Classes
Druid,Hunter,Mage,Paladin,Priest,Rogue,Shaman,Warlock,Warrior.
Class: Druid
Druids are the keepers of the world. Locked in slumber for generations, they awoke to meet the threat of the Burning Legion during its recent invasion. After Archimonde's defeat, the Druids chose to remain in the waking world and help to rebuild their shattered lands. The Legion's attack left a terrible scar on the natural order, and the Druids seek to heal it.
The Druid gives players several play style options. The Druid in normal form is a caster that can fight with spells or via melee combat. In Bear Form the Druid becomes a Warrior with Rage. While in Cat form the Druid becomes a Rogue with Energy and stealth. The Druid can also transform into two other special animal forms. The Druid can also take on the role of a Priest, casting spells to heal itself and fellow characters. A Druid is not as versatile in their abilities as a Priest is, lacking the spells Holy Word: Shield and Resurrection, but is otherwise a very capable healer.
# Druid Spell and Ability List
# Allowable Equipment: Cloth, Leather
# Allowable Weapons: Staves, Maces (with training), Daggers (with training), Two-handed Mace(with training), Unarmed Weapons (with training)
Strengths:
# Multiple play style options
# Transform into cool-looking animals that impress other players and add a lot of character, flavor, and humor to the world
# Several weapon options
# Fast travel via aquatic and travel forms
# The most powerful buff of all the classes
# Weaknesses: Restricted to Cloth and Leather Armor only
# Forms are not as versatile as their counterpart classes, but might be considered as powerful
# Can't use items or Druid spells while in the various animal forms
# Per Patch 1.6: Shapeshifting will now counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
# Feral Charge - Targets that are immune to immobilizing effects will no longer be affected by Feral Charge's immobilizing effect. The interrupt will still affect the target.
# Shadowmeld (Night Elf Racial) - Now reports the correct error message when attempted in shapeshift form.
# Druid shapeshift form buttons are no longer dimmed while under the effects of Polymorph.
# Fixed a bug in aquatic form which sometimes prevented the Druid from returning to caster form upon exiting lava.
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Class: Hunter
Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious and aggressive - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame and slay all manner of animals and beasts found in the wilds. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends.
Hunters are great for pulling monsters as they are able to set traps that hinder monsters that the Hunters pull to attack. Hunters are also able to use various beast-related special abilities, take on bestial traits that allow them to do things that they could not do normally, use a wide variety of ranged attacks complimented by a few melee abilities, and the ability to control and tame beasts.
Hunters are closely related to their pets and must remember to always keep their pet's happiness in mind. When using a pet, Hunters will notice an icon in the top left corner of their screen that depicts their pet's level of happiness. The more Hunters use their pets, the lower their pet's level of happiness will become. Hunters should always remember to feed their pets to raise their pet's level of happiness or worry about their pet abandoning them or even attacking the Hunter! Hunters are also the only class able to name their pets.
# Hunter Spell and Ability List
# Allowable Equipment: Cloth, Leather, Mail (at level 40, with training)
# Allowable Weapons: Axes, Daggers, Guns or Bows, Crossbows (with training), Fist Weapons (with training), Spears (with training), Staves (with training), Swords (with training), Thrown (with training), Two-Handed Axes (with training), Two-Handed Swords (with training)
Strengths:
# Can tame and control various beasts
# Can travel very fast using Aspect of Cheetah and share it with Aspect of the Pack
# Has special abilities vs. beasts
# Can use various beast special abilities
# Good at chasing monsters or players that run away
Weaknesses:
# Can initially only wear leather armor, making it less able to absorb damage than the Paladin and Warrior
# Can't wear plate armor
# The Hunter has very few melee abilities, and is more effective at ranged combat
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Class: Mage
The Mages of Warcraft once centered their powers within the mageocracy of Dalaran. After that kingdom's destruction by the Burning Legion, however, the arcane arts spread to the far corners of the world.
The Mage is a very important and helpful party member. One of the Mage's most powerful abilities is Polymorph, which allows it to control the number of monsters currently attacking the party. The mage is also able to use a teleportation spell, allowing it to travel through the land more quickly. Mages can even summon in food and drink to help everyone recover faster from battle.
