Classic WoW classes As you prepare for the release of World of Warcraft: Classic on August 27, one of your first options will be what kind of character to play.
Trying to decide what kind of WoW Classic to play? Classic WoW leveling from 1 to 60 takes a considerable amount of time, and there are no “test characters” in vanilla, so choosing the right class in advance is more important than in Live. Talents are expensive to exchange and gold is hard to come by, so you won’t change your classic WoW class on a whim. The team often does not change well between the specifications, so players who want to play more than one specialization can create a second character and level up to do so.
You will have eight classes to choose from, depending on your faction: warriors, priests, wizards, rogues, sorcerers, shamans for the Horde, paladins for the Alliance, hunters and druids. We cover them all below. Note that while we refer to the specializations in this guide, they are not an initial selection as they are in contemporary Warcraft. Instead, players choose among full talent trees, spending some points here and there on the three specializations available to them. Truly hybrid constructions are rare but they exist.
TOP PICK: PROTECTION WARRIOR
Warriors are a basic option for Classic, not because of their damage, but because they are the only realistic option to sink into vanilla: monks and demon hunters were not in the game initially, paladins are primarily to heal and improve others players (see below), and Druid bears are a joke, comparatively. Warriors are more mobile, they are better at maintaining the threat than any other kind of tanks (there is a reason why “waiting for three Sunders” is a tank meme even today) and quite robust when it comes to taking damage. As an additional benefit, if you are interested in the complete classic experience, they are one of the few classes capable of creating and exercising Thunderfury, Blessed Blade of the Windseeker, which is a fun search experience if you are lucky enough to get the starter drops
As with all tanking classes in Classic, the gameplay is very different from Live. For example, active mitigation – buttons that you press to reduce the damage that comes in, or recover from the damage received – is less emphasized, and in some cases, it is reduced to only chills that are expected to hit at times of high incoming damage. Instead, maintaining the threat on monsters so that your damage dealers can unload is a priority, along with any tank changes or other mechanics that exist in the fight.
In PvP, warriors deal with medium damage such as weapons or fury and are experts in carrying the flag on Warsong Gulch as protection.
TOP PICK HOLY PRIEST
The second in the traditional archetype of RPG warrior-wizard-priest (sorry rogues), priests are the favorite healers in WoW Classic. They have most of the tools to play, and although druids and paladins offer some refreshing variations in the healing game, priests are the powers of the raid and equally viable in PvP.
Holy priests are the strongest healers in the world of Warcraft for raids, and they are almost unstoppable when combined with a Protection Warrior. In arenas, the priests of Disco and Sombra are legitimately viable, although they were seen less frequently in raids in 2004.
For raids, priests also offer the powerful benefit of Strength that increases resistance. Dwarf priests give the Alliance players the incredibly powerful Fear Ward, which protects a player from receiving the Fear effect. Since several chief chiefs use Fear, including Magmadar in Molten Core, it is useful to have a rotation of dwarf priests.
The healing styles of holy priests are a bit different in the classic than in the contemporary WoW. Holy Nova is a short-range effect area healing that means you’ll be grouping with melee or ranged players. There is no Halo, Binding Heal, or practically anything that begins “Halo”, so instead you will launch a lot of Renovations and Major Healing in several ranges. Your main talent is Lightwell, an interactive source of healing that no other player will click on.
TOP PICK FOR AOE SPELL DAMAGE DESTRUCTION OR AFFLICTION WARLOCK
Warlocks bring some of the best area-of-effect damage of all kinds of classic WoW, with the ability to annihilate entire groups of creatures; Compensation is somewhat less damage from a single target than wizards and rogues. On the positive side, their ability to apply multiple damage spells over time (DOT) to make them ideal for fights that require a large amount of movement and makes Affliction the best witch specification in PvP.
On the negative side, the limited number of debuffs on a single creature in Classic WoW means that they may not be able to use all those DOT spells in favor of debuffs cast by other classes, which often makes a difference if the Affliction specifications o Destruction do more damage. Demonology generally lags behind the other two.
By utility, the sorcerer offers the group health stones (which do not share a cooldown with potions) and, which can be used in advance in a player to allow them to resurrect if they die. This is useful in groups since it allows a tank or healer to fight, but also grants a degree of sweeping protection so that the whole group does not have to back off if everyone dies. Sorcerers also have the ability to summon group members with the help of two other players. These skills and others use soul fragments, which must be tediously cultivated, killing creatures individually before group raids and outings, and they occupy most of the sorcerer’s bags or fill a special soul bag. Look, we are saying that the sorcerer is a powerful class, not fun.
Warlocks can banish demons and elementals, which makes them useful for crowd control, including “tree” druid healers in PvP, which are classified as tree-shaped elementals. Also in PvP, sorcerers use fear and Drain Life a lot, allowing them to scare away an opponent and then restore their own health by draining their enemy.
TOP PICK FOR MELEE DPS, PVP, AND GENERAL SNEAKINESS: SUBTLETY ROGUE
Subtlety rogues have always been excellent for PvP, and it shows in their toolkit: WoW’s classic rogue classes are loaded with options for crowd control, surprise damage, and. In PvE, they are not terrible, but they are less dominant, giving more space to dealers of distance damage such as magicians and sorcerers.
