Team iDemise Leveling Guide – Read This Before You Buy

Looking for or considering the Team iDemise Leveling Guide For WoW?

I have spent the last few years using and reviewing programs like the Team iDemise Leveling Guide as you can tell from this site.

One thing you will notice about my reviews and really any of the pages of my site…

Other than this page I do not mention, review or recommend the Team iDemise Leveling Guide.

There is a simple reason for this…

The program simply does not live up to the standards of other leveling guides for World Of Warcraft. When it comes to updating for patches or expansions and even leveling speed, the Team iDemise leveling guide is not what I would recommend for players looking to level easy or fast.

If you want a good WoW leveling addon that will deliver there are several options you can use other than Team iDemise.

Zygor has one of the best looking WoW Leveling Addons and the easiest to install for sure. The leveling speed of his in game guides are close to, if not, as good as Dugis Guides.

Zygor also has a solid track record of being updated fast for expansions and patches. He also has a seasonal / Events guide as well as a in game Daily Quests Guide.

As of this post I do not believe Zygor has announced free Cataclysm updates for his guides but you ever know.

Check out Zygor at: or simply by CLICKING HERE

Dugi has been around for a long time and has a track record for being fast with updates for expansions and patches. The leveling speed of Dugis leveling guide is the fastest I have ever used.

Dugi also offers Dungeon leveling guides, Daily Quest guides as well as seasonal / event guides plus a ton of free bonus guides for WoW.

It is my top rated guide and highly recommended for new players as well as veteran players wanting to power level alts.

If you want a guide that will no doubt be ready for Cataclysm (Dugi has announced you WILL get FREE cataclysm updates to his guides) and has an awesome support track record check out Dugi at: or simply by CLICK HERE

Booster is the latest in game leveling guide addon to hit the World Of Warcraft scene but the early indications are these guys are the real deal. They have a really slick interface as well as a built in talent point feature that allows you to pick a spec and the addon will automatically assign talent points for you each time you level.

They also have one of the largest selections of WoW related videos that are awesome for new players trying to learn the game.

Booster is also offering free Cataclysm upgrades for all that use their leveling guide. Check them out at: or simply by CLICKING HERE

All three of these in game WoW leveling guide addons work awesome ad are the fastest way to level a toon in WoW as well as maximize limited playing time. I highly recommend them as a solid alternative to anyone considering the Team iDemise Leveling Guide.

WoW Priest Leveling Guide | Leveling A Priest The Fastest In WoW

This WoW Priest Leveling guide is going to focus on power leveling a priest in World Of Warcraft in the shortest possible amount of time.

For starters, no WoW Priest Leveling Guide would be complete without recommending one of the better in game WoW leveling addon programs because they simply offer the fastest way to level any toon AND the top guides also come complete with the best specs in the game already there for you.

The best available today are:

Dugi has a proven track record of providing one of the best leveling addons as well as being ahead of changes with patches and expansions (important with Cataclysm coming). Dugi also offers a wide range of in game guides for whatever you want to do as well a a ton of free helpful bonus guides for gold making, professions, PVP, etc. Dugi has also announced FREE Cataclysm updates to his guides so you will be ready to go.

Here’s the in game guides Dugi offers:

  • Leveling addon for questing Horde / Alliance (fastest solo questing leveling)
  • Dungeon Questing Addon Horde / Alliance (makes sure you have all the dungeon quests for max exp.)
  • Daily Quest Guide Horde / Alliance (best way to knock out dailies fast)
  • Seasonal Events Quest Guide (best way to knock out all the event crap fast.)

There’s a ton more stuff Dugi offers but you can check it out yourself at:


The guys at Booster have been making a huge splash in the WoW community since their launch just a short while back. The Booster addon comes with a ton of videos on just about anything World Of Warcraft related you would want to learn. The addon is quickly being recognized as one of the best for power leveling any toon and they also offer FREE Cataclysm updates.

The auto talent point selector makes leveling any toon a breeze as you select the spec you want for your WoW Priest or any other class and Booster automatically assigns the points for you as you level. Doesn’t get any easier than that.

Check Out all Booster has to offer at their home page:

As far as talent builds for leveling fast, this WoW Priest Leveling Guide recommends that you play your priest the way you enjoy. If you want to be a holy healer then go Holy. If you want to experience the fun of a DPS priest then a shadow talent build can be a ton of fun. Maybe you want to try something a little in between then check out Disc Priest and you can have a ton of fun in BG’s along the way as well.