# Mage Spell and Ability List
# Allowable Equipment: Cloth
# Allowable Weapons: Staves, Wands, Daggers (with training), Swords (with training)
Strengths:
# Can Summon Food and Drink
# Powerful Area of Effect Damage Spells
# Can Teleport around
Weaknesses:
# Has difficulty fighting monsters that resist spells
# Very fragile and easily killed in certain situations
# Can only wear cloth armor
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Class: Paladin
I know.Paladin Fans Are Too More.But I'm Not
Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest.
The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's healing, Seals, and other abilities. Paladins can have one active aura per Paladin in the party on each party member and use specific Seals for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead. (Note: Only Alliance have paladins.)
# Paladin Spell and Ability List
# Allowable Equipment: Mail, Leather, Cloth, Shields, and Plate (with training at level 40)
# Allowable Weapons: One- and Two-handed Maces, One- and Two-handed Swords (with training), Two-handed Axes
Strengths:
# Can wear the heaviest of armors
# A melee fighter that can also heal
# Can resurrect other players
# Auras can benefit the Paladin and party members
# Can summon a custom armored Warhorse mount
Weaknesses:
# Doesn't have as many combat options and strengths as the Warrior
# Cannot equip as many weapon types as the Warrior
# Very gear dependant class
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Class: Priest
Priests lead the many faiths spread throughout the disparate lands of the world of Azeroth. In Kalimdor, Night Elf Priestesses revere the moon goddess Elune, while Dwarven priests in Khaz Modan deliver the message of the Light to their people. In the ruins of Lordaeron, the undead priests of the Forsaken, their faith twisted and tainted by their tortured existences, spread a dark interpretation of the Holy Light. Regardless of their faith, however, all Priests share in their ability to manipulate the minds of those who turn to them for spiritual guidance.
# Priest Spell and Ability List
# Allowable Equipment: Cloth
# Allowable Weapons: One-Handed Maces, Daggers, Staves, Wands
Strengths:
# Most powerful Healing class
# Can resurrect other players
# Has powerful buffs
# Can Charm humanoid monsters
# Other players love playing with Priests
Weaknesses:
# Can only wear cloth armor
# Very fragile and easily killed in certain situations
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Class: Rogue
At home in the shadows and skilled at disappearing from sight, the Rogues of Azeroth are most comfortable when acting in the background. Twisting events to their favor, striking only when advantage is greatest: this is where a Rogue excels. With their cunning tricks, physical abilities, and mastery of concealment and disguise, Rogues have no trouble finding employment as thieves, cutthroats, spies, and assassins.
The Rogue is a very involved and fun class to play. Your effectiveness depends on how well you learn to use the Rogue. There is a lot to take in, but players can master the Rogue with knowledge and experience. Here are a few sample skills available to Rogues.
# Rogue Spell and Ability List
# Allowable Equipment: Cloth, Leather
# Allowable Weapons: Daggers, Thrown (with training), Swords (with training), Bows (with training), Crossbows (with training)
Strengths:
# Stealth abilities allow the Rogue to reach places more easily than most classes
# Strong lock picking abilities/access as opposed to other classes
# Sprint ability allows the Rogue to more easily escape battle and get a free short burst of speed in traveling
Weaknesses:
# More susceptible to damage than Paladins/Warriors because Rogues can only wear cloth or leather armor
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Class: Shaman
Shamans are the spiritual leaders of their tribes and clans. They communicate with spirits, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shamans have a range of powers available for dealing with threats to the natural order.
The Shaman is a secondary Healing class (to the Priest) with a fun assortment of spells and options. The Shaman is especially liked by party members for its Healing and beneficial totems. The Shaman has up to four types of totems: Air, Earth, Fire, and Water. An important part of playing the Shaman is figuring out which totem is best to use in each situation.
The Shaman is similar to a Paladin without as much armor. Shaman is Horde only.