Lonely as a rogue can be frustrating since it is harder to escape the loving attention of an angry monster while dealing damage than in a group or PvP, and this WoW Classic class is quite fragile. That frustration subsides as your team improves and that super-powerful opening sequence becomes enough to almost kill your enemy, especially when combined with the multitude of classic monsters that run when they are in very poor health. Rogues stand out by slowing down and then killing those opponents, especially when they are equipped with the right poisons in each double-hilt weapon.
For added utility, rogues can open safe deposit boxes, assuming they trained their locks selection skills and can hide through monsters to click on items or rejoin their groups while they are in the dungeons.
BEST FOR BUFFS, BATTLE REZ, AND BEAUTY: RESTO DRUID
In WoW Classic, druids have a viable role: healing. We can remember extensive discussions between a Druid who wanted to try to storm like wild and his main guild raid leaders, everyone thought he was a little crazy, so even if you can make it work, others won’t believe you. If you prefer to hurt and plan to play more than casually, you’ll want to choose a direct damage class.
As with all hybrid classes, druids are subject to the “hybrid tax,” which reduces their maximum DPS by approximately 15% compared to pure damage classes. Realistically, that combined with the half-finished feeling of its tank and DPS specifications means that no one ever plays a serious druid for any of the roles, instead of focusing on a nobler quest: being a tree.
In Classic, that is a literal option, since healing generally puts it in the form of a tree (available in Live only as a glyph). Druid healings have not changed much over the years, with healing over time the rejuvenation and regeneration spells remain dominant, while Tranquility reigns supremely for AOE healings.
Druids provide usefulness to groups in the form of the powerful improvement in Mark of the Wild statistics (throw one player at a time, using reagents), battle resurrection (using reagents), Faerie Fire armor reduction debuff for the opponents and the Thorns improve, which increases the threat of the tank by causing them to reflect some damage.
If you plan to play WoW Classic more informally, druids are a fun option; The ability to switch between animal shapes and their iconic races (Night Elves for Alliance, Tauren for Horde) makes them a hoot to look on the screen or use for role-playing games.
BEST FOR MEMES, BUFFS, AND ONE-TRICK BUILDS: PALADIN/SHAMAN
These two classes are grouped together not because they are somehow similar, but because each one is only available for a faction in Classic.
Shamans are exclusively for the Horde, and its ultra-powerful bloodthirst enhancer forces at least one into raids. His Tremor Totems are the low-rent and not-so-guaranteed equivalent of the Dwarf priest, Fear Ward, for fear-throwing bosses.
In PvP, Enhancement shamans use Windfury enhancements (unleashing multiple strokes at once with their two-handed weapon), which in patch 1.12, the snapshot that Classic uses, can still be activated from their own strikes, leading to Sometimes ridiculous chains of huge blows against an enemy. In raids, Elemental shamans cause average damage and generally receive their invitations based on their general utility.
Paladins are exclusively Alliance in WoW Classic. While there are protective paladins for the tank, they are less popular than the iconic warrior class. Instead, most paladins opt for a raid healing specialization and a PvP pay specialization. In the raids, they are valued for their single-objective benefits and their ability to bubble, or release all aggression from monsters and stop all damage.
Paladin’s blessings include the popular wisdom for mana restoration; his Cleanse handles one disease, one magic, and one poison debuff at the same time; and they are excellent resuscitators out of combat in a raid by staying at a safe distance and repelling dead players during a match, which makes them the ultimate battle.
Closer to the action, the paladin auras provide, such as the concentration Aura, that prevents spell recoil from damaging the entire raid.
BEST FOR SOLOING, PULLING RAID MOBS (ON PURPOSE) AND RUNNING OUT OF BAG SPACE: MARKSMANSHIP/HYBRID HUNTER
Hunters can equip almost all of the game’s weapons in both Classic WoW and Live, and use more of those weapons in Classic than today. In addition to a ranged weapon, hunters handle two melee weapons that are generally used only for their statistics (or for close combat if the hunter gets too close to a monster). In the past, hunters threw themselves to win axes, swords, and daggers against players from other melee classes that used them, which caused some tension in groups and the meme is still in force today that each weapon is a ‘weapon of hunter ‘.
In raids, hunters deal reasonable damage in general and are useful for touching monsters from far away and taking them to the main tank/healing group / DPS to fight in the proper position.
Hunters use ammunition, which has their own statistics, and take up space in players’ bags or require the use of a quiver, a larger specific bag made only for ammunition and nothing else. In any case, the hunters who dabble discover that they have to fill their inventory almost to burst with arrows or bullets and still run out. Switching from a bow to a gun or vice versa can also make some ammunition useless.
While hunting mascots are not as good at collapsing or resisting the threat of their masters in the Classic as they are today, they still make lonely creatures enjoyable (if they are not as powerful as it is in Live, where a hunter well oriented can easily either alone). )