WoW Classes General Tips

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Death Knight

Mage

Mages are squishy like all cloth wearers. You can help them out the most by keeping the mobs away from them, by using Death Grip, Chains of Ice, or even by taking agro off the mage using Dark Command if necessary.

Rogue

Rogues are the premier melee damage dealers and they excel in forms of crowd control. Unlike you, however, he only has leather armor to protect him from damage. Because of this, you should take the aggro and allow him to go all out on his damage. Allow him to sap/blind/gouge to take care of any unwanted extra attention from mobs.

Hunter

As a Death Knight, you have several abilities that can compliment a hunter's ranged attacks well. Using Death Grip will keep runners away from the hunter and allow them to DPS more consistently, as well as Chains of Ice as a way to slow mobs. As a plate wearer, you can easily be a strong tank and thus be ideal for keeping pace with a Hunter's purely ranged attacks.

When specced Unholy, the Master of Ghouls capabilities allows you to have a constant pet just like a hunter, making a formidable combination. While specced frost, you can take advantage of the Hunter's freezing trap to freeze targets, empowering your spells like Howling Blast. Overall, a Death Knight is an excellent partner to a Hunter.

Paladin

Both of you are very durable classes with plate armor, great burst and sustained damage abilities, and you have some abilities to heal yourself, whereas the paladin's healing abilities greatly surpass yours. Be sure to get Blessing of Might from him at all times, as it will increase your melee damage.

Overall, you are both very similar; heavily armored melee attackers with lots of utility. The single largest difference is that the paladin has no ranged attacks unless he is speced deep Protection or Holy.

Warrior

A plate-wearing class much like yourself, warriors are dps/tanking hybrids. If they are Protection spec, allow them to take aggro as you both break down your foes. If he is speced Arms or Fury, you may be the better tank, depending on your talents. Let whoever has a more tanking-oriented spec take the damage.

Warlock

Warlocks are much like Mages, in that they have the least armor available of all classes, being cloth only wearers. To make up for this however, they come with awesome damage and their own pocket pet to either contribute to their damage, assist in crowd control, or to be their personal tank. Regardless, you should never allow a mob to directly hit the warlock, you or his pet should have aggro at all times.

Priest

Priests are also squashies, and as such you should keep mobs off them as much as possible. Priests come in 2 varieties: healing oriented (a Holy build) or dps/pvp build (Discipline or Shadow). Shadow priests deal damage much like yourself, and Discipline has talents more focused on pvp utility and survivability. Hold aggro as much as possible and have the priest heal you when necessary.

Druid

Druids have a large range of squishiness, depending on their shapeshift form. For simplicity, you should probably consider everything except Bear Form somewhat squishy. You'll want to keep mobs away from caster druids, and allow melee druids (cat and bear) to stay on the mob. In party and raid settings, if a healer dies and there is a (still living) druid in the party, hold of on using Raise Dead on the player; a druid can combat rez the healer, allowing them to continue healing. For raising dps classes, this really doesn't matter as much as they'll be doing dps either way.

Shaman

The shaman will be wondering which totems he should drop. If you have Icy Talons, make sure to tell him not to bother with Windfury. If you're tanking and the shaman is healing, he probably has Earth Shield which is a reactive healing shield that he can put on you. Remember to speak to the Shaman about not placing Strength of Earth Totem as you will be using Horn of Winter as both of these provide the same buff and can not stack. It is better they place a different Earth totem such as Stoneskin or Earthbind.


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