# Shaman Spell and Ability List
# Allowable Equipment: Cloth, Leather, Shields, Mail (with training)
# Allowable Weapons: One-Handed Maces, Staves, One-Handed Axes (with training), Daggers (with training)
Strengths:
# Can heal themselves and other players
# Can resurrect other players
# Can get Wolf Form early on allowing them to travel very fast
# Can recall back to their home location with Astral Recall
# Receive a spell for breathing under water
Weaknesses:
# Can only wear leather armor initally making them less able to absorb damage than the Paladin and Warrior
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Class: Warlock
Warlocks were mages that delved too deeply into the roots of demonic power. Consumed by a lust for dark knowledge, they've tapped into chaotic magics from beyond the world. The Burning Legion now feeds them their powers, allowing them to channel destructive energies and call upon the powerful emissaries of their demon masters.
The Warlock is a more involved class to play. Warlocks have pets, many different spell combos, and a reagent component requirement for some of their spells. This means that playing a Warlock takes a bit more learning than some of the more straightforward classes. The Warlock has a lot of very cool and fun abilities including Eye of Killrogg, Fear, Pets, and more. The Warlock is a very fun class to play once you figure things out.
# Warlock Spell and Ability List
# Allowable equipment: Cloth
# Allowable weapons: Daggers, Wands, Staves (with training), Swords (with training)
Strengths:
# Can use pets for fun and to attract enemy aggression
# Can hand out Soulstones that allow self-resurrection
# Can create healing potions in the form of Healthstones
# Can summon other players using Ritual of Summoning
# Can breathe underwater using Unending Breath
# Can summon its own Felsteed horse rather than buying one for a lot of gold
# Can use Eye of Killrogg to scout
# Can take control of a Demon for a short amount of time
# Can heal itself using Drain Life
# Can solo very well by using a pet to act as a group of two characters complementing each others' skills
# Weaknesses: Can only wear cloth armor
# Very fragile and easily killed in certain situations
# Soul Shards take up inventory space
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Class: Warrior
Warriors are the melee-centered class. These characters are tough as nails and masters of weaponry and tactics. The special abilities of the Warrior are naturally combat-oriented. The Warrior is the ultimate toe-to-toe fighter with the most options available to him. Unlike other Warriors you might have played in other games, the Warrior of World of Warcraft has many different options and abilities to use during combat.
Tip
# Team up with healers (Priest, Shaman, Druid) to keep you alive.
# Pick one or two of the two-handed weapon types to use. It costs points to train in each type, so focus on just a few.
# Manage your Rage! If you are fighting a caster save some for a timely shield bash/kick to stop them from blasting you or healing themselves. That one extra use of Heroic Strike may have caused some extra damage but if the monster heals it's like starting all over.
# Try and plan your Talents ahead of time. If you want to make a fierce close in fighter with many hit points, you should stick with the stamina and prowess Talents. If you want to be an offensive powerhouse, you should stick with the Strength and Weapon Specialization Talents.
# Protect your group mates. A Priest or a Mage isn't meant to take the brunt of an enemy's attack. Use the Taunt ability to focus the attacks on yourself.
# Warrior Spell and Ability List
# Allowable equipment: Cloth, Leather, Mail, Plate, Shields
# Allowable weapons: One- and Two-Handed Axes, Maces, Swords, Thrown, Daggers, Polearms
Strengths:
# Able to equip all armor and almost all weapons
# Takes the most damage before becoming incapacitated
# Great close range melee skills
# Lots of equipment options
# Slaughter monsters
Weaknesses:
# No healing abilities, relies on food or other players to heal
# Very gear dependent class
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Last edited by killerdevil on Sat May 20, 2006 7:48 pm; edited 1 time in total
Druid,Hunter,Mage,Paladin,Priest,Rogue,Shaman,Warlock,Warrior.
Class: Druid
Druids are the keepers of the world. Locked in slumber for generations, they awoke to meet the threat of the Burning Legion during its recent invasion. After Archimonde's defeat, the Druids chose to remain in the waking world and help to rebuild their shattered lands. The Legion's attack left a terrible scar on the natural order, and the Druids seek to heal it.
The Druid gives players several play style options. The Druid in normal form is a caster that can fight with spells or via melee combat. In Bear Form the Druid becomes a Warrior with Rage. While in Cat form the Druid becomes a Rogue with Energy and stealth. The Druid can also transform into two other special animal forms. The Druid can also take on the role of a Priest, casting spells to heal itself and fellow characters. A Druid is not as versatile in their abilities as a Priest is, lacking the spells Holy Word: Shield and Resurrection, but is otherwise a very capable healer.
