Possibly one of the greatest
MMORPG's to be released. Very
casual-gamer friendly, and a great community. Each
class has different attirbutes:
-Rogues may stealth and deal massive damage from close range. Cloth/Leather-wearer
-Mages are a high burst-damage dealer from far away with good crowd control abilities. Cloth wearer
-Warriors are a staple
class available to any and all races. Able to take massive damage and draw enemy aggro to them. All types of armour and all weapons can be used by the Warrior.
-Priests are primary healers and can ALWAYS get a group. By specing in the
Shadow talent tree they become excellent damage dealers but are very fragile. Cloth-wearer
-Paladins area hybrid Alliance-only
class combining elements of the Warrior and a
weak Priest. They are popularly supposed to have
3 lives due to their many Shield spells. They get a free mount but have higher training costs than other classes. Can wear all types of armour.
-Shamen are the Horde's hybrid
class with more of a focus on spell-casting than melee damage. Many see them as overpowered, as they can melee and cast well, as well as heal. Uses totems to boost their power and support groups. Cloth/Leather/Mail-wearer.
-Hunters are the only
class with an auto-shoot feature, relying on their special abilities, utilised through their ranged weapons, to win the fight. They also get pets (a tamed Beast-
class mob) and
traps (Freezing, Immolation and Explosion). They are able to kite the enemy very effectively. Cloth/Leather/Mail wearers.
-Warlocks are the 'evil' spell-casters of the Warcraft
world, able to summon demons to help them in combat - a good thing as they are very fragile. Unlike the Mage, 'Locks rely on damage over time spells (DoTs) to help them win fights, and thanks to talents very rarely run out of mana. Their pets range from the Imp (a glass cannon), to the Voidwalker (able to take and maintain aggro) to the Infernal (of WCIII fame). They get a free mount but training costs are higher. Cloth wearers.
-Druids are only available to 2 races; Tauren and Night Elves. Communing with nature, the Druids are able to change their shape to suit their situation. They gain a Bear form (later Dire Bear) to tank in, a Cat form to deal damage and stealth, an Aquatic form to breathe underwater and move faster, and a Travel Form allowing a 40% speed increase. Cloth/Leather wearers.