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Basics
Eye of the Storm plays like a combination of World PVP, Arathi Basin and Warsong Gulch. How is this possible? Let's analyze all the mechanics Eye of the Storm has and why it is so unique when compared to the other battlegrounds. To win, your faction must collect 2000 Victory Points which can be earned through various methods.
Points
Points are awarded for the two point generating methods above in the following fashion.
Towers generate points every 2 seconds (called a tick) for each team. The more towers you control the more points you earn.
Typical Class Roles
Druid - Probably the best class to run the flag. Druids can heal, but their biggest asset is their ability to dispel movement debuffs by changing form. Druids also may get a speed buff through their talent tree.
Hunters - With sprinting pets (cats, for example, can learn dash), hunters can overrun just about anyone on the battlefield. Sending their pets on back line cloth wearers can seriously wreck their day. Hunters can also track an opposing flag runner. A hunter's stuns (like "wing clip") and traps (like "ice trap") make getting to the flag to a tower very hard for an enemy, while their DPS can seal the deal.
Mages - The old "root and nuke" make mages excellent on the attack or on defense. Sheep enemies pursuing your flag runner, but keep in mind that sheeping an opposing flag runner can cause confusion (i.e. pursuers that just arrive on the scene don't know where the flag went or who to attack). Some of the best control players are frost mage's that can slow down whole groups of enemy pursuing your flag carrier or stopping the enemy flag carrier cold.
Paladins - A healer in plate (or mail) is a major benefit to flag runners, offence and defense. While Paladin DPS (damage per second) can't match most other classes, Paladins shouldn't underestimate the difference their heals will make when exerting ownership over a flag or tower. Increased run speed combined with cleanse and blessing of freedom on a protection based paladin can also make an excellent flag carrier.
Priests - A priest's role really depends on whether their spec is holy (healing) or shadow (damage). Some form of healing is essential to run a flag successfully, and nobody heals better than a holy spec'ed priest (shielding is awesome, too). Shadow priests are best at working with groups attacking or helping fear the opponent offense or defense.
Rogues - Rogues are all-around players. They make good attacker because of the nasty damage they deal, on defense they can stunlock opposing flag runners and DPS them into submission, and have a nice class speed buff that's useful for getting the flag to a tower. A stealthed rogue in near the flag while waiting for a runner can make for a nasty surprise.
Shamans - Shamans are excellent support characters, but they truly shine on defense. Totems are key to a strategic defense. A well-placed earthbind totem will slow a grab-and-go runner down within a certain radius, allowing surprised defenders to apply serious hurt, movement debuffs, fear, etc. In the face of a determined assault, healing and smite totems give defenders a boost.
Warlocks - Warlocks are "crowd control;" by scattering a DPS'er or two with fear (the "DoT DoT Fear" tactic, referring to applied "Damage Over Time" debuffs before "Fearing"). Excellent in one-on-one encounters, Warlocks seem best suited to supporting the midfield group with DPS.
Warriors - Charging the back line cloth-wearers (e.g. priests, mages, and warlocks) on attacks are a warrior's forte. By doing so, they allow the damage dealers to hone in on the meleers who, chances are, will go after the charging warrior. Excellent on the attack due to survivability, and can carry a dropped flag effectively (with the aid of a healer) in a pinch.