# Druid Spell and Ability List
# Allowable Equipment: Cloth, Leather
# Allowable Weapons: Staves, Maces (with training), Daggers (with training), Two-handed Mace(with training), Unarmed Weapons (with training)
Strengths:
# Multiple play style options
# Transform into cool-looking animals that impress other players and add a lot of character, flavor, and humor to the world
# Several weapon options
# Fast travel via aquatic and travel forms
# The most powerful buff of all the classes
# Weaknesses: Restricted to Cloth and Leather Armor only
# Forms are not as versatile as their counterpart classes, but might be considered as powerful
# Can't use items or Druid spells while in the various animal forms
# Per Patch 1.6: Shapeshifting will now counteract the slowing effects of frost-based spells (Frostbolt, Frost Shock, Cone of Cold, etc.).
# Feral Charge - Targets that are immune to immobilizing effects will no longer be affected by Feral Charge's immobilizing effect. The interrupt will still affect the target.
# Shadowmeld (Night Elf Racial) - Now reports the correct error message when attempted in shapeshift form.
# Druid shapeshift form buttons are no longer dimmed while under the effects of Polymorph.
# Fixed a bug in aquatic form which sometimes prevented the Druid from returning to caster form upon exiting lava.
-------------------------------------------------------------------------------------
Class: Hunter
Azeroth is home to a wide variety of beasts. From the new world of Lordaeron to the old world of Kalimdor, all manner of creatures can be found. Some are friendly, some are ferocious and aggressive - yet they all have one thing in common. Each creature shares a special connection with Hunters. Hunters track, tame and slay all manner of animals and beasts found in the wilds. Whether they rely on bows or firearms, Hunters consider their weapons and pets to be their only true friends.
Hunters are great for pulling monsters as they are able to set traps that hinder monsters that the Hunters pull to attack. Hunters are also able to use various beast-related special abilities, take on bestial traits that allow them to do things that they could not do normally, use a wide variety of ranged attacks complimented by a few melee abilities, and the ability to control and tame beasts.
Hunters are closely related to their pets and must remember to always keep their pet's happiness in mind. When using a pet, Hunters will notice an icon in the top left corner of their screen that depicts their pet's level of happiness. The more Hunters use their pets, the lower their pet's level of happiness will become. Hunters should always remember to feed their pets to raise their pet's level of happiness or worry about their pet abandoning them or even attacking the Hunter! Hunters are also the only class able to name their pets.
# Hunter Spell and Ability List
# Allowable Equipment: Cloth, Leather, Mail (at level 40, with training)
# Allowable Weapons: Axes, Daggers, Guns or Bows, Crossbows (with training), Fist Weapons (with training), Spears (with training), Staves (with training), Swords (with training), Thrown (with training), Two-Handed Axes (with training), Two-Handed Swords (with training)
Strengths:
# Can tame and control various beasts
# Can travel very fast using Aspect of Cheetah and share it with Aspect of the Pack
# Has special abilities vs. beasts
# Can use various beast special abilities
# Good at chasing monsters or players that run away
Weaknesses:
# Can initially only wear leather armor, making it less able to absorb damage than the Paladin and Warrior
# Can't wear plate armor
# The Hunter has very few melee abilities, and is more effective at ranged combat
-------------------------------------------------------------------------------------
Class: Mage
The Mages of Warcraft once centered their powers within the mageocracy of Dalaran. After that kingdom's destruction by the Burning Legion, however, the arcane arts spread to the far corners of the world.
The Mage is a very important and helpful party member. One of the Mage's most powerful abilities is Polymorph, which allows it to control the number of monsters currently attacking the party. The mage is also able to use a teleportation spell, allowing it to travel through the land more quickly. Mages can even summon in food and drink to help everyone recover faster from battle.
