ArcherNew
07-03-2006, 12:58 AM
Making this thread to help a few newbies choose their class. Hope this Helps!
Mages: My personal favorite. Patch 1.11 was a huge + to elemental mages. Many people see the mage description and expect one shotting everything they meet. That will not happen unless u have great gear or u are owning ppl 30 lvls lower than u :P They can conjure food+water, which makes them a must have in almost all instance runs. However, this results in much spam from chinese farmers (100 food+water plz), and many mages complain about being a moving vending machine. Also, they can turn their enemies into a sheep. At level 60, u can also turn enemies into pigs and stuff, but thats a rumor to be the reward from the level 60 mage quest (confirmation would be nice).
Shammies: Oh boy... the shamans. This is the class i know the least about, because most of my chars are on the alliance. Everybody has complained atleast once about how shammies are so overpowered. They can heal like a druid, melee like a hunter and dps like a warrior. They are hybrids. They are extremely hard to kill, but have a hard time outdps'ing mages/rogues. Totems are a great plus to shammies as well. Great PVP class overall.
Paladins: Woot for Bubble+Hearth! Paladins button smash on most end game raiding. They are extremely difficult to kill. I have gotten many paladins to 5% on my mage when they simply divine shield and heal themselves back to full health. A skilled paladin can tank or DPS, depending upon on talent points. Paladins have special abilities against undead, making them extremely valuable in instances such as strat and scholo. They can use BoP to make a friend invincible and drag aggro off him as well. They also get their level 40 mount free. Paladins are great healers, but it is fairly unusual for a group to use a paladin as it's only healer.
Rogues: They do it from behind. Like a mage, without the sheeping and food and water. However, in endgame raids like MC/BWL/ZG the average rogue outdps's the average mage. Rogues must go in close to dps though, while mages can stay a nice distance away and blast. They have many stunning/slowdown abilities, and can become invisible. They were nerf'd PVP wise, or so i heard, when daggers got "normalized". They can sprint to run very fast and use evasion to dodge many attacks.
Hunters: Hunters rely upon their pets. They have the longest ranged attacks and are great at kiting (to run the opponent around in circles while damaging them) and can use an ability called "Feign Death" to get out of combat or to simply drop aggro. They are good dps in endgame, but low levels can be hell for hunters.
Warlock: Warlocks do not quite rely upon their pets as much as hunters do. They have many DoTs (damage over time), which makes a prolonged fight against them extremely difficult. Their pets include imps (like a weak mage, they just cast fireball and have low hp), voidwalkers (like a warrior, they can tank while the warlock blasts away), felhunters (like a rogue, but they can eat buffs to regain health and silence the opponent to stop spellcasting) and succubus(spelling?) who can "seduce" the opponent to force them to stop moving and attacking. They also get their lvl 40 mount free, wheras other classes pay about 90g total for theirs. Fear is considered by many to be a warlocks greatest tool, forcing the enemy to flee while they can take heavy damage.
Priests: Priests are in HIGH demand. They are considered great healers if they decide to be holy or great dps if they decide to be shadow. They can shield a friend, buff him with extra health and heal him. Priests can be a little rare because they are harder and slower to level than most classes. They also can Fear everybody around them, forcing them to flee while they can heal or just blast away. They are considered a group's main healer usually.
Druids: Druids are hybrids, just like shamans and paladins. They can heal very well if spec'd right, or they can melee well. Some druids also choose to use a strategy called "Moonfire Spamming" where they just button smash their instant cast spell known as moonfire. Others find this strategy inefficient and mana wasting. Druids can turn into bears cats and special cats to run faster. They also are considered primary healers for a group of five in absence of a healing priest
Warriors: The meatshields. Warriors are meant to take damage. They have many abilities to gain "aggro" upon a monster. Aggro is a monsters way of "choosing" its target. A good tank can easily keep aggro even if many people are doing much more damage than him with abilities such as sunder armor and taunt. It is extremely difficult to finish most instances without a decent warrior taking damage.
All races have special abilities. Trolls for example, can go berserk, casting or attacking faster than they usually would.
A party is generally consisted of 1 healer 2 dps classes 1 tank and one other.
Hope this helps newbies and people considering buying the game.
