Wow which class
After all, Shamans have a lot of totems in their arsenal, allowing them to perform damage, buffs, debuffs, and even healing. For instance, the Mana Tide can supply the party with a lot of mana regeneration to help with difficult bosses. Meanwhile, Windfury Totem gives your party an extra auto-attack after melee abilities! However, while these totems offer a lot of combat flexibility, great Shamans need the practice to put these totems to their maximum potential in the endgame.
If a player doesn't have enough patience to find the right Shaman build for specific roles, they should probably try other "straightforward" classes. Players of earlier WoW expansions likely dreamt of becoming demon hunters like Illidan Stormrage. In Legion , players will finally have a chance of becoming Illidan's proteges, as Blizzard launched the Demon Hunter class.
This "prestige" status makes the Demon Hunter quite popular. In the right hands, it can be one of the strongest damage-dealers in the game. Granted, the damage output of Demon Hunters aren't as high as Rogues, and they aren't as great tanks compared to Warriors and Paladins.
However, Demon Hunters have a tank spec that can help in most raids. Players consider Hunters as the game's best class for solo leveling. After all, powerful pets combined with Hunter's slate of utility spells make tag-teaming opponents a breeze. Moreover, Feign Death is a great skill that can get Hunters out of most sticky situations. Regardless, Hunters, especially in the Classic World of Warcraft , can deal massive damage early on. With the right gear, they can be DPS powerhouses.
Hunters aren't pushovers, and they can hold out on their own. However, improvements in other classes did leave Hunters a bit behind in both damage and utility. They're still formidable DPS classes, but Warlocks have more utility and Rogues decimate enemies, anyway.
Rogues easily become one of the best damage-dealers in WoW , thanks to their focus on single-target combat. Moreover, their emphasis on Stealth makes them great ambushers, capable of taking out bosses and other players in PvP.
Rogues can best almost anyone in terms of PvP, except Fury Warriors. With these skillsets, Rogues can easily take advantage of tanks getting all the aggro by swooping in for the kill. Their CC makes them a bane against mobs, especially if they're partnered with PvE classes such as Mages. Warlock users take pride in their potential for solo PvP. After all, Warlocks naturally possess spells that take advantage of defensive capabilities Demonology , direct damage Destruction , and damage over time Affliction.
Moreover, shielding effects such as Sacrifice and Soul Link can redirect a lot of damage to their summons. Unfortunately, players looking for variety might not find them with Warlocks as they have a rather basic spell rotation. Warlocks aren't "weak" per se, but players can find it challenging to balance a Warlock's slate of utility spells with their rather weak stature.
Regardless, Warlocks with the right build can be a great asset in raids, and may even hold out on their own against other powerful PvP builds. Halo Infinite is supposed to launch on December 8, but leakers hint at the multiplayer component being released as early as next week.
A good tank holds enough aggro for the DPS to deal their damage, and handles damage well enough for the healer to keep them and the rest of the party alive. Anyone looking to be a tank must be generally patient, have good leadership and also able to learn from their mistakes fast. If a tank dies or makes a serious mistake, the whole group will usually die.
New tanks will experience a lot of criticism and need to learn from what they are doing wrong. Once they become proficient at how to tank, tanking will become the easiest role to play. The healer's job is to keep everyone alive. In PvE this primarily means focusing on the tank , while in PvP healers need to switch rapidly between targets.
Healers support the group through the use of healing spells and abilities, and also tend to be responsible for removing harmful debuffs. Healers are the least common class role after tanks. The classes that can become healers are druids , monks , paladins , priests and shamans.
Healers keep the group alive through anticipating incoming damage, and need to be aware of the health of multiple targets at all times, and respond quickly whenever their abilities are needed. Healers typically spend their time watching the health bars of the other group members, while keeping aware of the boss in order to anticipate their special abilities. Healers use a range of healing and damage mitigation spells, including direct heals such as [ Flash Heal ] , heal over time HoT effects such as [ Rejuvenation ] , area of effect and multiple-target heals such as [ Chain Heal ] , damage reduction abilities such as [ Pain Suppression ] , and protective abilities such as [ Power Word: Shield ].