# Mage Spell and Ability List
# Allowable Equipment: Cloth
# Allowable Weapons: Staves, Wands, Daggers (with training), Swords (with training)
Strengths:
# Can Summon Food and Drink
# Powerful Area of Effect Damage Spells
# Can Teleport around
Weaknesses:
# Has difficulty fighting monsters that resist spells
# Very fragile and easily killed in certain situations
# Can only wear cloth armor
-------------------------------------------------------------------------------------
Class: Paladin
I know.Paladin Fans Are Too More.But I'm Not
Upholders of the Holy Light and defenders of the Alliance, the Paladins can be found from the northern forests of the Tirisfal Glades, fighting back the advance of the Forsaken, to the southern reaches of the Blasted Lands, ceaselessly upholding their vigil against demonic forces from beyond the Dark Portal. Wielding their mighty hammers and the strength of the Light, these holy warriors command forces in battle, all the while throwing themselves to where the fighting is the thickest.
The Paladin is a mix of a melee fighter and a secondary spell caster. The Paladin is ideal for groups due to the Paladin's healing, Seals, and other abilities. Paladins can have one active aura per Paladin in the party on each party member and use specific Seals for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. The Paladin can also heal with Holy Light, unlike other combat classes. The Paladin is an Undead specific fighter as well, with several abilities designed to be used against the Undead. (Note: Only Alliance have paladins.)
# Paladin Spell and Ability List
# Allowable Equipment: Mail, Leather, Cloth, Shields, and Plate (with training at level 40)
# Allowable Weapons: One- and Two-handed Maces, One- and Two-handed Swords (with training), Two-handed Axes
Strengths:
# Can wear the heaviest of armors
# A melee fighter that can also heal
# Can resurrect other players
# Auras can benefit the Paladin and party members
# Can summon a custom armored Warhorse mount
Weaknesses:
# Doesn't have as many combat options and strengths as the Warrior
# Cannot equip as many weapon types as the Warrior
# Very gear dependant class
------------------------------------------------------------------------------------
Class: Priest
Priests lead the many faiths spread throughout the disparate lands of the world of Azeroth. In Kalimdor, Night Elf Priestesses revere the moon goddess Elune, while Dwarven priests in Khaz Modan deliver the message of the Light to their people. In the ruins of Lordaeron, the undead priests of the Forsaken, their faith twisted and tainted by their tortured existences, spread a dark interpretation of the Holy Light. Regardless of their faith, however, all Priests share in their ability to manipulate the minds of those who turn to them for spiritual guidance.
# Priest Spell and Ability List
# Allowable Equipment: Cloth
# Allowable Weapons: One-Handed Maces, Daggers, Staves, Wands
Strengths:
# Most powerful Healing class
# Can resurrect other players
# Has powerful buffs
# Can Charm humanoid monsters
# Other players love playing with Priests
Weaknesses:
# Can only wear cloth armor
# Very fragile and easily killed in certain situations
------------------------------------------------------------------------------------
Class: Rogue
At home in the shadows and skilled at disappearing from sight, the Rogues of Azeroth are most comfortable when acting in the background. Twisting events to their favor, striking only when advantage is greatest: this is where a Rogue excels. With their cunning tricks, physical abilities, and mastery of concealment and disguise, Rogues have no trouble finding employment as thieves, cutthroats, spies, and assassins.
The Rogue is a very involved and fun class to play. Your effectiveness depends on how well you learn to use the Rogue. There is a lot to take in, but players can master the Rogue with knowledge and experience. Here are a few sample skills available to Rogues.
# Rogue Spell and Ability List
# Allowable Equipment: Cloth, Leather
# Allowable Weapons: Daggers, Thrown (with training), Swords (with training), Bows (with training), Crossbows (with training)
Strengths:
# Stealth abilities allow the Rogue to reach places more easily than most classes
# Strong lock picking abilities/access as opposed to other classes
# Sprint ability allows the Rogue to more easily escape battle and get a free short burst of speed in traveling
Weaknesses:
# More susceptible to damage than Paladins/Warriors because Rogues can only wear cloth or leather armor
------------------------------------------------------------------------------------
Class: Shaman
Shamans are the spiritual leaders of their tribes and clans. They communicate with spirits, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shamans have a range of powers available for dealing with threats to the natural order.
The Shaman is a secondary Healing class (to the Priest) with a fun assortment of spells and options. The Shaman is especially liked by party members for its Healing and beneficial totems. The Shaman has up to four types of totems: Air, Earth, Fire, and Water. An important part of playing the Shaman is figuring out which totem is best to use in each situation.
The Shaman is similar to a Paladin without as much armor. Shaman is Horde only.