Many WoW Priest Leveling guide offerings will tell you to start off in a Shadow build because it is much easier to level. This simply is not the case when using one of the great in game leveling addons mentioned above. All classes and builds can be power leveled equally fast.

WoW Death Knight Guide | Cataclysm Death Knight Guide

Welcome to our WoW Death Knight Guide section serving as a living Death Knight Guide for World Of Warcraft Cataclysm.

We highly recommend getting ready for Cataclysm with one of the top WoW Leveling Addon programs like Dugis Ultimate Guide, Booster WoW Leveling Addon or Zygors.

Dugis Ulimate Guides is our top rated for performance as well as a track record of being on top of updates from expansions and patches and has announced FREE Cataclysm updates. Check It Out HERE

Here is our current Death Knight Guide information for WoWCat.

Rune System Changes

While we’re satisfied with the way the rune system works overall, we’re making a few major changes to the mechanics that will ultimately help death knight players feel less constrained. Here’s the rationale behind the changes, followed by an explanation of how the new system will work.

  • In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they’re unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.
  • A death knight’s runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn’t have any free global cooldowns to use them. We can’t grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it’s impossible to save resources for when they’re most useful.
  • Additionally, each individual death knight ability has a fairly low impact on its own, making it feel like most of the death knight’s attacks are weak. The death knight’s rotations are also more easily affected by latency or a player’s timing being just a little off. At times, it feels like death knights aren’t able to take advantage of their unique resource mechanic, which can diminish the fun.
  • The new rune system will change how runes regenerate, from filling simultaneously to filling sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. Essentially, you have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. (Haste will cause runes to fill faster.) Another way to think of this is having three runes that go up to 200% each (allowing extra “storage”), rather than six runes that go up to 100% each.
  • As this is a major change to the death knight’s mechanics, it will of course require us to retune many of the class’s current abilities. For example, each ability needs to hit harder or otherwise be more meaningful since the death knight is getting fewer resources per unit of time. Some abilities will need to have their costs reduced as a result.
Originally Posted by Ghostcrawler (Source)

I’ll take a stab at explaining the rune mechanic. Once you see it in action, it’s pretty easy to understand.

Just focus on Blood Runes for the moment. The big change is that rune #2 will never start filling up until rune #1 is full. They always fill 1 then 2. Today 1 and 2 can both fill at the same time.

In Cataclysm, when you’re killing things, you use rune 1. Then any extra “red” in rune 2 will fill rune 1 back up again. If both of them are full, you can use 2 Blood Runes immediately. But after that, rune 1 will fill up first and then rune 2. If it helps, imagine rune 2 is the extra tank.

This sounds like it will slow down DK attacks, and it will to a point. That’s part of what we’re trying to accomplish. We can then fill those extra GCDs with things like free abilities or runic power abilities or we have room to add talents that make runes fill faster. Remember, slow attacks can hit harder though. Instead of DKs hitting fast like a rogue, they’ll hit slower and harder, like a warrior, which fits a lot of player’s image of a DK anyway. Dual wield will hit faster of course.

I’ll try another comparison. Imagine that all rogue abilities cost 100 energy. They have to wait until they get 100 energy, and then immediately use an attack so that they aren’t wasting future energy. That’s how DKs play now, except they have 6 runes to watch. Now imagine the same rogue except all his abilities cost 50 energy. If he hits an attack when he has 60 energy, then 50 is consumed but he has 10 energy still left and a head start on the next attack. That’s the way we want DKs to play.

If that still doesn’t make sense, then focus on what the experience will be, which is that you’ll have more breathing room in your rotation and won’t have to hit a button every single GCD. If you don’t use a strike the second it’s available, that’s more okay because the extra tank will store extra rune resources rather than just wasting it. You’ll still be hitting a lot of buttons though. We’re keeping double rune strikes and Death Runes and disease multipliers and all of that. We’ll have to make some changes in some abilities to accommodate the resource change, but it won’t be unrecognizable to you.

We’re not sure DKs even need Rune Strike any longer. If it survives, we’ll turn it into an instant swing. But if we turn it into an instant swing, then it really isn’t that different from existing strikes so it’s possible we can just make a tanking rotation without it.

Tanking as Blood in Cataclysm
Originally Posted by Ghostcrawler (Source)

We’re doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we’d go ahead and drop the proverbial Blood bomb today.

In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.

We’ll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.

Why the about face? We actually thought the tank experiment worked out okay. We suspected there would always be a tanking tree, because that’s the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.

A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it’s safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).

It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn’t focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, I look at the Protection tree and I’m jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents. Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.

In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.

This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.

