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Orc Hunter 525 posts
3 months ago (Pre-release)
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Avoiding and escaping ganks whilst levelling on a PvP realm in WoW Classic
by Teebling • 9th February 2019
This is a guide to reducing the risk of ganks whilst levelling in WoW Classic. It assumes you have definitely decided that you want to play on a PvP realm in the first place, and discusses how class abilities, racials, quest rewards, items and general knowledge will all contribute to your chances of escape that could well save you a corpse camp or two.


On a PvP realm ganking and being ganked are as predictable and constant as the rising and setting of the sun. If you have committed to playing on a PvP server for Classic then it's likely you already enjoy this aspect of World PvP immensely - relishing the ability to turn around and fight or make a smooth getaway depening on the circumstances. This is all part of the fun at the end of the day.

This guide however focuses primarily on arming you with the knowledge to escape. It makes the assumption (which people PvP players from ages gone past will support) that 90% of the times you are jumped you will be out levelled and out of options to fight back. Any smart player under these circumstances will choose instead to run and fight another day, or better still, to avoid these situations in the first place.

If you've played on private servers recently, or levelled up on a PvP realm way back in retail Vanilla, then a lot of this advice will be fairly obvious to you. For the rest of the readers today who are keen to level up efficiently and avoid unecessary time losses (through deaths that could have been avoided), I hope you find this information useful.

Before getting to the fine details, there are few things to consider on a more general meta level that will contribute greatly to your ability to avoid and escape from ganks. The following will help you regardless of what race/class you choose or what items you have at your disposal.
Don't go out there alone

The greatest counter to high level gankers is levelling alongside other players. Whether it's just two of you, or a group of you, or some guildmates working together; the more of you there the more options you will have for escaping ganks.

Being in a party multiplies the amount of CC abilities and items at your disposal, and being part of a bigger network (ie a Guild) will provide you with vital intel about the zone you are in, and a means of calling for aid and setting up traps/deterring/counter-ganking people who decide to mess with you.

Sure you will take a small loss of XP per party member, but think about the XP that would otherwise be lost as a solo player - by taking ridiculously long routes to skip notorious areas or quests, being killed often by other groups, and in general moving with trepidation and fear from one objective to the next.

That small statistical loss of experience is totally outweighed, in my opinion, by the hidden time gains of levelling as a group and moving confidently through Azeroth without hindrance.
Camera movement is key

People aren't going to fight honourably for a gank - they'll come at you from behind or from the sides (or if you're really unlucky from stealth, but we'll deal with that later). Make sure your camera is configured properly to make the most use of your 360 degree field of vision:

Remove camera follow from the settings so that you can control panning and pitch separately from your character movement. Set a hotkey for Camera Flip (which turns the camera 180 when pressed) so you can easily and often look over your shoulder at what's behind you.
Communicate with the enemy

/emotes are the only way you can really communicate with the enemy faction and can be useful for defusing situations. A simple /salute or /wave is enough of a signal to the other player that 'hey, I'm just here to do this quest, not interested in a fight'.

This is useful throughout all contested zones and helps stop revenge fights or running conflicts from emerging from basic mistakes or misunderstandings between players who initially just wanted to level.
Avoid playing greedily

If you absolutely must play on your own with no support, or want to play safer as a group, you should consider taking it easy on the pulls. Some classes can grind mobs pretty efficiently if they're left alone - for example hunters fighting two mobs simultaneously (pet pulling one and hunter on the other) or mages running around with frost armour, CoC and blizzard.

These kind of strategies are awesome and efficient but remember that most gankers will wait for the mobs to get you low before pouncing, ensuring they get an easy HK. By playing greedily you're opening yourself up to not only high level ganks but also ganks from people your level or even lower than you. That's a lot of risk so only do it when you feel very safe.