Healers also tend to have several direct healing options, ranging from very fast but extremely inefficient, to very efficient but extremely slow. Knowing when to use the right type of healing spell is critical to being a healer.
Unlike other roles, the prime challenge of a healer is usually not that of simple capability, but one of efficiency and longevity. Most well-geared healers are capable of healing targets through the heaviest of onslaughts, but doing so without rapidly depleting their limited mana reserves requires forethought, anticipation and a thorough knowledge of their skills and cooldowns.
Healers who simply use their fastest and most powerful heals will quickly find themselves out of mana, powerless to aid themselves or their allies. Healers must therefore strike a fine balance between speed and efficiency, often risking the lives of their charges in order to ensure their mana will last the fight. In the heat of battle, healers also have the unenviable responsibility of triage, making split-second decisions as to who will live, and who must die.
It is often not possible to save every target, and there are times when even the best healer must allow one of their charges to perish, in order to save the others. Tanks in poor gear may blame the healer for not keeping them alive, and DPS may refuse to stay out of the fire , and blame the healer for their deaths.
Healers are rarely thanked for their efforts, and when everything goes wrong, the healer may be held responsible for not miraculously saving the group. However, experienced players know the difference between their own mistakes and those of the healer, and anyone who has served in the role knows the challenges of healing a tough encounter. A healer must know their limits, and that they cannot single-handedly keep their allies alive if they do not watch out for their own survival.
Healing requires quick reflexes and constant vigilance for that spike of damage that can suddenly wipe out the party. In exchange, the healing role offers great satisfaction for those who enjoy helping and supporting others, managing and watching over the group, and knowing that their skill, focus and anticipation have single-handedly kept the group alive through all that has been thrown at it. Those who enjoy healing tend to enjoy keeping multiple plates spinning at the same time, multi-tasking and managing a number of shifting priorities while responding to unpredictable events with calm determination and a cool head.
Healing is the one role which doesn't address the character's enemies, but rather their allies. For this reason the satisfaction of playing a healer can be a bit more internal than the obvious glory of personally killing the big monster - the healer gets to sit back and know that they were indispensable in making the group's success possible.
Being a healer is quite possibly the most stressful and most under-appreciated role of all. Nonetheless, it offers a unique challenge. A good healer is capable of turning around any encounter, creating an indomitable team of adventurers who can take on anything. As the person most directly responsible for their team's survival, a skilled healer can single-handedly save their party, their quick-thinking and mastery of their abilities sweeping their group from humiliating defeat to jubilant triumph.
A good healer may stand in the shadows, but they alone are capable of raising their team into the glorious light of victory. The role of damage dealer commonly referred to as DPS is perhaps the most obvious of all; they focus on dealing damage to the party's targets. While the tank holds the attention of the enemy and healers keep everyone alive, it is up to the DPS to actually deal the damage which will result in victory for the party. Every class is capable of performing the DPS role, using the right specialization.
Compared to players in other roles and specs, DPS can deal damage very quickly and sustainably. However, good DPS must learn not only how to deal damage, but how to do so without drawing the fire of the target; dealing too much damage too quickly may lead the target to turn its wrath upon the DPS, leading to a stressed tank, a mana-drained healer, or simply a dead DPS.
Most DPS specs have aggro control abilities which can help with this, but must still take care not to exceed the tank 's capabilities for holding aggro. DPS often have additional responsibilities within the group, such as interrupting critical abilities and applying crowd control , and may also be called upon to assist with healing or off-tanking.
DPS tends to be the most numerous role in any group, with at least half of the group typically being DPS, and is usually also the least critically responsible. A tank who fails to taunt quickly enough, or a healer who fails to notice a target taking damage can quickly lead to the death of members of the group; the DPS usually have a greater degree of latitude in performing their role. However, the DPS must still pay close attention to the fight; not only are they often responsible for critical interrupts and other situational elements, but should the DPS fail to deal sufficient damage in a period of time, the group will usually wipe, whether because of a boss's enrage timer or the healers simply running out of mana.
It is therefore the responsibility of the DPS to deal damage quickly enough for the group to triumph. The DPS role is available to characters of all specs, and these specs are often chosen for use while levelling, since they deal damage more quickly than the others.
