I will be adding basic gameplay mechanics to this thread whenever I get bored - mostly just for reference, not for debate.
Racials Tactics
Every race gets two different racials at rank 11 and 23. These are unique, passive, and are mostly chance-based. The exception is the dwarf that gets two passive that provide a guaranteed that is not chance-based.
Every race gets a resistance racial at rank 17 with the same strength. Resistance racials are of little general but might be valuable to swap in once in a blue moon (or in resistance based PvE encounters should there be any or to counter a group of sorceresses focusfiring you down with corporeal damage or something outré like that, but sorceresses do both corporeal and spiritual, so is it really worth using a tactic slot for if they have even half a brain between them?).
These racials tactics are, in general, not very good compared to class/spec specific tactics, but there are a few good ones amongst them of at least situational usefulness.
All damage/healing numbers in the tooltips are for rank 40 without any talents, masteries, INT, or WIL affecting them.
High Elf
11 [spell]818[/spell]
25% chance to apply a tiny non-stacking DOT when hitting. Only to be used when you have no tactics available that actually supports what you are doing.
17 [spell]819[/spell]
Increased elemental resistance.
23 [spell]823[/spell]
10% reduced chance to be defended against. Might be useful - math not yet done.
Dwarf
11 [spell]713[/spell]
Recover from stuns and knockdowns 50% quicker (duration of immunity is not reduced from original value). Since the number of stun and knockdown abilities out there on the PvP battlefield increases with rank, this looks like a decent PvP talent throughout the game.
17 [spell]714[/spell]
Increased corporeal resistance.
23 [spell]716[/spell]
Increased armour by fixed amount (probably most useful to those not so tough and grudgebearing)
Empire
11 [spell]779[/Spell]
25% to get a small damage shield for 10s whenever attacked - can occur only every 3s. Looks decent for the level at which it is achieved.
17 [spell]777[/spell]
Increased spirit resistance.
23 [spell]776[/spell]
Whenever you are healed, there's a 25% chance to get healed a tiny fixed amount extra. Hard to imagine anybody not having better tactics to use than this by level 23.
And an honourable mention: GREENSKINS!
11 [spell]760[/spell]
25% chance when hit to detaunt the one hitting you and causing him to deal 25% less damage to you for 5s, broken if you hit him. This looks nice for melee in PvP.
17 [spell]756[/spell]
Increased spirit resistance.
23 [spell]758[/spell]
25% chance to get +30% runspeed for 5s when hit. This looks awesome for squishies.
Notes on AP Regen, GCDs
To do.
Notes on DPS, HPS, DAP, and HAP (with a glance to GCDs)
To do. Not as relevant as usual due to PvP focus.
Whining
To do.