Eating and drinking often between pulls is also a good way to reduce your chances of being ganked at low health whilst levelling. Also be aware however that when sitting you are more likely to be hit by a critical strike, so try and do so with your back against a wall.
Don't move into new zones at the minimum level

For example, if you're level 30 don't rush straight to Strangelthorn Vale - take your time finishing off extra quests or grinding high level mobs in your current zone. Enter STV a few levels higher - you will receive slightly less XP but will have an immediate advantage over same-level gankers and any opposing faction competition.
Monitor local and world defense channels

Use these channels frequently for purposes of both receiving information about gankers and reporting gankers. They are literally there for that purpose! You may well get a lot of interest from your own faction's high level players who will come out for the fights and deter gankers for a while. Before entering a zone just have a quick scroll and you will be better prepared.
Use the terrain to your advantage

Fighting with your back to a wall can prevent crits from behind. Sitting or /sleeping under a bush can hide both your character model and your name tag too. Stay off of busy roads and remember that staying in a town doesn't mean you are safe - low level guards especially are not difficult for a high level player to deal with.

Don't leave a trail that points to you like an arrow. Many quests begin with mobs right alongside the road. As you kill them and move further away from the road, you are leaving a corpse trail that any half brained enemy can follow. Also don't follow roads if you can afford not to.
For players at launch

If you are lucky enough to be able to play Classic consistently right after launch you may be less liable to high level ganks on your very first character. That level 60 Orc Rogue stalking Redridge Mountains won't be there on launch day, or launch week, or maybe even launch month. He or she is also just as keen to level up as you are.

If you can catch the wave, that is to say, make progress quicker than the average players on your realm, you may find yourself higher level than the majority of your peers and even reach very sparsely populated zones where if any competition exists it may be the case that they aren't bothered about you and will leave you alone, as you will them... perhaps >:)

Regardless of what race or class combination you decide to roll, there are some great items and consumables everyone can use to help escape ganks. The following is a list of those can be gained through quest rewards, professions and drops. Get your hands on as many as possible and use different types of escape in combination for maximum cowardice :razz:
Run speed escape items can be crafted by Alchemists or dropped by world mobs and elites. They're cheap, plentiful and easy to find so a really popular potion to keep in your kit for a getaway. Since this is the first potion I have mentioned remember that all potions share a cooldown so you can only choose one. is a 10% smaller run-speed in trinket form with no charges and a longer cooldown of 30 minutes. A useful pick up from quest ... to-be-hard in Badlands where your second trinket at this point probably isn't great anyway. ... cket-boots or ... cket-boots are also great alternatives for a run-speed boost when you need it if you are an Engineer.
Snaring and stunning escape items

Engineering items like, ... nze-mortar,, ... ulator-ray etc. all share a cooldown but can be a great go-to stun. Net is especially nice with a single-target 10 second snare (on a 1 minute cooldown!) whilst the bombs/mortars max out at 3 second stun but are also AOE. For engineers - the proc is amazing (30-second stun) providing the ganker has used trinkets and CC-breakers already. This will give you enough time to make a break for it. Must be equipped in anticipation of course. ... ing-helmet ImageHorde only. For non-engineering plate-wearers: same proc as the goblin rocket helmet but with a 10min longer cooldown. Also dropped by Eric the Swift in Uldaman.
Floating escape items can be made by engineers and is equipped in back slot. Useful on high terrain where you can jump off a ridge or cliff and then float away. ImageHorde only. Drops from in Uldaman. ... ontrol-cap also deserves a mention here and can be a hell of a lot of fun if it works. If you're on high terrain just walk them off of a cliff as if you were a priest and even high level gankers will die from a significant enough fall.
Water escape items or can be useful if you're next to a very large body of water with which you can escape. Most people really won't be bothered to go for a swim unless they're a druid or also buffed up like you.
Invisibility escape items ... ing-device is fantastic item that will provide you just enough invisibility to get out of line of sight and make a dash for it. Pretty steep cooldown. ... ity-potion is also great, offering longer invisibility (18 seconds) but, unlike the cloaking device, cannot be used in combat and has charges so will eventually run out.
Mob taunting items for standing ground can be made by Engineers quite early on and is a useful AoE taunt in case you are ganked with multiple mobs also attacking you when you want to stay and fight. Later on you can craft improved versions and
Early spotting and avoidance, crafted by Engineers but usable by all, can help scouting across open plain type zones to see trouble early. can be useful for long distance travelling where you don't want to be seen and don't have to attack any mobs. that's 30 second stun and slowing immunity . Useful if you know you're in for some long race slowing CC. is a similar rendition which has a lower preventative period but also frees you from current CC on you if you have no trinket up.
Other useful bits and bobs,, ... ra-goggles and are all profession-craftable items that can help with stealth detection if you are having a particularly hard time against persistent rogue or druid gankers in the area. make blacksmiths a lot of money due to their popularity and for good reason providing faster mounted travel. ... ger-elixir can provide either a size-reduction, underwater breathing, or reduced fall speed so I guess it's alright but you won't know what effect it has had until after you pop the elixir.