DPS is by far the best way to begin experiencing group play. Its limited responsibility allows players to find their feet before taking on a more critical role, and the basic experience gained in this way is vital for performing either of the other roles. In addition to the three basic roles, characters tend to be considered a melee or ranged type.
This mainly refers the distance at which the spec is able to operate, but also reflects certain strengths and weaknesses. Most specs are one type of play or the other, while some such as monks mix the types by combining melee and ranged abilities. Each class in World of Warcraft is played in a distinct manner in many ways from the other classes available and there are often considerable variations even within the same class , but certain broad generalizations about play styles can be made.
See the following sections for a more complete description of each class. The death knight is a plate-wearing melee class and World of Warcraft's first hero class. Compounding the survivability of the warrior , the raw frontal damage of a rogue , and the damage over time that would make a warlock proud, they are a force to be reckoned with.
In PvE play, a death knight can be used as a tank, like the paladin and warrior. Unlike these classes, however, the a death knight cannot use shields. While this dramatically hampers their apparent defensive ability, they have three presences to choose from that function almost exactly like a warrior's stances.
This last part is one of the most important aspect of death knight tanking: They do not have the reactive threat a paladin specializes in, and also don't have the wide array of high threat skills a warrior can use. They are forced to generate threat through sheer damage something death knights are very, very good at. Death knights are among the best solo-playable classes available, second only to hunters and warlocks.
Death knights are capable of tremendous damage mitigation, combining Blood Presence with numerous mitigation talents. Unholy knights have the Ghoul, which through focusing on Unholy becomes their own minion-type ally that follows them wherever they go.
They also have numerous Area of Effect damage abilities through certain talents, and are excellent at defeating many enemies in a hurry. Blood death knights regenerate life almost as fast as they lose it in combat, making them monstrously efficient and have skills like Rune Tap and Vampiric Blood, as well as fast runic power generation but curiously no real runic power dump besides Dancing Rune Weapon.
Frost knights focus on keeping the flow of battle under control with the vicious [ Howling Blast ]. Unholy emphasises diseases more than the other trees, as well as containing a very powerful utility skill in Anti-Magic Zone, along with a Ghoul pet and serious Runic Power dumps such as Gargoyle and an improved Death Coil. All of the trees provide speedy, efficient kills, little downtime, and a very active and energetic experience. If you prefer a quick and active combat style with durability, power, and a wide variety of ways to defeat your victims enemies, and the aesthetics of being a fallen hero turned walking engine of ruinous power, the Death Knight may be a perfect fit.
Druids are a shapeshifting Hybrid class. Unlike other hybrid classes, Druids do not fulfill several roles at once e. In their normal form, they are healers and casters, with a wide array of heal over time spells and some offensive spells. In [ Bear Form ] , they gain considerable toughness and a Rage bar, allowing them to act as a tank. The [ Cat Form ] gives them an Energy bar and Rogue-like abilities for a high damage output, while their [ Moonkin Form ] balance talent allows them to gain extra armor equal to plate, give their group a spell crit aura, and cast potent damage spells on par with a Mage.
They also have 3 travel forms: [ Travel Form ] for land, Aquatic Form for Water, and Flight Form for air, which dramatically increases their speed, and therefore often survival.
The Druid gains more from stats than any other class e. This allows them to be moderately sufficient in all roles. If a Druid concentrates all of their equipment to suit one of the Druid branches and uses the correct talents, they can be as efficient as any class for a given role. Druids are also the only class to have a resurrection spell which may be used in combat, [ Rebirth ]. However, unlike the other resurrection spells, it can only be used fairly infrequently 5 minute cooldown as a trade-off to its combat-usability.
This, in addition to their heals, tanking and [ Innervate ] , makes a well-played Druid able to save a group from what would otherwise be a guaranteed wipe. In end-game raiding, Druids historically were expected to heal. This has been changed with the talent change in 2. Nowadays feral Druids can spend their talent points in such a way that they can be both a melee-damage-dealer Rogue-type in cat form and a tank in bear form.