Official Class Preview
Originally Posted by Zarhym (Source)

World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. In this preview, you’ll get a glimpse at some of the new abilities, spells, and talents in store for the death knight class, along with an early look at some improvements we plan to make to the rune resource system.

New Death Knight Abilities

Outbreak (level 81): Outbreak infects the target with both Frost Fever and Blood Plague at no rune cost. This ability allows death knights to apply diseases quickly when they are switching targets or when their diseases have been dispelled.

Necrotic Strike (level 83): Necrotic Strike is a new attack that deals weapon damage and applies a debuff that absorbs an amount of healing based on the damage done. For context, imagine that the death knight can choose between doing 8,000 damage outright with a certain ability, or dealing 6,000 damage and absorbing 4,000 points in incoming heals with Necrotic Strike — the burst is smaller, but a larger overall amount of healing would be required to bring the target back to full health.

This ability is meant to bring back some of the old flavor from when death knights could dispel heal-over-time (HoT) effects. It also gives the class a bit more PvP utility without simply replicating a Mortal Strike-style effect.

Dark Simulacrum (level 85): The death knight strikes a target, applying a debuff that allows the death knight to copy the opponent’s next spell cast and unleash it. Unlike Spell Reflection, Dark Simulacrum does not cancel the incoming spell. In general, if you can’t reflect an ability, you won’t be able to copy it either.

Talent Changes

Next we’ll outline some of the death knight talent-tree changes we’re planning in Cataclysm. This list is by no means comprehensive, but it should give you a sense of how we’re intending each death knight spec to perform.

  • One of the biggest changes we’re making is converting Blood into a dedicated tanking tree. While we feel that having three tanking trees was successful overall, it’s less necessary in a world with dual-specialization. In addition, the current breakdown isn’t as compatible with the Mastery-based passive talent-tree bonuses we want to add (see below). We’d rather spend time tweaking and balancing one good tanking tree rather than having a tank always wondering if they picked the “correct” tree out of three possibilities.
  • Blood seemed like the best fit for tanking. Unholy has always had a strong niche with diseases, magic, and command over pets. Frost now feels like a solid dual-wield tree with Frost magic damage and decent crowd control. Blood’s niche was self-healing — fitting for a tank — as well as strong weapon swings, which could easily be migrated to Frost and Unholy.
  • Our plan is to move the most interesting and fun tanking talents and abilities to Blood. For example, you will likely see Vampiric Blood and Will of the Necropolis remain, while Bone Shield will move over from Unholy.

Mastery Passive Talent Tree Bonuses

Damage reduction
Healing Absorption

Melee damage
Melee Haste
Runic Power Generation

Melee damage
Melee and spell critical damage
Disease Damage

Healing Absorption: When you heal yourself, you’ll receive an additional effect that absorbs incoming damage.

Runic Power Generation: This will function as the name implies, and the new rune system will make generating Runic Power more appealing.

Disease Damage: Unholy death knights will be able to get more out of their diseases, which are integral to the tree’s play style.

Vengeance: This new mechanic is designed to ensure that tank damage output (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will grant a stacking Attack Power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters, we expect that tanks will always have an Attack Power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Blood tree; these values will be smaller at lower levels.

You only get the Vengeance bonus if you have spent the most talent points in the Blood tree, so you won’t see Frost or Unholy death knights running around with it. Vengeance will let us continue to design tank gear more or less the way we do today; there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but the goal is that all four tanks will do about the same damage when tanking.

We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Blue Posts
Originally Posted by Blizzard Entertainment

Outbreak is free with a 1-minute cooldown. It’s not supposed to completely replace Plague Strike and Icy Touch. (Source)

Rune costs of skills on medium/long cooldowns
I don’t think we can make them all cost runes. That would be too hard to manage. If I had to guess, some will be runic power and some will just be free. If we did move Bone Shield to Blood, then that one might be okay as a rune since it’s something you do pre-emptively, but we have some more talent tree work to do first before we can really answer that. (Source)

2H Weapons and Frost
We want to provide a 2-handed style for Frost since we recognize that pets are an acquired taste. We think we have the design space to do that now that we don’t need to support Frost tanking. We are definitely committed to making Frost work as a dual-wield tree though — that isn’t going away. (Source)

We’re not sure how we’re going to handle presences yet. We recognize the oddness of Blood death knights playing in Frost Presence and Frost death knights not playing in Frost Presences. We might rename the presences or take some other action. (Source)

Vengeance is based on damage actually taken (physical and spell). This means it might take a bit to get stacked up to the max value, but it generally will get up there on longer fights and can even stay there in between pulls if you pull quickly.

