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==Classes== [[Image:4e MOREPIG.jpg|thumb|right|The proof is in the black pudding.]] The classes of WoW are the staple of just about every role-playing game ever. Though each version has three different builds to them, in practice only one of the three is used with any level of frequency. ===Warrior=== You hit things until they die with extreme prejudice and/or alternatively take hits for the guys who can't take them. Warriors are pure melee combatants who are designed to be in the thick of it, either marmalizing everyone with their weapons, or getting priority-targets to focus on them so that other people can do their jobs. They run on [[rage]], [[Khorne|essentially warriors get to use more of their skills, the angrier they get]]. They come in three HIT THINGS UNTIL THEY DIE specs: *'''Arms''': You have a single weapon, which you need to hold with both hands to use. You hit things with it until they die. *'''Fury''': You have a weapon in each hand. You hit things with both of them until they die. This spec used to be limited to one-handed weapons, but then Blizzard decided that this made them too similar to Rogues and Frost Death Knights, so they gave Fursy warriors the ability to wield [[Awesome|a two-handed weapon in each hand]]. *'''Protection''': In Soviet Russia, things hit YOU until they die. Works best with a one-handed weapon and a shield. In a rare bit of class diversification during the universally regarded as awful Warlords of Draenor Expansion, Protection also became a decent damage spec that smashes people with its shield until it dies via the Gladiator stance. What's that? Interesting ideas? Blizzard can't have that and it was removed. ===[[Paladin]]=== The classic warrior of light, healing and buffing allies as he smites his enemies with divine power. Originally an Alliance only class, The Burning Crusade expansion gave this ass kicking holy warrior to the Horde. They are also known for signature spells, like their infamous "Bubble" a Divine Shield that protects the caster from ANY damage. Used to be quite sucky until Wrath of the Lich King finally fixed them (mainly because Blizzard pushed the game out a good 6 months early and the Paladin Talent trees and skills being last-second rush jobs that took years to bring into a remotely functional state); Protection Paladins were tanks that could not keep the attention of mobs glued to themselves and grossly limited tools for damage mitigation and threat generation, Retribution Paladins were so bad that people were kicked out of Guilds if someone dared to play one and Holy Paladins, while actually being decent tank healers in their own right were simply overshadowed by Priests, who do everything a Holy Paladin could do better, except for one thing: Applying some of the best buffs in the game to the raid. Said buffs lasted only 5 minutes, and a typical raid in ye olde days consisted of 40 people and Paladins being demoted to the sole role of buff machines. It also didn't help that their only active combat ability that could be used on all mobs was withheld from them until the Burning Crusade Expansion. For REASONS Pallys get some of the best looking armors in the game, with Judgement Armor being one of the most cosplayed and draw armors of all the fandom. They come in three specs: *'''Retribution''': Historically one of the WORST DPS specs in the game, to the point that people used to level up with Protection because it was better at causing damage. Then for a while it was a spec that did damage by being hit, which was different and unique but not very flexible. These days Retribution uses a combination of a big weapon and magic, and each spell give you a unit of Holy Power and then you can spend it on better spells. *'''Holy''': The healing spec. Used to be the most efficient single-target healing specialization in the game and little else up until Cataclysm gave them some tools to also do group healing. *'''Protection''': Basically the same thing as prot warrior, except you get Avenger Shield, which throws a magic bouncing shield at your enemies. Yes, exactly like Captain America. ===Death Knight=== Now the DK is what you get if you combined the Paladin and Warrior and got a [[Blackguard]]. A lulzy combination of spell-spamming and melee-skill spamming, all the while having damage that would put both two classes to shame (and used to be a decent enough tank), the only difference is that they can only heal themselves. They also have the ability to pull casters into melee range and shield themselves from magic damage. In-universe, they were the undead elite soldiers of Arthas but managed to regain their free will. Just below paladins, and rival to mages, for the best transmogs. Also they can [[Awesome|MAGICALLY STRANGLE PEOPLE, DARTH VADER-STYLE!!]] Their three skill trees are: * '''Blood''', which focuses on self-healing and having a really fucking massive health pool, making it an idea tank. Ironically, it cannot use shields, so it