World of Warcraft Classes

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World of Warcraft Classes Guide

World of Warcraft Class Guide

World of Warcraft Class Breakdown: Priests 


In order to truly understand all aspects of World of
Warcraft you first need to have a good understanding of the various classes. There are 9 classes; all are accessible by both factions, although you may need to be a certain race to choose a certain class. Each class has different abilities and roles in the Arena. I will first overview the two healing classes.

Priest


Priests play a huge role in both PvE and PvP. They bring an amazing buff called Fortitude, which increases the hp of whomever it's put on. Priests have a very wide range of non-casting heals (they are instant) in their arsenal. These abilities allow Priests to focus on other things during the fight, such as mana burning (taking mana away from the opponent targeted) and dispelling, either taking buffs off opponents (like Fortitude) or taking off debuffs (bad buffs) on his teammates. Priests have three different specs (various areas to choose abilities) that are all viable in Arena.

Holy Spec is the best Priest spec for healing as they gain many buffs to their heals through talents. Discipline Spec is what most 5v5 Arena Priests use as it gives the Priest many Defense abilities and because of this Discipline Priests aren't often targeted (the person the opposing team tries to kill). Discipline Priests also receive a quicker mana burn, which helps stop the enemy from healing long term, and better spirit regen, which allows them to be efficient longer into the fight.


The last spec that Priests can be is Shadow. Shadow Spec is vastly different from the previous two because the Priest primarily does damage in this spec. They have abilities such as Mind Blast and Mind Flay which do a very high amount of damage. Shadow Priests also have two unique abilities Vampiric Touch, which gives hp back to all teammates when damage is done to target, and Vampiric Embrace, which gives mana back to all teammates when damage is done to the target. All of this and the Priest still gives Fortitude and Shields to its team. The downside to a Shadow Priest is that when it's in damage form the Priest cannot heal at all. Shadow Priests also do not get the defensive abilities that holy/disc Priests do and they are very squishy (easy to kill) and are usually targeted first. Because of the variety and the amount of Priests on Arena teams they are regarded as one of the best balanced classes in the game.

World of Warcraft Priest Class 

World Of Warcraft Priest Tiers 1,2,3,4,5,6

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World of Warcraft Class Breakdown: Druids 

Druid

Druids are one of two hybrid classes in World of Warcraft. Hybrid classes are those that can fill various roles depending on their spec (the talents the Druid decided to choose). Druids can be Caster Dps (shoots at a range and is magical), Melee Dps (must be in melee range and is physical), or a healer (Restoration Spec). Druids are also unique in that they have various forms they can shape shift into. Cat is a very quick (attack + speed) form that can stealth and is similar to a rogue. Bear is a very slow but durable form similar to Warriors. Cheetah form is used when the druid needs to get away (+30% movement speed).

Druids must master all of these forms to play their class to the best of its ability. Druids are considered top healers in 2v2 and 3v3 for many reasons. Druids have the most powerful healing in the game, and almost all are instant cast. Druids also have amazing kiting abilities (cheetah form) and the ability called Cyclone, which makes a character unable to do anything (Cyclone can't be dispelled). The only downside to Druids, the reason why not many of them are in 5v5, is that they are extremely squishy in human form. In 5v5 there are between 2-4 DPS (targets doing damage) on a target and a Druid cannot survive that in human form and must go into bear form. Bear Form allows them to stay up for a while but they cannot heal while in this form and are effectively shut down. Very good Druids though can still heal effectively with good usage of kiting (moving around as to avoid damage/CC). Sheep is one of the most powerful CC's in the game and druids are the only class that can get out of it constantly (through shape shifting), others can only remove sheep through usage of a PvP trinket (a one time removal of a CC/Snare every 2 minutes). Although Druids were widely regarded as an underdog in all the arenas, they are becoming more and more prominent in 2v2/3v3 and starting to sprout in top 5v5 teams.

Moonkin and Feral Druids are also fairly decent specs, with Moonkins sprouting on some top 3v3/5v5 teams and Feral Druids having a few spots in top 2v2/3v3/5v5 teams. A Moonkin Druid has a small arsenal of very powerful spells and also has extremely high armor for a caster, making the Moonkin near last on the list of targets. Moonkins bring great CC (Cyclone and Entangling Roots) and the only real downside to them is that they have very little defensive abilities. Teams with mostly casters can easily burn down a Moonkin and it will not be able to defend itself. With that, though, many top Moonkin players have improvised and often will heal/kite in order to maximize their ability in the Arena. Feral Druids are very tough to play, but when they are played with peak performance Feral Druids become phenomenal. Feral Druids bring very high Dps through cat form, very good survivability with bear form, and very good crowd control in human form. Feral Druids can very easily lock down two healers with Feral Charges (Bear form) and well placed Cyclones. With this and the ability to heal, Feral Druids can be a great asset to any team.

