WoW Rookie: A new player's guide to classes

Most of the class summaries you find around the web are ... dated. They were written many patches ago. Since then, classes have changed radically. Even without the obvious example of the shaman's once being able to tank, a lot of how the classes feel when you play them is radically different from when the game started. Consider this a refresher.
If you're truly new to WoW, there are a few terms you should understand in this guide. There are three generally accepted roles when you group up to do dungeons and raids. Tanks are the big, tough guys who keep the enemy focused on themselves, because a tank is capable of taking the damage. Healers repair the damage taken by tanks and the rest of the party. DPS stands for damage per second, and it's become shorthand for all the folks who lay the smack down on the enemy. While all characters can do damage, DPSers can do multiplicatively more damage than anyone else.
Crowd control allows you to briefly keep an enemy from fighting you. For example, Polymorph turns an enemy into a sheep. Enemies can't hurt anyone if they're sheep, right?
Death knightRole Damage and tank
Crowd control No "pure" crowd control options, but a lot of snares and slows and such
Death knights were introduced well after the release of WoW. They use runes to empower their long list of damaging abilities. Death knights are one of the most powerful and effective damage and tanking classes in the game, mostly because they don't have obvious class flaws. Death knights are competent against ranged and melee characters alike. Their signature Death Grip ability even allows them to force an enemy to fight on the death knight's terms. In order to play a death knight, however, you must already have another character to level 55.
Druid
Role Damage, heal, tank
Crowd control Only against certain types of enemies, plus a Root
Druids are the most versatile class in the game. They can be tanks and healers, but they can also do damage from either close up or a distance. This makes druids an excellent option for someone who wants to fit into any group. However, since druids do have so much going on, they can be difficult to truly master. Druids have a smattering of buffs, debuffs, and crowd control, as well, which means they generally help out any group they're in.
Hunter
Role Damage
Crowd control Selective traps, sundry "sleeping" shots
Hunters stand back and shoot their enemies with bows and guns. The hunter class was once considered the easiest class to play, but that has significantly changed in the last two expansions. Hunters have a huge array of tools for any group to use. What makes hunters special is that they get a constant companion pet, which they choose by going out into the wild and taming. Each different type of pet has different abilities of its own, making hunters a surprisingly deep class to play.
Mage
Role Damage
Crowd control Masters of crowd control, including Polymorphs, roots, snares, slows, and silences
The mage class is the traditional "wizard" class of WoW. They do damage at a distance by hurling fire, ice, and raw arcane energy. The mage class has many, many options for controlling enemies, including turning them into animals, trapping them in place, and slowing their movement. Mages use mana to fuel their attacks. Being a mage is a great option for new and old characters, since a mage tends to focus on a single thing and does that single thing very well: blowing up the bad guys.
Paladin
Role Damage, heal, tank
Crowd control Only in one talent spec
Paladins are one of two classes capable of doing all three key dungeon roles. Unlike druids, however, paladins can only perform the "melee DPS" role. Paladins use mana to fuel their abilities and occasionally make use of Holy Power to use special powers. The high survivability of paladins make them a great class for soloing and for PvP. As such, though, you're likely to find many, many other paladins in dungeon groups, which makes it a little slower to get gear (because you have to share.)
PriestRole Damage, heal
Crowd Control Limited options
Priests are the archetypical healer class. They summon the power of the Light and Shadow to smite their enemies and grant solace to their allies. Even in their damage-dealing configuration, priests do a lot of healing to their allies. Priests are almost always a welcome class in any guild and desperately sought after all over Azeroth.
Rogue
Role Damage
Crowd control Sap
Rogues are the sneaky assassins and dashing swashbucklers. They use a sort of low-grade mysticism to stealth around and stab their enemies in the back. The rogue class is a pretty capable class for solo play, and rogues do a very high amount of damage. As with paladins, though, you tend to see many, many rogues around, which can make competing to get in groups kind of tough.