relies on a single big two-handed weapon. * '''Frost''', the dual-wielding cancer that was considered a tank build (focused on parrying), until someone discovered it can top all DPS meters with just the starting gear the class gets. * '''Unholy''', focused on inflicting diseases and summoning undead minions. This build was completely broken on the release - the DK could make his ghoul jump you, summon gargoyles to your position, pull you to himself and slow you massively, and if you managed to kill the DK, he turned into a ghoul himself for about 30 seconds, while his pets kept on tickling you with their massive claws; did I mention killing a ghoul would make it explode for fuckton of damage? PvP was super [[RAGE|fun back then]] ===Hunter=== A different name for the D&D Ranger, although they don't have the dual-wielding gimmick anymore (unless you're playing Classic WoW) and have a better choice of pets. Also one of the best classes to solo in-game content due to their utility, pet companion (who tanks most of the damage), decent survivability, and dominance on ranged combat. Has, until rather recently, been infamous for being the class most new players felt attracted to. * '''Be(a)stmaster, aka The Bearshagger, aka [http://wowwiki.wikia.com/wiki/Rexxar Rexxar-wannabe]''', like the name suggests, focuses on empowering the pet more than the hunter. Back when WoW still had shoddy netcode and dodgy servers, a pet empowered this way could take on 5-man party in PvP and win. Arguably one of the best builds for soloing in-game content due to your portable tank pet, if a bit boring. * '''Marksman''' focused on dealing massive damage using range weapons with high critical hit chance; most known for its aura which increased ranged damage, and generally being able to kill/maim people in a single ability burst. * '''Survival''' used to be the PvP-focused, annoying build with focus on traps, poisons and sleep darts. That was back when melee weapons and ranged weapons had their own inventory slots, and hunters could (and were expected to) swap between both. When that system went away, Beast and Marks became the "ranged" hunter specs, and Survival became the melee hunter spec. ===Rogue=== Basically, they're D&D Rogues, except they aren't utterly worthless in combat. They excel in burst damage, having one of the greatest melee damage outputs of any class (although later updates took them down a few notches), at the cost of having very little in physical defense, which is compensated by having a good number of escape tricks up their sleeve to escape combat if they find themselves outclassed. They're also thieves and assassins, being the only class able to pick locks and coat their weapons with a variety of debilitating poisons. They have three specializations to choose from: * '''Assassination''', focuses on critical hits, finishing moves, and poisons, allowing you to finish off your targets quick and clean like, well, an assassin. * '''Combat''' focuses on making you a [[Gork|cunningly brutal]] berserker, who focuses on beating someone with a sharp stick as much as possible by augmenting basic attacks to hit more efficiently. The go-to PvE spec as its the best at giving rogues the best damage output in straight-up combat. **'''Outlaw''' is the same thing but with a new name. * '''Subtlety''', focuses on stealth combat and survival, making you the most [[Mork|brutally cunning]] git in all the realms. Fights revolve around you striking the killing blow when your opponents are unaware of you, and keeping it that way. ===Druid=== Nature-oriented shapeshifters whose abilities are dependent on their different forms. They have one form each for healing, casting, tanking, and straight-up melee combat but you can only be in one at a time. They're pretty flexible and can fill out just about any party class, but are outdone by dedicated classes. * '''Balance''': magic DPS caster, comes with a Moonkin form (ugly, fat owlbear, could Bli$$ be taking a piss at otherkin?). These are also known as "Laser Chickens" or "Boomkins", and used to be known as "Oomkins" because of their tendency to go '''o'''ut '''o'''f '''m'''ana early and often. * '''Feral''': You are cat or a bear. Melee DPS/Tank depending on the form it takes and talents it invests into - cat for is for damage (uses rogue's mechanics, with self-renewing energy), bear form is for taking hits (uses warrior's rage mechanics) ** In Mists of Pandaria, the bear form was split off into its own dedicated spec, "Guardian" * '''Restoration''': healer, with wide variety of Healing over Time spells, can transform into a walking tree-of-life, aka a treant ===Shaman=== Similar to [[Shadowrun]] shamans, in that they use totems and spirits to empower their abilities. Shamans are also a flexible class like the druid in that they can be a caster, healer, melee, and tank class (sort of. Even in the best of circumstances and setups, they're pretty sub-par tanks) but are more focused on augmenting their and their party's abilities and equipment through their various totems. * '''Elemental''': the ranged caster, spamming a variety of lightning and magma/fire spells * '''Enhancement''': melee caster; has the ability to use Windfury, a buff granting a chance for extra attack with a melee weapon - back in the Classic version, this worked with two-handed weapons, meaning the shaman could jump you and take 4-6 massive swings at you before you'd finish casting one spell. It was [[rape|hilarious]] * '''Restoration''': healing build, its signature spell being Healing Wave, an inverted Chain Lightning. ===Priest=== <S>You heal people. That's it.