proccing -- i.e., it kills a very large part of our threat generation (leaving Consecration and weapon swings).
 * All other casters can use daggers and staffs, paladins cannot. Spell damage on swords and maces is rare, and almost non-existent on the other weapons we can use. You will see another +spell dmg weapon soon, a paladin will not.
 * Since we can now DPS, if you bring a Ret Paladin along, please do not later say "Can you heal/tank?" We can off-heal/tank in a pinch. But if you brought us for DPS, do not boot us later because we are not tanking or healing.

Things non-Paladins want Paladins to know

 * Learn when to use your different auras. Far too many paladins don't know to switch their aura as needed. Increased armor isn't the catch-all. Resistance auras should be considered when a large amount of damage taken is from the same school. It may also be helpful against dispellable fears.
 * Learn to use Judgement of Justice. Use it on mobs that tend to flee and don't rely on Hamstring or any other debuff that slows running.
 * Make sure you stock up on your reagents before you arrive.
 * Please note that Blessing of Might now affects ranged attack power as well as melee attack power, making this a possible blessing for hunters now.
 * Please use the best choice of Judgement for all the party members. If you're with a Warrior, a Feral Druid, a Rogue, and a Priest, don't put Judgement of Wisdom down.
 * Please know when Consecration and Avenger's Shield are appropriate. If any crowd control is in the radius, or if there is only one mob, they are not appropriate. If the Warrior is having a hard time holding aggro and is rushing to the Cloth-clad players, or if you're the main tank, they may be appropriate.
 * If a 5-man group has a tank and a dedicated healer, then by all means, feel free to DPS. However, be prepared to heal if the situation arises.
 * Not everyone in the group has the survivability you do. Make sure everyone is ready before you initiate combat, and do not become overzealous and rush into a group of mobs.

Paladin Talents
Paladin talents are split into 3 categories:


 * Holy
 * Protection
 * Retribution

Talent builders can be found at:
 * Official Blizzard site
 * WorldofWar.se
 * WoW Vault
 * ThottBot
 * Merciless
 * Wowhead
 * WoW Den's Talent Calculator

Tank Paladins
Tanking is made viable by increased aggro and mitigation talents, the use of Spiritual Attunement for longevity, Consecration and a taunt in the form of Righteous Defense. The Paladin is almost as good (if not on par depending on gear) as a Warrior at main tanking and is the best multi-mob tank, as a great deal of their threat is based on reflective and AoE damage.

DPS "Retribution Warrior"
The Retribution tree, primarily Sanctified Crusader and Crusader Strike, allows for increased damage. Utility from judgements is also valued, albeit situational. With the release of patch 2.3 retribution paladins became viable for both soloing and raid environments. They were given more increased sustained DPS, more raid utility and a negating threat modifier. In Patch 2.3.2 Crusader Strike was changed to give 110% weapon damage instead of spell damage along with Sanctified Judgement returning 80% mana from Seals mana cast from 50%. Patch 2.4 will change retribution armor stats by removing spell damage and replacing it with stats like critical strike, strength, and haste to further increase their DPS significantly more. [] These are a few of the gradual changes Blizzard is making and will continue to do to bring the Paladin back to its original intent as a melee fighter as stated in a blue post.

An alternate would be a Shockadin. "Shockadin is a term for a Paladin who has the majority of his talents in the Holy tree but still manage to do serious damage."

Healing
A Paladin is valued in raids for the buffs they bring and their ability to cleanse. In raids, when not specced or geared to rival other dps classes, or not specced and geared well enough to tank, they are usually used as a healer. Paladin healing is valued in that it is very mana efficient being primarily "crit" based unlike other healing classes, if not the most powerful; the quick, smaller, low-threat heal of Flash of Light, which is often spammed group-wide, fills a niche in healing.



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The Orc
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My Introduction
I think it is weird how these are my 2 favourite races when they are the most hostile towards each other. although The Orc were my first mayjor character i now like the Draenei much more because they seem alot more dominate than the Orc. I think this is so because they are a smarter race, more pride, more courage, more spirit and they are just an all around better race. When i was a Orc i was a hunter i think hunter is my second class of choice besides paladin. I like them because they have a pet, usually when i would go piss off the other faction i would be lonely and having a pet is nice because you have some back up.

The green skinned orcs are one of the most prolific races of Azeroth. Born on the world of Draenor, the orcs were brought to Azeroth through the dimensional gateway known as the Dark Portal and waged war on the humans while under the influence of the Burning Legion.

The orcs once cultivated a noble, shamanistic society on Draenor. Tragically, the proud orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief Thrall, the orcs have reclaimed their strength and honor. The orcs moved from the Eastern Kingdoms to Kalimdor, and founded the nation of Durotar.

Now, the orcs stand ready to fight not for the sake of conquest, but for their very right of survival in their adopted world.

Early history-Orc
The orcs of Draenor had lived in a noble shamanistic society, roaming in tribes the grasslands of Nagrand on their dusty world of Draenor, for over 5,000 years. They lived in peace with the draenei and were at war with the ogres. Eventually, the presence of the draenei drew the Burning Legion to Draenor. After investigating of the world, the powerful demon lord Kil'jaeden tricked the respected shaman Ner'zhul in to striking a bargain with him. He convinced Ner'zhul that the draenei were conspiring against the orcs, and were planning on attacking. In exchange for their service to the Burning Legion, Ner'zhul and all of the orcs would receive the power necessary to conquer vast new lands, and Kil'jaeden would have an army able to crush the draenei. To obtain this power, the orcs would need to first drink from the blood of Mannoroth the Destructor, a mighty pit lord of the Burning Legion. Grom Hellscream was one of the first to drink, and easily convinced the other chieftains and their clans to follow suit. This put them under the Blood Curse.

The rise of the Horde
With mass murder of the draenei, the elements refused to aid the orcs in their war. Believing that the elements had turned on them the orcs turned to Ner'zhul. Gul'dan was then introduced as the new leader of the Horde. Slowly the entire race was corrupted into rampaging clans that would later be forged into the Horde. Over the next few decades the draenei and many other indigenous races of Draenor were almost utterly destroyed. Completely devoured by their demonic bloodlust and without new enemies to fight, many orc clans began fighting amongst themselves. Petty rivalries would balloon into full scale bloodbaths, and total chaos descended upon orcish society. The few remaining draenei took advantage of this and started a guerrilla campaign that continues to this day.

During this time, Ner'zhul, no longer willing to watch his race destroy itself, betrayed Kil'jaeden and Gul'dan was put in his place as Spiritual Leader of the clans. Gul'dan cared little for the Horde and easily agreed to follow Kil'jaeden in exchange for even more power. Kil'jaeden taught Gul'dan how to project himself into the Twisting Nether and to commune with the dead. Gul'dan was changed by these encounters and realized how to attain even more power. Gul'dan also changed the way the orcs were ruled. He gave Blackhand the title of Warchief during the war.

Gul'dan gathered all warlocks who shared a desire for ultimate power and attempted to the share knowledge of communing with the dead. Those who failed did not survive. The few warlocks who survived formed the initial ranks of the Shadow Council. Through careful manipulation and intricate machinations, the Shadow Council became the real ruling body of the Horde, with the clan chiefs under their thumbs. The Shadow Council barely pacified the clans of the Horde with the promise of new lands to conquer on worlds other than Draenor. Gul'dan and his warlocks began probing the Twisting Nether, desperately searching for new worlds within easy reach for the Horde to conquer before the clans' bloodlust exploded beyond control. Gul'dan also founded the schools of Necromancy to expand the new demonic magics to even more orcs.