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 2 of 3)
Astoreth May 12th 2011 2:41PM
Just because an article isn't for you, that doesn't mean it's bad.
Eregos ftw! May 12th 2011 2:41PM
Even if it was a child (not possible, cause WoWinsider has a strict naming policy) writing an article wouldn't count as 'child labour'
Eregos ftw! May 12th 2011 2:42PM
Blarglegargle... Strict AGE policy, not naming >.
The Dewd May 12th 2011 3:10PM
I've been playing since Vanilla (and have an old PvP title FOS to prove it) and I enjoy these articles.
I do wonder how many people would have played the class they first chose if they'd seen a summary like this instead of the one provided in the in-box book.
Shinae May 12th 2011 2:51PM
"Tanks are the big, tough guys who keep the enemy focused on themselves"
Or they're little, tough guys, like gnomes or goblins.
Xayíde May 12th 2011 4:17PM
The possibility of Gnomes to be warriors, or tank DKs for that matter, still amazes me every time I see or think of one. I play Horde so I dont' get to very often, but still... It's amazing!
Strangely, I don't feel the same way about Goblins though...
I'd like to see a Gnome warrior tanking Al'Akir... Although even a Tauren is dwarfed by that...
jealouspirate May 12th 2011 2:52PM
A cautionary word to anyone thinking of rolling a Shaman:
In many ways, totems are a mechanic from the past that has failed to be upgraded with the times. Originally they provided powerful and unique group buffs that people really wanted. Now, as buffs have been given out to all classes totems have essentially received a kind of "passive" nerf. Not only are you NOT providing unique buffs, a Shaman's version is almost always the WORST version because of the limitations of the totem mechanic, such as...
With a totem you get:
1) limited range
2) having to replace your totems after movement
3) totems (and therefore buffs) are destroyed upon Shaman's death
4) Are you providing your group's strength and agility buff? If you want to use an active ability like breaking fear with tremor or use your earth elemental, you're going to lose your buff and have to replace it. Imagine, for example, a mage having to recast Arcane Intellect after using polymorph.
Of course, maybe none of this is really a problem, because in a group environment it's typically no longer necessary for Shamans to even drop all their totems since other classes so easily provide the same buffs in a better format.
Shamans are still fun. I like them, and maybe you will too: but just be warned that your core mechanic is hardly ever needed these days, and when it is used it's inferior to other classes by design.
Jestin May 12th 2011 3:43PM
I really want to like shamans. I do. I've even rolled three at this point (at various times), brought them all up to level 15 and... I just can't stomach it. Something about the playstyle makes my stomach churn.
I don't think the class is *bad*... in fact, I have the greatest respect for people who play this class well... I just can't seem to grasp the mechanics. Of particular gripe is exactly what you noted - totems. I raid heal for my guild as a priest, so I'm used to buffing up once every two hours or so (or after a wipe). I couldn't believe I had to drop my totems every. single. time. we moved on a fight. So of course, I would constantly forget to drop them.
Add in the fact that you don't have a command to drop them all until level 40 (and as I understand it, it used to be level 80?), it felt unnecessarily complicated. It would be like me casting Shadow Protection and Fortitude before every pull.
I finally had to delete them out of sheer frustration. For the shamans out there, I salute you - you have more patience than I.
Fox Van Allen May 12th 2011 3:51PM
"totems (and therefore buffs) are destroyed upon Shaman's death"
A lot of buffs disappear when the character providing them dies, shaman or not. It's certainly not unique to the class.
jealouspirate May 12th 2011 3:53PM
@Jestin
My main is a Shaman, and I really do love the class, but I can totally sympathize. It can definitely feel at times like you're fighting against the game with a Shaman. Somehow I still find being surrounded by my little glowing sticks comforting, despite often being frustrated with them.
I happily used to drop all four totems *one at a time*, each totem costing a GCD, at each pull or after movement... when totems were useful. What depresses me most right now is that despite being able to drop all four simultaneously, I rarely have a reason to bother doing so. Consolidation of buffs in combination with the removal or redesign of the totems I grew to love most (RIP Cleansing Totem!) means that they usually just aren't worth it anymore.
I used to be able to think to myself "Oh, here's my group composition, I'll drop x, y, z" or "Oh, this upcoming trash pull has a mob that fears, I'll prepare my tremor totem" but now it's more like "Well... I'll drop healing stream I guess, and searing totem" regardless of spec. Most everything else is typically already covered.
I could also go on a long rant about Shamans in PvP and the troubles they face, but that's another story...
jealouspirate May 12th 2011 3:54PM
@Fox
Ah, I was not aware of that. My mistake. Thanks for correcting!
Arrohon May 12th 2011 3:57PM
Top raiding guild Paragon has said that they don't let Shamans into their raids (maybe only during progression /shrug). They just don't provide anything that another class can't do better. When the world's best raiding guild says that Shamans aren't good enough to include in their raids you'd think that Blizzard might think that they need to do something to make shamans more wanted.
Xayíde May 12th 2011 4:29PM
@ Fox
Yeah, actually most do since most of them are "aura-like".
The exceptions are probably only Warrior shouts, Paladin Blessings, Fortitude, Shadow Protection, Dark Intent*, Focus Magic*, Arcane Brilliance, Horn of Winter and Mark of the Wild.