</s> Today people see WoW priest as the default priest archetype, but at the time of creation they were quite exotic with all the mind-rapey and buddhist discipline stuff. Out of D&D classes they are closer to the psion than to cleric. As everything in WoW, they're in three flavors: * '''Discipline''', used to be completely shit, solely complementing other trees, then changed into PvP mind control build, then into a hybrid between dealing holy damage, buffing and applying shields; the shield part has become the staple of this spec * '''Holy''', the go-to healing spec, allowing the priest to keep entire parties alive * '''Shadow''', for those who rolled priest, but wanted to be more edgy and play DPS. Bit of a mix between Mages and Warlocks, supplementing strong damage spells that have long cooldowns with a plethora of various DoT spells to keep track of. In Legion they got the most lore-significant legendary weapon, one of only three that are supposedly sentient and whisper to the player. ===Mage=== The classic wizard, minus the Vancian spellcasting system. '''Arcane''': [[meme|I CAST... MAGIC MISSILE]]! Sacrifices raw damage for utility, giving you better mana efficiency, greater mobility in the form of teleportation and invisibility spells, and versatility with damage by giving you an array of AoE and single-target non-elemental spells. '''Fire''': Fireball solve everything, especially when you cast half a dozen of them. Focuses on DoT and AoE attacks, at the cost of utility. Long running rivalry with rogues for top DPS. '''Frost''': Stay cool and kick some ice. Focuses on crowd control with stuns and slows, survivability using protective frost magic, and is unique for letting you have a water elemental pet, making them the better choice for solo content as mages are pretty bad at surviving getting punched in the face. [https://www.youtube.com/watch?v=YkTHtWX7CCY Mr. Freeze puns] are not necessary, but encouraged. ===Warlock=== Casters who use fel magic to drain and capture the souls of their enemies, then use those captured souls as fuel for other spells, which typically involve summoning demons, inflicting diseases, and/or setting things on fire. In lore they are generaly distrusted and feared, and are considered one of the most powerful individuals. In gameplay, they're basically hunters with more evil looking armor sets and a DoT tree instead of a melee tree. They are divided into 3 specialisations: *'''Demonology''': Specializes in summoning better demons, and then making those demons even better. This spec also used to have the ability to turn yourself into a demon, but then that ability was given to demon hunters in Legion. *'''Destruction''': Hit a thing with a lot of damage all at once. Then do it again until the thing is dead. *'''Affliction''': Put a bunch of damage-over-time effects on the thing, then run around and wait for it to die. ===Monk=== All the kung-fu gimmicks that you'd expect from this class. Also, they can tank as a drunken master or heal using weird mist magic. '''Windwalker''': The damage spec, full of punches, kicks, and magically summoned tigers, basic attacks build chi points that are spent on more powerful spells. '''Mistweaver''': The healing spec, uses mana to control magical mist the flows from player to player healing them. Formerly used chi but that was too hard for some people. '''Brewmaster''': The tank sec, it focuses on damage mitigation from the stagger effect and dodging attacks. Primarily known for throwing beer on a mob then breathing fire on it. ===Demon Hunter=== The other melee warlocks, but different. High mobility, fel empowered damage dealers or meatshields, whose wings allow them to double-jump or glide by default. In-universe, they are the elven followers of Illidan who imprison demons in their bodies to draw power from them and risk corruption. They got thrown in magic-jail along with their master, but have been pulled out of stasis to help fight the Burning Legion. Even edgier than Death Knights, if you can believe that. Like warlocks, they get an in-universe bad rep for using Fel magic. Also they get [[Awesome | SWEET MOTHERFUCKING EYE LAZORS PEW PEW PEW!!]] '''Havoc''' The damage spec and the one with eye lasers, makes heavy use of movement boosting effects to deal damage. '''Vengeance''' The tank spec, focused around self healing and dodging.
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