This section is not intended to be mini PvP guide for each class in PvP engagements - I just want to highlight some cool escape mechanics that arise from certain spells and abilities. This section does not take into account talents either which also provide some nice getaway bonuses, you can assess these for yourself.
Hunters, when played well, have a great kit that affords them every possible prevention and early warning of ganking. A careful hunter will stand on top of a and a nearby, as well as have tracking activated which all help immensely in providing early warning of incoming cloaked Druids and Rogues.

Other selectable tracking abilities like,, etc. and all give extra situational awareness to a Hunter paying attention to his minimap.

Kiting abilities like,, and all work well with run-speed items to quickly increase range and get out of sight.

Finally, a neat little trick that is hilarious - you can and then pop an invisibility potion or gnomish stealthing device and it looks like you have died and released spirit! Whilst they are wondering why they didn't receive an HK you can get out of there :lol:
Warrior away to another mob/critter after a or ... ting-shout to get a headstart runnin. Other than that Warriors don't have much of a native escape kit - you'll also take a lot of damage early on in melee mob fights making you an easy target for poachers.
Carry some with you at all times to make use of for a floating escape. Conversely is great for walking people into holes and off cliffs.

Keep and HP up with healing spells as you grind mobs down. any sudden approaches that you can decloak using
Rogues have it pretty easy being able to (albeit slowly) travel undetected with and whenever they are threatened, making levelling pretty safe.

They also have which can be combined with a Gouge/Kidney Shot/Cheap Shot for a running escape.
ImageWarlock is your go-to CC for any unexpected attacks followed up with an escape item. if you have mobs attacking you as well. allows for a good water escape combined with a speed swimming item. can be used for revenge ganks if an enemy group sticks around for too long :) will allow you to scout out chokepoints and cave entrances. can allow you to resurrect out of line of sight sometimes at which point you can use another item to get away completely.
ImageDruid + or with is a good combination for bolting out of danger. can be used to track enemy player movements on the minimap.
You can keep your HP topped up with HoTs or other healing spells inbetween pulls.

Lastly, you can whilst travelling and moving between mobs/quests. The high movement speed abilities, healing, tracking, and Prowl make Druids a really tough target to gank.
If you don't want to die as Paladin, you won't have to (unless you have been one-shot) as you can rely on bubble hearth ( + to get out in vanilla wow! is also an okay option when paired with an escape item of some sort.

Keep your HP topped up with healing spells inbetween pulls.
Keep an, or totem up when levelling as a precaution against stealths or unexpected CC. also worth a mention for keeping tabs on chokepoints and cave entrances etc. also allows for an instant run-speed bonus that can be paired with other speed increasing items.

Free + for water escapes, for scouting.

Keep your HP topped up with HoTs or other healing spells inbetween pulls.

Not every race has a racial ability suitable for avoiding and escaping ganks so this will be relatively short. Think of these as your first line of defense (if they apply to your race and class combination) where class abilities or items will not reach. Save your trinket until the very last if you want to be as efficient as possible. Gnomes have a slow/immob escape on an incredible 1min cooldown. Orcs will passively have an additional quarter chance not to be stunned. ... e-forsaken Undead can escape from sleep charm and fear every 2 minutes, or cast it before for 5 seconds of immunity. free water breathing for Undead water escapes. Humans can cast Perception for 20 seconds, every 3 minutes, providing great stealth detection against Rogues and Druids. Can be used out of combat to disappear (but not move) and passively makes your Stealth or Prowl even harder to detect, making for safer Rogue and Druid stealth levelling.