# Shaman Spell and Ability List
# Allowable Equipment: Cloth, Leather, Shields, Mail (with training)
# Allowable Weapons: One-Handed Maces, Staves, One-Handed Axes (with training), Daggers (with training)
Strengths:
# Can heal themselves and other players
# Can resurrect other players
# Can get Wolf Form early on allowing them to travel very fast
# Can recall back to their home location with Astral Recall
# Receive a spell for breathing under water
Weaknesses:
# Can only wear leather armor initally making them less able to absorb damage than the Paladin and Warrior
------------------------------------------------------------------------------------
Class: Warlock
Warlocks were mages that delved too deeply into the roots of demonic power. Consumed by a lust for dark knowledge, they've tapped into chaotic magics from beyond the world. The Burning Legion now feeds them their powers, allowing them to channel destructive energies and call upon the powerful emissaries of their demon masters.
The Warlock is a more involved class to play. Warlocks have pets, many different spell combos, and a reagent component requirement for some of their spells. This means that playing a Warlock takes a bit more learning than some of the more straightforward classes. The Warlock has a lot of very cool and fun abilities including Eye of Killrogg, Fear, Pets, and more. The Warlock is a very fun class to play once you figure things out.
# Warlock Spell and Ability List
# Allowable equipment: Cloth
# Allowable weapons: Daggers, Wands, Staves (with training), Swords (with training)
Strengths:
# Can use pets for fun and to attract enemy aggression
# Can hand out Soulstones that allow self-resurrection
# Can create healing potions in the form of Healthstones
# Can summon other players using Ritual of Summoning
# Can breathe underwater using Unending Breath
# Can summon its own Felsteed horse rather than buying one for a lot of gold
# Can use Eye of Killrogg to scout
# Can take control of a Demon for a short amount of time
# Can heal itself using Drain Life
# Can solo very well by using a pet to act as a group of two characters complementing each others' skills
# Weaknesses: Can only wear cloth armor
# Very fragile and easily killed in certain situations
# Soul Shards take up inventory space
------------------------------------------------------------------------------------
Class: Warrior
Warriors are the melee-centered class. These characters are tough as nails and masters of weaponry and tactics. The special abilities of the Warrior are naturally combat-oriented. The Warrior is the ultimate toe-to-toe fighter with the most options available to him. Unlike other Warriors you might have played in other games, the Warrior of World of Warcraft has many different options and abilities to use during combat.
Tip
# Team up with healers (Priest, Shaman, Druid) to keep you alive.
# Pick one or two of the two-handed weapon types to use. It costs points to train in each type, so focus on just a few.
# Manage your Rage! If you are fighting a caster save some for a timely shield bash/kick to stop them from blasting you or healing themselves. That one extra use of Heroic Strike may have caused some extra damage but if the monster heals it's like starting all over.
# Try and plan your Talents ahead of time. If you want to make a fierce close in fighter with many hit points, you should stick with the stamina and prowess Talents. If you want to be an offensive powerhouse, you should stick with the Strength and Weapon Specialization Talents.
# Protect your group mates. A Priest or a Mage isn't meant to take the brunt of an enemy's attack. Use the Taunt ability to focus the attacks on yourself.
# Warrior Spell and Ability List
# Allowable equipment: Cloth, Leather, Mail, Plate, Shields
# Allowable weapons: One- and Two-Handed Axes, Maces, Swords, Thrown, Daggers, Polearms
Strengths:
# Able to equip all armor and almost all weapons
# Takes the most damage before becoming incapacitated
# Great close range melee skills
# Lots of equipment options
# Slaughter monsters
Weaknesses:
# No healing abilities, relies on food or other players to heal
# Very gear dependent class
------------------------------------------------------------------------------------
Last edited by killerdevil on Sat May 20, 2006 7:48 pm; edited 1 time in total
The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.
The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate.
The Humans of Stormwind are a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance to reclaim their homeland of Azeroth. After the success of the Second War, Stormwind was rebuilt and Human civilization began to flourish once again throughout the southlands. With the recent invasion of the Burning Legion - which left the northern kingdom of Lordaeron in ruins - Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world.
The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.
The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.
The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.
The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races. One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde. Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracks within the nearby jungles of the Echo Isles. As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.
Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.