World of Warcraft Class Breakdown: Shamans 

Shamans are the only other hybrid class in the game with the same spec differences as a Druid. A Shaman can either choose to primarily heal, do caster Dps, or do melee Dps (not done in Arenas). Both Restoration (Healing) and Elemental (Caster) Shamans bring three great assets to an Arena team: Totems, Heroism, and Purging. Totems are an ability unique to the Shaman class. The various Totems each have their own specific ability that it does. The most popular Totems are the following: Wind fury Totem (chance to grant an extra attack for melee, great for Warriors), Grounding Totem (absorbs spells shot at teammates), Tremor Totem (removes Fear/Charm effects from teammates), and Poison Totem (cleanses poisons off of Shaman and teammates). These Totems provide great buffs to teammates and can really help turn the tide of an Arena match. Shamans also have the ability to cast a huge buff once every arena, Heroism. Heroism increases every teammate's casting/attack/healing speed by 30%, which is extremely helpful. Heroism can easily turn the tide during a crucial part of a fight. The last ability that all Shamans bring to an Arena match is the ability to Purge. Purging removes all beneficial effects on a member of the opposing team. By removing buffs from the opponents, Shamans can help make their team more effective in the long run.

Elementals Shamans are now one of the most popular casters in a 5v5 team as they provide great chemistry. Elemental Shamans have the ability to put out very huge burst Dps (rivaled only by Fire Mages) which can quickly bring down an opponent. They are also able to off-heal, which removes from stress from the other two healers during intense parts of a match. Their ability to pop Heroism/Purge/ and drop Totems seal the deal and is the main reason why most top 5v5 teams have a Shaman.

World of Warcraft Class Breakdown: Mages 

Mages are one of two support dps classes (the other being Warlock). Their main job is to not only provide good dps, but also constantly apply crowd control and silences on the opponents. Mages have Sheep (a great CC) which turns the opponent into a sheep therefore preventing them from doing anything and they also have counter spell, which either silences all trees for 4 seconds or if a person is counter spelled during a cast, they cannot cast a spell in that tree (fire/holy/shadow/frost) for 8 seconds. Alongside this, Mages have great dps, which makes them a great support class. Mages also have great kiting abilities and they can keep melee out of range very easily. They have blink (shoots them 15 yards ahead), frost nova (freezes everyone in a range for X seconds), and armor that when hit slows or freezes opponents. In order to maintain balance, though, Mages are notorious for being very squishy (weak) and can die very quickly. Mages have various specs that they can effectively use in arena. Most Mages go deep frost, which provides more survivability where they otherwise lack it. Some Mages with exceptional kiting abilities will play as 21 fire or deep fire, which provides substantial burst dps.

Frost Mages are most often on more defensive teams where the fight will be prolonged, as a Fire Mage cannot survive consistent damage for a while. A Frost Mage has 2 ice blocks (frozen and immune to everything but heals), an ice barrier (absorbs damage), more kiting options (chill armor), and a pet, with its own frost nova and abilities that greatly increase the Mages' overall dps. Because of these defensive abilities, Warriors will usually only hop on a Frost Mage if it has Blessing of freedom to get through all the kiting. Frost Mages are not often targeted in 5v5 arena, though, as a ice block will stop all dps on him. Although this does not apply until very high brackets of 5v5, Mages high up often spend the majority of their time crowd controlling opponents and mitigating heals and dps through CS and kiting. Mages will only really start to dps once one of the opponents drop below the 50% range, then the mage goes all out hoping to drop the target.

Fire Mages are more often seen on very aggressive teams, such as PvE Clickers and some 4 dps lineups. They have considerably less survivability than their Frost Mage counterpart, but they make up for that with the ability to put out extremely high burst dps. Fire Mages shine even more when they are played by people who have learned how to kite effectively with one. Deep Fire mages have a chance to get a sprint when attacked, and they do not lose the frost nova and blink that allows them to keep people off them. I had a personal problem in one 3v3 arena with a Fire Mage as he was extremely good at kiting/sheeping/ccing and we could not bring him down. Along with this he had the ability to put out insane damage over a very short amount of time. He could take me down, with over 13k hp and 250 resilience (very good), in 8 seconds after he counter spelled me. This damage definitely comes in hand with 4 dps teams, where their goal is to kill an opponent extremely fast. The Mage is usually targeted first in this scenario (unless their is a Shadow Priest) so its job is to get a sheep and/or a cs off during the initial phase and then unloads all of its abilities on their target before it dies, although as mentioned earlier some top players can stay alive.

 

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