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 3 of 3)
Daedalus May 12th 2011 3:41PM
I definitely agree on the mage thing; the article completely failed to mention the biggest reason people choose to be mages: because they're not intelligent, attractive, or cool enough to play warlocks.
And I don't think "compelling damage" is a wholly accurate description for warlocks. I'd have said something like "earthshattering devastation" or "pixel annihillating dynamos of firey, shadowy death."
(Go ahead, mages, downvote me into utter darkness! I'm a warlock; I love being hated and wallowing in shadows.)
Matheus314 May 12th 2011 3:42PM
Let me just make a point to you see that Blizzard official notes about the classes are not only outdated as they are ridiculouly wrong:
From the Hunter Class page (http://us.battle.net/wow/en/game/class/hunter):
".With the ability to wield two weapons simultaneously, hunters can unleash a flurry of blows against anyone unfortunate enough to stumble into close combat with them. "
Really? Where? Not on this game.
blissfire May 12th 2011 3:58PM
Raptor Strike (on a 6 second CD) doesn't count as a flurry of blows? :O I have been misled! No wonder I keep losing duels to rogues. I bet it's because they have a flurry of blows and I do not. D:
I wonder if the person who wrote that was laughing to themselves, picturing newbie hunters going, "Oh ho! I have you in melee! Now I shall unleash my flurry of blows!" and then being utterly, utterly disappointed.
Mortenebra May 12th 2011 4:59PM
@Matheus: Well, not anymore, really. Hunters can still dual wield but they're reduced to two melee-specific abilities now: raptor strike and wing clip. Before that, there was also mongoose strike. Before the Cataclysm changes for hunters, I once tanked on an old-school AQ run for Twin Emps when the melee tank on our side utterly failed (in his defense, he was really really new and didn't know wtf was going on). It took forever but I held aggro and that was the important part. A three-button "tanking" rotation: what's not to like? I know, that was a very unique and most-likely-won't-happen-again situation. But still.
What ground my bones the most about the article was that mages are the "masters of crowd control." It's probably because I'm largely a BC hunter and the first thing I had to learn upon hitting 70 was effectively managing my trap WITHOUT the bonus from the Dungeon 3 armor set. But that single line brought back memories of a conversation I had back in the day....
A couple had joined my old guild back in BC and would inevitably ask if anyone wanted to run something whenever they came online. One time they asked, I was bored and actually available to run something so I volunteered. The girl said, "lol actually we need a CC." I replied, "Um, I am CC. I'm *the* CC." She said, "No, like real CC. Only mages do real CC." All I could say was, "Well, let's hope those mobs are largely made of humanoids or beasts. Otherwise your mage won't be CC'ing much."
You see, I'd been running Karazhan for a good month and a half by that point with half a million wipes on Moroes under my belt; which equates to half a million instances of pulling that damned Lord Robin Darus and trapping him or running around like mad, hoping he doesn't cleave me in half with his axe, as well as trapping something or another on nearly every pull. The mage in my raid did one of two things: blow things up with magic and die from pulling aggro. In dungeons where there were actual humanoids, I was still the one trapping things and kiting things and saving healers and MD'ing things. This might be a reason why I'm not impressed with mages and their "all-powerful CC." Oh, and that nifty rooting ability? I can't count how many times a mage has pulled aggro and decided that they'd root the enemy then run away-- except the enemy is now devoid of something to hit... except that squishy and delicious healer the mage was standing next to not even three seconds ago. It irked my RL to no end and who had to save the healer? Me or the tank.
Now don't get me wrong. One of my best friends in and out of game through three different expansions is a mage (though not the same aforementioned mage). We're the add team on Magmaw and I can't imagine doing the fight without him. But even now in Cataclysm, he gets to turn one humanoid (and occasionally the one beast) into a turtle while I'm trapping one thing and putting another to sleep (as Survival) and MD'ing and-- with the occasional beast-- fearing yet another. When it comes to controlling a group of creatures, hunters are incredibly versatile because they have so many tools at their disposal, even if it means putting their life points on the line to save a teammate.
I hope this didn't come across as, "AMG I HATE MAGES!!" or "I've been scarred for life ever since I got dissed about CC one time. QQ!!" It's just that such remarks can really skew someone's perspective on certain classes, especially if they're a rookie and unfamiliar with the game. They might look at this and go into their next dungeon, demanding that the mage CC, for example, the demon or elemental or undead and yelling over and over again, "But you're supposed to be the master of CC!" and ignore the shaman or hunter or lock who are saying, "You know, I can handle that instead..."
Noyou May 13th 2011 5:04AM
Yeah I could not determine what the goal of this article was for. I got better class descriptions from reading the little book that was in my battlechest. No offense. To say the CC part of it was lacking is an understatement. Another thing- some abilities like the Shaman's hex is not available until lvl 80. Until then they only have an interrupt.
Skarn May 12th 2011 3:15PM
"For example, Polymorph turns an enemy into a sheep. Enemies can't hurt anyone if they're sheep, right?"