Shaman
Role Damage, heal
Crowd control Turns enemies into frogs, can affect Elementals
The shaman class is a bit of a unique snowflake. They can do damage at a distance or in melee range, depending on their spec. What makes shaman special is their totems. They drop little totems on the ground that create buffs, heals, and other effects on behalf of the shaman. Managing totems isn't very difficult, but relying on them can feel like a drawback if you need to move around.
Warlock
Role Damage
Crowd control Fears and pet-based
Warlocks sit at the distance and use unholy shadow and fire to blow up the bad guys. They work with a series of demonic pets to accomplish their task, although only one pet can usually be active at once. Warlocks are a strong damage class, but their button rotations and wide array of powers mean they aren't well-suited to brand new players. Once mastered, however, warlocks are known for their dominance of PvP and ability to put out compelling damage.
Warrior
Roles: Damage, tank
Crowd control None
Warriors are the traditional "rawr, I hit the bad guy with weapons" class. They're based on a rage mechanic that doesn't really have an equivalent anywhere in traditional fantasy games; essentially, the more they deal or take damage, the more rage they get. They use this rage to fuel their attacks. For this reason, warriors can frequently feel "gimped" if they're not getting enough rage. Warriors have a reliable interrupt, like all melee, but lack any kind of crowd control. Warriors are a straightforward class that relies on mastery of their rotation to get the most effect.
Filed under: WoW Rookie






Reader Comments (Page 1 of 3)
Dumbguy May 12th 2011 2:14PM
This is a nice article, but I would disagree on one point: "As with paladins, though, you tend to see many, many rogues around, which can make competing to get in groups kind of tough."
I was under the impression that they (rogues) were close to being the least popular class. They might've been overabundant throughout vanilla and bc, but the rogue population dropped pretty significantly as soon as wrath was introduced. But then again, I've never gotten a rogue to max level, so I have no idea what it's like trying to get into groups.
I check out the wow census every once in a while... (http://www.warcraftrealms.com/weeklyactivity.php)
drhd404 May 12th 2011 2:40PM
Yes rogues dropped off during wrath, but just try as a rogue to get a regular raiding slot in a higher end raiding guild that's been established a while. You can't. They have their rogues who have been there since Vanilla & don't want any more.
Jestin May 12th 2011 3:14PM
This kind of data never ceases to fascinate me. I'm especially interested (though not surprised by) the spike in mages since January, and I can only assume that the dip in December was due to the holidays?
So it looks like today's least-represented classes are warlocks, rogues and a tie between shaman and death knights (some of those colors are hard to differentiate)?
DeathPaladin May 12th 2011 3:16PM
Rogues are just that good. You never see them until you stop expecting them to be there.
Matheus314 May 12th 2011 3:36PM
I think most of the Rogue population was killed by Arthas and the Scourge, and become DKs.
Anyone can confirm that?
Panteleone May 12th 2011 2:14PM
There's dwarf hunters, then hunters, and then there's everybody else.
DeadsGold May 12th 2011 2:22PM
Warlocks can also effectively CC elementals with banish.
Revynn May 12th 2011 3:19PM
And demons, though we haven't dealt with those much since BC.
Sterb May 12th 2011 4:06PM
Let's be honest, the CC summary for this entire article sucked.
Mages arent't really that amazing for CC in PvE unless you're talking polymorph, but even that isn't fantastic. It works against only two NPC types. Given one of them is the most popular enemy NPC type, but still. Author seems to be stuck back in a TBC mindset or something. I'd argue hunter traps and Repentence are far better CC options.
Going to Wowpedia's page on CC is far more helpful.
http://www.wowpedia.org/Crowd_control
Quark1020 May 13th 2011 1:51AM
Sheep is a really good CC because of its convenience. It has no cooldown, so it can be consistently reused, it can be used the most common types of enemies, and it doesn't require a glyph to make it viable.