Most hunter pet buffs also don't fade, but their duration is so short that you could count them as forfeit if the pet or player dies. DI and FM also rely on one of the linked players doing constant damage for its second part to work on the second player, so only half of the buff stays if one of them dies.
Warrior shouts and Horn of Winter also have a short duration (2-4min if I'm not mistaken), so they also fade relatively quickly after the player who buffed dies.
So the only "really good" buffs in terms of convenience (long duration and stays if player who buffed dies) are: Blessing of Kings, Blessing of Might, Fortitude, Shadow Protection, Arcane Brilliance and Mark of the Wild, making only 5 buffs since MotW and Kings are the same. Plus, one of them is completely useless in many situations (Shadow Protection).
Revynn May 12th 2011 4:31PM
While I can sympathize with the feeling of not contributing because most/all of your Utility has been given to other classes, that doesn't necessarily mean that Shamans are becoming obsolete. If you're in a 10M raid with a prot pally, Bear, resto Druid, holy pally, disc priest, warlock, Mage, rogue and SPriest . . . Who's providing that Agi/Str buff?
That example above, BTW, is generally how my 10M group looks.
As a Hunter (alt), I was ecstatic when they redesigned hunter pets to provide carbon copies of almost every raid buff. But realistically, even in a 10M group most everything is covered. In a 25 it's covered 2 or 3 times. I still get raid invites, however. Not because I'm bringing a crucial buff, but because I'm putting up good numbers and I don't stand in fire. I'm glad that I can bring tons of utility to a raid, but I'm also glad that I usually don't have to.
@ Arrohon - You're taking that out of context. When Paragon and the like were pushing for world first kills, Shamans were (admittedly) not in a good place. Resto was underperforming while Paladins and Holy Priests were overpowered. Ele damage was lacking and both damage specs had piss poor AoE, a must for some HM encounters. The thing to remember is that very few players are in the position that Paragon/Vodka/Ensidiahawks are in and need to worry about min-maxing absolutely everything. The large majority of guilds also don't have 50-60 world class players on call to build the ultimate raid comp with. The rest of us need to decide between the shaman whose class is a little underperforming but still does good damage and doesn't stand in fire or the rogue who plays the top spec in the game but misses interrupts, stands in stuff and doesn't perform at his gear level.
Paragon also is very good at stacking raids to their needs. They took 12 Feral Druids to their world first H-Nef kill to take advantage of a mechanic. Does that mean that every guild needs to have 12 Kitty's to be competitive? Not at all. "Paragon did this" just isn't a good argument for anything as they (and guilds like them) are special cases and not a reflection of the playerbase at large.
jealouspirate May 12th 2011 4:41PM
@Revynn
I agree, Shamans are by no means obsolete. They're a great class that is proficient at all it's available roles, and no one should turn one down for a raid.
The thing is, it's not just about buffs. Totems are the Shaman's "Thing". The core mechanic, the thing that sets them apart from everyone else. Even Blizzard has said that totem's are central to the Shaman class. So when, after six years, I no longer need to drop all my totems I start to wonder what my identity is.
Totems are to Shamans like pets are to Hunters. How would Hunters feel if pets were only worth using in some circumstances?
Revynn May 12th 2011 5:03PM
@ Jealous - "Totems are to Shamans like pets are to Hunters. How would Hunters feel if pets were only worth using in some circumstances?"
This is essentially the position hunter pets were in during Wrath. With BM being a horribly underperforming spec and SV/MM relying very little on them, the most important thing hunters got from their pets was an ocassional proc and the 5% crit buff from wolves. Pets were your searing totem, in a way.
I agree that totems as a mechanic need some love, I suppose I got the impression you were suggesting the old QQ of "someone else has my buff, I'll never get a raid invite". Which is BS.
Take heart, hunter pets got an awesome revamp. I'm sure you will too. =)
Saeadame May 13th 2011 5:01AM
Shaman revamp: More utility totems (Mind Control totem! Invisibility totem! An Earth totem other than the elemental that contributes to DPS for when there's nothing else to put down! A non-combat totem that turns everyone around you into carrots (why carrots? idk)! Lightwell totem (only, the argent tourny version)! TOTEMS THAT SHOOT PULSING LAZER BEEEAAAMMMS!!!)
And that float around you in the air instead of sitting on the ground.
Would be awesome.
Nick May 12th 2011 3:00PM
I've been playing since 06, and would only disagree on rogues being popular, I only know of 1 other rogue on my server. Sure there might be more but I'm guessing they stay in stealth, cause I've never seen them!
The Dewd May 12th 2011 3:11PM
Rogues are the least-populated class in my guild. We had our share of them (and Hunters, too) in Vanilla but most have drifted away. Some come back from time to time and others have just plain quit. Doing the "Classy" achievements has involved a lot of folks de-shelving alts to fill in for some combinations that we would have easily had before. So often we don't have any around that it's weird having someone who can Sap in a group when one is there.
Xayíde May 12th 2011 3:07PM
I usually really enjoy the WoW Rookie articles, despite being a veteran player myself.
This one however was off the mark by some distance, I must say.
The mage description was quite biased and saying rogues are as common as paladins is really off, given they are currently one of the least played classes.
And I really didn't get why so much emphasis on CC options. I really don't think that is relevant to a summarized class description.
Blizzard has updated their class descriptions on the official site and frankly they are quite good and up to date. I would guide new players to check them out instead of this article if they are deciding which class to choose.