Remember, the problem we’re trying to solve here is sustained damage and threat. We’re not as worried about mobs sticking to you initially because you have plenty of tools to handle that now (including telling the mages they need to wait for half a second). Yes, your AP might start out a little lower if you get a string of avoidance, but with lower avoidance in Cataclysm, that is probably less of a problem as well.

Hunter Leveling Guide | Cataclysm Hunter Leveling Guide

Welcome to our WoW Hunter Leveling Guide section as we start our Hunter Leveling Guide for WoW Catacylsm.

As you probably already know Cataclysm is making major changes to hunters which will render all older Hunter Leveling Guide information pretty much useless.

Our goal with this hunter leveling guide is to start putting together new and relevant information for those looking to start or continue Hunter play into Cataclysm.

Make sure you have your Dugis Ultimate Guide, Booster Leveling Addon or Zygors Guide ready to go as leveling is going to change completely and having one of these great WoW leveling addons is going to make it much easier in WoWCat.

Our current top pick is Dugis Ultimate Guides because Dugi has a proven track record of being updated and ready for expansions and patches AND has recently announced FREE Cataclysm updates to his guides. This means you can get your addon set up now and be ready to upgrade quickly at WoWCat time.

Booster Leveling Addon has also announced free Cataclysm updates but they are relatively new so they do not have the track record of Dugi.

Let’s start the WoW Catacylsm Hunter Leveling Guide

The biggest change to Hunters will be that they no longer will be using mana and will switch to using “focus”.

Focus is an energy that Hunters will need to build up and Intellect will play no roll in the amount of or building up of focus.

Haste will play a roll in Focus regeneration and as a base Hunters will generate roughly 6 focus per second.

New Hunter Abilities

These are the new Hunter abilities thus far and we will be updating our Hunter Leveling Guide as new information becomes available.

Level 81 – Cobra Shot – Looking to be the signature shot for BM hunters because of talents in the BM tree that will enhance Cobra shot. This shot deals nature damage and shares a cool down with Steady Shot.

Level 83 – Trap Launcher – When used allows next trap to be shot within 40 yards and applies the Freezing Affect to all traps. Trap Launcher has a one minute cool down.

Level 85 – Camouflage – This ability simply makes the Hunter immune to range attacks but will still take damage from melee and AoE attacks. Dealing or taking damage will break Camouflage.

We are constantly searching and researching for more information to add to our Hunter Leveling Guide for WoWCat. If you have or know of some great information we can research and add please leave a comment below.

Alliance Leveling Guide Addons – The Best Alliance Leveling Guide Options

When it comes to Alliance leveling guide addons there are some very good options for leveling your toons very quickly.

The difference in Alliance leveling guide options today versus just a few years ago is that Alliance leveling guide creators have made use of the WoW addon technology to bring questing and leveling guides inside the game.

This has made leveling faster than ever before and much easier to power level using the questing system in World Of Warcraft.

We are going to take a quick look at the top three options for in game Alliance leveling guide options for those looking to power level their toons or simply maximize the use of limited playing time.

  • Dugis Ultimate Guide – Dugi has been creating top of the line WoW guides for several years now and offers the widest range of WoW guides as well as the best and fastest Alliance Leveling Guide addons.

Visit Dugis Site For Complete Information By CLICKING HERE

  • Booster Leveling Addon – Booster is the latest Alliance leveling guide addon to hit the market and has quickly become one of the most popular due to the details provided in their guide as well as the speed of the leveling paths provided. More than just an Alliance leveling guide. You have to check it out to see!

Visit The Booster Site For Complete Information By CLICKING HERE

  • Zygors In Game Leveling Guide – Zygor has been producing top quality in game Alliance Leveling Guide addons for a couple years and has built a reputation as one of the best in game WoW leveling guide creators.

Visit Zygors Site For Complete Information By CLICKING HERE

Alliance Leveling Guide TOP PICK

Our current top pick for Alliance Leveling Guide in game addons is Dugis Ultimate Guide because of the speed of leveling as well as a proven track record of keeping his addons completely up to date with changes in World Of Warcraft during patches and expansions.

Dugis Ultimate Guides Offers Addons For:

  • Alliance Leveling Guide Addon
  • Horde Leveling Guide Addon
  • Alliance & Horde Daily Quest Guide Addon
  • Alliance & Horde Seasonal & Special Events Guide Addon
  • Alliance & Horde Dungeon Leveling Addon
  • A Ton More Free Guides & WoW Related Tips / Tricks