Noyou May 13th 2011 4:50AM
Yeah. I am not one to bash the articles on here but this one had no identity. It seemed like a CC guide from the headers but really failed on that level. To say the DK has "a lot of snares and slows" is misleading at best. I would have defined CC abilities as root/snare interrupts and stuns first of all. Sap is great for a rogue but cannot be used in combat. No mention of Gouge which is one of the better stuns or kidney shot. So yeah Mr. Gray we expect a lot better of you. Your articles are usually very helpful and informative. This was neither :(
Zenith May 13th 2011 6:38AM
Gotta agree that CC's are not given their proper dues - I consider banish to be the best cc in the game due to the immunity it gives. Fear is (when glyphed) also excellent as only undead (maybe mechanical too) are immune to it. Throw in seduce and enslave demon and locks have a huge cc advantage.
Back in TBC I often had to keep 3 mobs cc'ed with seduce and the good old fear juggling while keeping dots up on the kill targets.
There is also no mention of priest(shadow likely) mind control either, while you are also effectively cc'ed, you can keep 2 mobs busy or even control a whole group for a few seconds by letting them kill your mc target
threesixteen May 12th 2011 2:18PM
question: how do you promote wowinsider.com to new players for articles like these?
it took me almost a year after i started playing for me to figure out things like Thottbot, and then wowhead... and a while after that before i found WoW Insider or Elitist Jerks etc...
Can you lobby Blizzard to include your URL in one of the load screen "tips"? perhaps? It'd be a value to new players (and established players too) to inform them of this resource.
Shinae May 12th 2011 2:41PM
WoW Insider is better off by not being counted as an official WoW website. Blizz puts a lot of restrictions on fansites that have "official" status, and that would hinder the freedom of the writers here to say what they will about WoW.
WoW insider comes up readily in Google searches about WoW, so it's easy to stumble upon. There's also word of mouth. I think I was the first one in my guild to start talking about this site years ago (tho I can't remember how exactly I found it). Now my guild often talks about the articles here.
erragall May 12th 2011 2:56PM
yes, i highly agree with this, i started to play wow at the beginning of TBC and it took me 2 1/2 years to actually learn how to play, to put this in perspective, i used white vendor items until lv40 (as thats when they stopped selling them to me!) i didnt even know there were these things called "dungeons", i thought there was only DM and WC. If WoW inisder had have been a URL during account creation i think my life in wow would have been MUCH smoother (especially due to to Frostheim). At the end of the day, wow still doesnt teach you how to play, i didnt even know i HAD this move called "steady shot" till i was level 80 (and thats just the tip of the iceberg)
Daedalus May 12th 2011 3:29PM
I have to agree with Shinae. If WoWInsider were more closely associated with Blizzard, they'd be under a lot more pressure to not report on leaks, not speculate on future content, not report on datamining, etc.
It also gives them a bit more credibility; they're free to badmouth developments they really don't like without worrying about repurcussions. That kind of freedom is a rare commodity in games journalism these days. (Remember the kerfuffle a few years back when Gamespot fired a writer for giving a bad review to a game that had been heavily advertised there?)
threesixteen May 12th 2011 3:32PM
i totally get where you're coming from in terms of being "too closely associated with blizzard"... but there's nothing wrong with point players to the exterior community touchstones that have been built up around the game over the last years.
I think you could point players to the more established and respected web-outlets without having to 'endorse' or 'curate' them...
but it's a solid point about maintaining an 'arm's length' tone.
anyway. :)
Brett Porter May 12th 2011 6:58PM
Word of mouth is the best way to get the info out to new players. Whenever I'm in a dungeon or around another player that is new to the class or WoW in general and ask for help, I will always mention WoW Insider as a place to go to learn more about both.
Hashde May 12th 2011 2:27PM
Please find bloggers over 12 to write articles. I almost feel compelled to report this as child labor.
Necromann May 12th 2011 2:33PM
It is for people who don't know all the terms, so "bad guy" is completely legitimate and descriptive.