No other class offers that much versatility DPS and tanking in one single talent build , though the two roles require two different sets of gear. Beyond that, Druids can still specialize to become a healer or a DPS caster. The hunter is the only class in the game that can deal effective damage with bows, crossbows, and guns.
These are available to other classes, but only do token damage and are chiefly used for ranged pulling , while they are the Hunter's main weapons. A Hunter's DPS and ranged attack rating scale as they increase in level, much like a Warrior's attack power scales with melee weapons.
In addition, Hunters gain many special abilities with ranged weapons that either cause extra damage or help control the enemy in some way slowing, stunning, increased miss chance, etc. By contrast, hunters do not gain significant attack abilities with melee weapons. While certainly more deadly in melee combat than most spellcasters, the Hunter will be outmatched in a serious swordfight or axefight, fisticuffs, etc. Close-range combat is not a strength for Hunters and is avoided as much as possible.
Before patch 2. It was often exploited in PvP combat and has since been removed. The Hunter is able to tame many animals from the wild and use them as pets, a central aspect of the class. They are the only class allowed to name their pets, but note that names are semi-permanent and need not be assigned right away, so choose carefully. To change a pet's name, you will need a [ Certificate of Ownership ].
The Hunter class is the most well adapted class for solo play, and is often considered to be the easiest and fastest leveling class. In solo play, the Hunter will send the pet to engage the enemy and shoot the enemy from a distance during the fight. Keeping the enemy focused on the pet, rather than running back to the hunter, is a balancing act Hunters must master to play effectively. Hunters can keep pets throughout the life of the character if desired; pets level with the Hunter and can be trained in new abilities as the Hunter learns them.
Specializing in [ Exotic Beasts ] can ultimately give the pet considerable destructive power. Hunters also have the ability to lay traps , which can either damage or crowd control the target. Hunters are often expected to use their freezing trap in group situations to help with crowd control. In groups, Hunters are usually considered damage dealers, using their normal modus operandi to hit the target pet engages, hunter shoots.
In instances, the skilled Hunter can often be very useful at pulling , as the Hunter has the ability to cancel the encounter using the [ Feign Death ] ability, presuming it is not resisted and the group is far enough away.
It should be noted however that Hunters must be practiced at controlling their pets in instances for reasons of aggro control, knowing when and how to keep the pet restrained so as not to interfere with other group members' duties. In PvP, Hunters have traditionally specialized in ranged damage Marksmanship and traps Survival , but this has been turned around thanks to the changes made to the talent trees and pet skills in Wrath of the Lich King.
Beast Master tends to be a caster-killer build, thanks to all the pet damage boosts. Survival is more of a heavy-armor killer, since the powerful and dangerous [ Explosive Shot ] deals pure fire damage and ignores armor. Marksmanship is the middle ground, but still dangerous thanks to [ Silencing Shot ] and Chimera Shot.
If you think you would enjoy controlling a pet, using crowd control, generating high powered burst damage, and tackling difficult encounters by yourself, the Hunter may be a great choice. The mage is the archetypal ranged DPS spell-caster. Mages arguably cause the most straightforward damage in the game, and have the biggest arsenal of instant cast offensive spells of all the ranged classes, allowing them to inflict great burst damage when combined with long-casting spells.
Mages are famous for their area of effect spells AoE , such as [ Blizzard ] or [ Arcane Explosion ] , that cause damage to all enemies in a given area simultaneously. When used improperly, this will result in a small army assaulting the mage directly and the mage's sudden death. When used judiciously, however, AoE spells shorten fights, save group members' lives, and make certain encounters easy that might otherwise be very tough. Mages have other useful abilities besides their destructive spells.
They have a quite useful crowd-control spell called [ Polymorph ] which temporarily turns an enemy into a sheep, pig, turtle, or even a penguin.
This comes in very handy when facing multiple opponents, and in PvP also provides comic relief. Mages are also popular for their ability to open Portals for their party to use to travel to a capital city Orgrimmar, Ironforge, etc.
Mages have particular weaknesses that offset their strengths. Their greatest weakness is that they are limited to cloth armor and cannot long survive melee combat, which they should avoid more than any other class.