Lastly just remember that the world is big - if you can't do whatever it is that you're trying to do because you keep getting ganked, just take a moment to breathe. Go to a different zone with similar level quests, go level up your professions somewhere, take a trip to a capital city and learn some new abilities, or just log off for 10-15 mins and make yourself a snack and a nice cup of tea. People won't camp you forever and don't ever let ganks frustrate you.
Do you have any favourite tactics, items, spells or combinations of all three that you have used in the past for avoiding ganks? Leave your ideas below!

   Jpy Syturio solidlobster Selexin
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296 posts
Orc Hunter 296 posts
3 months ago (Pre-release)
3 months ago (Pre-release)
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Great write up! A few things I’d like to add for Hunter in particular that have helped me:

-Tracks have no mana cost and don’t trigger the 5 second rule for regen. Constantly toggle your Track Humanoid once you get to the zones that have potential for opposing faction players. Movement from players are very obvious compared to mob movement, as their patrol is generally fairly small and movement speed outside of combat is very slow. Paying attention to your minimap with Track Humanoid active can completely eliminate the element of surprise for 9/10 encounters, and not letting someone get the jump on you is a great benefit when you badly out kit most classes for world pvp.

-Pet Management is a big separation of skill for world PvP. 99% of Hunter’s will be BM spec for leveling and your pet does a LOT of damage. Keybind your pet attack/return (or even bake them into a macro with Dash etc as the mobility CDs for pets are much better toggled off letting you use them when you need them) and keep your pet on passive for maximum control.

-Keeping distance. Many people don’t realize just how strong Concussive Shot (and all yours shots) on a 35 yard range and short CD with a steroid pet is. You have a 30-33% movement speed buff (depending how soon you talent Improved Aspect of the Cheetah) starting at level 20. Don’t let people near you.

-Toggling off Aspect of the Cheetah. Pay attention to what your enemy is doing. If they have a chance to hit you with anything you need have AotC off when you get hit, the Daze is far too impactful. With proper management of everything I said you can easily 1v2 2x Warriors multiple levels higher than you because they simply can’t touch you if they don’t get the jump unless you make a mistake.

There’s also a Horde item from one of the Senjin quests called ... ticky-glue. You get a 10 stack from an easy quest early on. Try your best to save every one of these unless you absolutely need it to save you from death. It’s ridiculously invaluable to have a 10s root on a 1m CD.

E: oh 1 more! With spell batching you can fire off a shot and still start drinking/eating before being put into combat. If you’re worried about someone jumping you when low but don’t want to stop killing things, Trap at your Feet (within shot range of mob) -> Serpent Sting -> Drink/Eat/Send Pet to take aggro. If someone jumps you in melee range they’ll likely be trapped and you can assess from there. With ranged mobs you’ll have to send your pet in early and time it well to get aggro after your shot and before the mobs hits you with a ranged attack.

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Horde Warrior 84 posts
3 months ago (Pre-release)
3 months ago (Pre-release)
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Well, seems I will need bigger bags to have all these things around :D Mining as a warrior is what cause me most of the deaths by ganking... Maybe this time will be different? (Probably no :D)

Ish-ne-alo por-ah (May the days ahead be guided by the elders of long ago)
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Horde Priest 31 posts
4 weeks ago (Pre-release)
4 weeks ago (Pre-release)
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I'm not sure if this is too obvious, but play with sound! If I hear the stealth sound, I won't pull a mob and I'll alert anyone else in the area if there's a stealthy around.

This also may seem obvious, but I've seen it happen frequently. Do not run into an area if you see it's saturated with the other faction. It only takes one person to hit you for the others to jump in and kill you. Just come back later, as it's not worth the repeated graveyard runs.

Classic Waiting Room