Edit: Btw, can this get stickied?
Mages: My personal favorite. Patch 1.11 was a huge + to elemental mages. Many people see the mage description and expect one shotting everything they meet. That will not happen unless u have great gear or u are owning ppl 30 lvls lower than u :P They can conjure food+water, which makes them a must have in almost all instance runs. However, this results in much spam from chinese farmers (100 food+water plz), and many mages complain about being a moving vending machine. Also, they can turn their enemies into a sheep. At level 60, u can also turn enemies into pigs and stuff, but thats a rumor to be the reward from the level 60 mage quest (confirmation would be nice).
Shammies: Oh boy... the shamans. This is the class i know the least about, because most of my chars are on the alliance. Everybody has complained atleast once about how shammies are so overpowered. They can heal like a druid, melee like a hunter and dps like a warrior. They are hybrids. They are extremely hard to kill, but have a hard time outdps'ing mages/rogues. Totems are a great plus to shammies as well. Great PVP class overall.
Paladins: Woot for Bubble+Hearth! Paladins button smash on most end game raiding. They are extremely difficult to kill. I have gotten many paladins to 5% on my mage when they simply divine shield and heal themselves back to full health. A skilled paladin can tank or DPS, depending upon on talent points. Paladins have special abilities against undead, making them extremely valuable in instances such as strat and scholo. They can use BoP to make a friend invincible and drag aggro off him as well. They also get their level 40 mount free. Paladins are great healers, but it is fairly unusual for a group to use a paladin as it's only healer.
Rogues: They do it from behind. Like a mage, without the sheeping and food and water. However, in endgame raids like MC/BWL/ZG the average rogue outdps's the average mage. Rogues must go in close to dps though, while mages can stay a nice distance away and blast. They have many stunning/slowdown abilities, and can become invisible. They were nerf'd PVP wise, or so i heard, when daggers got "normalized". They can sprint to run very fast and use evasion to dodge many attacks.
Hunters: Hunters rely upon their pets. They have the longest ranged attacks and are great at kiting (to run the opponent around in circles while damaging them) and can use an ability called "Feign Death" to get out of combat or to simply drop aggro. They are good dps in endgame, but low levels can be hell for hunters.
Warlock: Warlocks do not quite rely upon their pets as much as hunters do. They have many DoTs (damage over time), which makes a prolonged fight against them extremely difficult. Their pets include imps (like a weak mage, they just cast fireball and have low hp), voidwalkers (like a warrior, they can tank while the warlock blasts away), felhunters (like a rogue, but they can eat buffs to regain health and silence the opponent to stop spellcasting) and succubus(spelling?) who can "seduce" the opponent to force them to stop moving and attacking. They also get their lvl 40 mount free, wheras other classes pay about 90g total for theirs. Fear is considered by many to be a warlocks greatest tool, forcing the enemy to flee while they can take heavy damage.
Priests: Priests are in HIGH demand. They are considered great healers if they decide to be holy or great dps if they decide to be shadow. They can shield a friend, buff him with extra health and heal him. Priests can be a little rare because they are harder and slower to level than most classes. They also can Fear everybody around them, forcing them to flee while they can heal or just blast away. They are considered a group's main healer usually.
Druids: Druids are hybrids, just like shamans and paladins. They can heal very well if spec'd right, or they can melee well. Some druids also choose to use a strategy called "Moonfire Spamming" where they just button smash their instant cast spell known as moonfire. Others find this strategy inefficient and mana wasting. Druids can turn into bears cats and special cats to run faster. They also are considered primary healers for a group of five in absence of a healing priest
Warriors: The meatshields. Warriors are meant to take damage. They have many abilities to gain "aggro" upon a monster. Aggro is a monsters way of "choosing" its target. A good tank can easily keep aggro even if many people are doing much more damage than him with abilities such as sunder armor and taunt. It is extremely difficult to finish most instances without a decent warrior taking damage.
All races have special abilities. Trolls for example, can go berserk, casting or attacking faster than they usually would.
A party is generally consisted of 1 healer 2 dps classes 1 tank and one other.
Hope this helps newbies and people considering buying the game.
Edit: Btw, can this get stickied?