What if it's an exploding sheep?
On fire?
Astoreth May 12th 2011 3:58PM
The best kind of sheep!
Xayíde May 12th 2011 4:05PM
www.imdb.com/title/tt0115697/
terph May 12th 2011 3:39PM
For paladins, I would like to elaborate on that. Most people don't realize that ret paladins have a very effective form of CC. Repentance lasts a full minute and works on almost anything except for beasts and elementals. The only drawback is that it has a 20 yd range, so you have to get close to the mobs or CC while someone else is pulling. And not many classes have dragon or undead CC, so this can be quite useful in certain situations.
Samuel May 12th 2011 4:24PM
I agree that repentence is way underused. One disadvantage is that repentence used to be the only kind of cc that was broken by the pally tank Avenger's Shield. So, you'd have to call the pull "Hunter trap, mage sheep, my pull, then repentence."
Does it still do that? Haven't checked since the last major patch.
Mortenebra May 12th 2011 5:01PM
It's funny you mention that because I've actually run a lot of dungeons and asked the ret pally to repent something only to be told, "Oh, I don't have that talented." D'oh! >.
shadcroly May 12th 2011 4:54PM
"They're based on a rage mechanic that doesn't really have an equivalent anywhere in traditional fantasy games"
You could, legitimately, say that a Warrior's Rage mechanic is a bit like Tactical Points in Final Fantasy XI (which, in itself, is based on the Limit Bars from other Final Fantasy games). In both cases, you have a resource that rises when you take or deal damage (or through the use of special abilities), and both resources can be spent to fuel some of the player's other abilities.
Bumblebee May 12th 2011 5:02PM
Stuns, slows, even interrupts and the Priest's Mind-Control ability, I consider all of them crowd control. They in a very real way affect how much control the enemy can have in the fight. To say that only things you use before or during the initial pull are CC, well, that's just a very narrow way of looking at things. A well timed stun can often be the difference for a wipe or victory. Keeping stray mobs from getting to the healer fast, that's also a very valuable thing.
People should really try to use more of their classes' toolkits.
Noyou May 13th 2011 4:57AM
Agreed. Also I would have pointed out most stuns/CC's are broken with damage. A point new players and old should be reminded of. I mean after all if you sheep someone then AoE them or attack its gone :(
Matthew May 12th 2011 5:08PM
I used to put grey stuff on the AH. I even sold a savory deviate delight recipe for 40silver when I was level 8, because I thought that was alot of money. I was such a noob.
Kook May 12th 2011 10:35PM
I have no idea how that comment is relevant, but I like it! :D
Schadow May 12th 2011 5:31PM
If I was rolling as a new paladin, I would go Prot.
As prot leveling up, you can instance your way up because queue-times are nothing. In the party you will usually lead damage done (yes, even over ret pallies).
People like to see you in instances. No one ever says "oh damn, it's a pally tank". Pally tanks have excellent threat mechanics for both single-target and AoE situations, and have taunt options that are easier to use than other tanking classes. They have a good balance of ranged and melee abilities, and good cooldowns.
They are probably the easiest tanking class to learn.
Solo leveling, they can pull entire villages and DPS them all down at once. That's a very efficient way to quest. They are slow to kill things one-on-one, but if that's frustrating just queue for an instance and within a minute you'll have one.
If you are really interested in retribution paladin mechanics and seek to master thezen art of top ret DPS, then sure, go ret. But if you want faster queues, greater damage output, and in general want to be more welcome in a party, go prot.
Besides, the queues need more tanks.
Xayíde May 12th 2011 5:44PM
I absolutely hate drawing a Prot Pally in a low level dungeon if I'm healing. It's way too BORING. They usually don't need any healing at all most of the times... And since DPS don't usually take damage in low level dungeons, either you DPS or stand still. This is specially true when their only Holy Power release is still Word of Glory... There's nothing left for them to do with their HoPo but heal themselves, so what's the healer for?
I also hate drawing Prot Pallies if I'm DPSing because they always do more damage than any DPS (except in single target bosses). It's just humiliating...
I guess they are indeed overpowered in the lower levels...
Necromann May 12th 2011 11:03PM
Priests are the only class that can one shot a mob in a pack of elites. Mind Control.
darth.duck May 13th 2011 7:26PM
The "Crowd Control" section requires too much prior knowledge and becomes indecipherable to a new player. For example the Hunter has "Selective traps, sundry 'sleeping' shots": True; but does a new player know what the heck you're talking about?
And druids: "Only against certain types of enemies, plus a Root." You've only succeeded in adding more confusion by mentioning "certain types"; this is true of any type of CC in the game, not just druids. What is a Root, a form of crowd control or something completely different? And you've completely left out Cyclone.
You should just be technical in descriptions and say that, for example, druids can hibernate beasts and dragonkin. Cyclone and Root are spells that have limited CC utility because... etc. Thus, you give the important facts and if the new player wants to explore how beasts and dragonkin are different from other monster types, at least they know where to start instead of a vague "certain types" description.
At least the post is an entertaining read.