Their other chief weakness is their total reliance on mana, which limits the sustainability of their damage. Mages cannot do significant damage with melee or ranged weapons, so if they run out of mana they are relatively powerless Wands might be useful for pumping out more damage while waiting for Mana to regenerate, but their DPS is pathetic compared to nearly all other weapons of the same level.
As a result, Mages can be considered, in terms of play style, unforgiving with mistakes. Timing and awareness play a huge part in survival. In fact, while the Warlock and the Hunter are considered by some to be overpowered, the Mage is hardly mentioned, due to the Mage having among the lowest survivability in the game. In PvE groups, the Mage should never engage the enemy immediately; instead they should allow the tank and other classes to wear the enemy down and build up sufficient threat.
Once the enemy is suitably focused on the tank, the Mage will unleash a torrent of damage that quickly ends the fight. Knowing when to start attacking and how much damage to do is one of the main skills a Mage must master. In solo play and in PvP, the Mage relies on spells that slow or freeze the enemy in place so it cannot approach within melee range.
They have several escape abilities e. Monks are the newest class in World of Warcraft , and this shows in their design.
Set apart from the other classes, monks have a unique combat system, combining energy or mana with the combo point-like chi , and a range of stances to define their current role. Students of ancient pandaren martial arts techniques, monks embody the skill, focus, meditativeness and deadly effectiveness of a skilled Kung Fu master, battering enemies with a flurry of punches or flying kicks, incapacitating enemies with an intimate knowledge of nerve centers and acupressure points, and using their inner calm and connection to the universe to heal and restore balance to their allies.
A true hybrid class, monks can perform a melee DPS, tank or healing role, and similar to paladins tend to provide a little healing in any spec. However, unlike paladins these students of enlightenment wear only light armor, and can roll or spin out of harm's way, dodging blows and disarming foes. Monks have a number of hybrid abilities that combine damage and healing, and also make use of stationary statues and a range of herbal brews to empower their abilities.
Monks are a uniquely mobile class, and are affected by their physical location more than other classes. They can generate Health and Chi Spheres, special objects which must be passed into in order to gain their benefits.
This creates a mobile battlefield, with monks quickly rolling and soaring across the arena to restore health before leaping back into the fray.
All monks are melee types - even the healers - and need to be up close to make the most of their abilities. Brewmaster monks are perhaps the most unusual tanks in the game. With a stumbling gait easily confused for simple intoxication, these mighty tanks utilize the style of the drunken master to absorb and stagger damage, while relying on potent brews to restore their vitality. Devoted masters of ale, these curious but undeniably effective defenders hurl kegs of brew at their enemies, setting them alight with their flaming breath , and use purifying concoctions to wash away harm.
Evading their assailants' blows apparently by accident, these elusive brawlers sway and stagger across the arena, provoking their attackers with drunken taunts.
Brewmaster monks do not use shields, preferring to leave both hands free for drinking. Warriors combine strength, leadership, and a vast kn From an early age, the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Those w Priests are devoted to the spiritual, and express their unwavering faith by serving the people. For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands.
For millennia they have left behind the confines For millennia they have left behind the confines of their temples and the comfort of their shrines so they can support their allies in war-torn lands Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. The arcane magic available to magi is both great a Bare-knuckle brawlers whose no-weapon styles were born in ancient Pandaria, monks are as diverse as the energy that surrounds them.
They can shoulder deadly attacks through the haze of their brews, heal broken chi flows, and beat their enemies with wind-quick fists and feet. They can shou They can shoulder deadly attacks through the haze of their brews, heal broken chi flows, and beat their enemies w Demon hunters embrace the forbidden powers of the Legion. They make use of fel and chaotic magics, metamorphosis abilities, spectral sight, and hellish agility to hunt down and defeat even the most dangerous adversaries. They make use of fel and chaotic magics, metamorphosis abilities, spectral sight, and h This is the call of the paladin: to protect the weak, to bring justice to the unjust, and to vanquish evil from the darkest corners of the world.
For rogues, the only code is the contract, and their honor is purchased in gold. Free from the constraints of a conscience, these mercenaries rely on brutal and efficient tactics. Free from the constraints of a conscience, these mercenaries rel Shaman are the spiritual leaders of their tribes and clans.
They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes.
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