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Gameplay-wise, Evoker is a mail-wearing hybrid Caster DPS (the first new one since the game released back in 2004), Support DPS and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers use Mana and a unique resource called Essence, which is spent on their stronger abilities and regenerate over time with the ability to proc "essence burst" from their mana-costing attacks, allowing a free use of Essence spells. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that have multiple levels of power that you can charge as long as you like to alter them, such as making them affect additional targets, or making over-time effects do more damage/healing upfront and have a shorter buff/debuff. Evokers's specializations are: Devastation, which uses Red and Blue Flight powers to focus on damage by blasting enemies with mortal shorts of red dragonfire, disintegrating them with focused beams of Arcane power and. Preservation uses Green and Bronze magic to close up wounds and manipulate time with blossoms of emerald magic for direct healing, a fanned breath of Green Magic making for a powerful, short-ranged heal over time, and the ability to echo their healing onto targets, doubling their effects and applications of heal-over-time spells. Augmentation was granted to Evokers in patch 10.1.5 after originally not being present in the game, [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] and is by far the most unique specialization of them all as [=WoW's=] first "true support" specialization, using Black and Bronze magic to change most of their offensive spells to be weaker on paper, but granting them the spell Ebon Might, which massively buffs their party, gives them counter-shields to go on the tank that cause respectable damage when popped, a critical hit buff that has a chance to duplicate the party members' spells, and a breath attack that does no immediate damage, but compiles the damage of every Ebon Might-buffed party member to explode all at once, with their Essence spells extending the time Ebon Might is active.

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Gameplay-wise, Evoker is a mail-wearing hybrid Caster DPS (the first new one since the game released back in 2004), Support DPS and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers use Mana and a unique resource called Essence, which is spent on their stronger abilities and regenerate over time with the ability to proc "essence burst" from their mana-costing attacks, allowing a free use of Essence spells. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that have multiple levels of power that you can charge as long as you like to alter them, such as making them affect additional targets, or making over-time effects do more damage/healing upfront and have a shorter buff/debuff. Evokers's specializations are: Devastation, which uses Red and Blue Flight powers to focus on damage by blasting enemies with mortal shorts of red dragonfire, disintegrating them with focused beams of Arcane power and.and long-burning gouts of dragonflame. Preservation uses Green and Bronze magic to close up wounds and manipulate time with blossoms of emerald magic for direct healing, a fanned breath of Green Magic making for a powerful, short-ranged heal over time, and the ability to echo their healing onto targets, doubling their effects and applications of heal-over-time spells. Augmentation was granted to Evokers in patch 10.1.5 after originally not being present in the game, [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] and is by far the most unique specialization of them all as [=WoW's=] first "true support" specialization, using Black and Bronze magic to change most of their offensive spells to be weaker on paper, but granting them the spell Ebon Might, which massively buffs their party, gives them counter-shields to go on the tank that cause respectable damage when popped, a critical hit buff that has a chance to duplicate the party members' spells, and a breath attack that does no immediate damage, but compiles the damage of every Ebon Might-buffed party member to explode all at once, with their Essence spells extending the time Ebon Might is active.



* HealingShiv: Their first spell Living Flame, fittingly for being a Red Dragonflight spell, will either burn an enemy or mend an ally, depending on who is targeted at the time of casting. One of their talents even adds incentive for this by making it so that after a Fire Breath, Living Flame will cleave multiple targets depending on the Empower level Fire Breath was cast at, if no enemies are available, Living Flame will seek to heal party members instead.

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* HealingShiv: Their first spell Living Flame, fittingly for being a Red Dragonflight spell, will either burn an enemy or mend an ally, depending on who is targeted at the time of casting. One of their talents even adds incentive for this by making it so that after a Fire Breath, Living Flame will cleave multiple targets depending on the Empower level Fire Breath was cast at, if no enemies are available, Living Flame will seek to heal party members instead. One of Preservation's talents also leans towards the usual version of this with Red Dragons will make Fire Breath itself do healing equivalent to the damage it does to the enemies it hit.
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Gameplay-wise, Hunters are a Mail wearing pure DPS class who focus on offense while fighting with bows, guns and crossbows as ranged DPS, and melee weaponry for Survival, while fighting alongside their animal companion of choice. They use Focus as a resource, which regenerates very slowly, but is generated by the hunter's basic attack. Hunter's specializations are: Beast Master, which puts less focus on damage caused directly by the Hunter while further emphasizing their pets, commanding them directly to fight harder, capitalize on vulnerabilities opened up by their master, taming special beasts the other two specializations are unable to like spirit beasts and [[TRexpy Devilsaurs]], and eventually calling upon a second pet to join the first one in their assault. Marksmanship, to contrast Beast Mastery, has almost no emphasis on the hunter's pet (and can even dismiss them entirely for a further boost to their damage) and no melee capabilities, instead focusing entirely on the hunter's personal ranged combat skills as they pepper enemies with attacks from their ranged weapon of choice, while augmenting their ammunition with explosives, shadow magic and other tricks. Survival is the sole Melee DPS of the three, and works on the middle ground between the two, the Hunter gets up close and personal, fighting arm-in-claw with their animal companion to take foes down in tandem through the use of commanded pet attacks, deft attacks with two-handed weaponry, and pragmatic gadgetry like a handheld crossbow, poisons, traps and grenades.

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Gameplay-wise, Hunters are a Mail wearing pure DPS class who focus on offense while fighting with bows, guns and crossbows as ranged DPS, and melee weaponry for Survival, while fighting alongside their animal companion of choice. They use Focus as a resource, which regenerates very slowly, but is generated by the hunter's basic attack. Hunter's specializations are: Beast Master, which puts less focus on damage caused directly by the Hunter while further emphasizing their pets, commanding them directly to fight harder, capitalize on vulnerabilities opened up by their master, taming special beasts the other two specializations are unable to like spirit beasts and [[TRexpy Devilsaurs]], and eventually calling upon a second pet to join the first one in their assault. Marksmanship, to contrast Beast Mastery, has almost no emphasis on the hunter's pet (and can even dismiss them entirely for a further boost to their damage) and no melee capabilities, instead focusing entirely on the hunter's personal ranged combat skills as they pepper enemies with attacks from their ranged weapon of choice, choice while augmenting their ammunition with explosives, shadow magic and other tricks. Survival is the sole Melee DPS of the three, three and works on the middle ground between the two, two; the Hunter gets up close and personal, personal fighting arm-in-claw with their animal companion to take foes down in tandem through the use of commanded pet attacks, deft attacks with two-handed weaponry, and pragmatic gadgetry like a handheld crossbow, poisons, traps and grenades.



Gameplay-wise, Mage is a cloth wearing pure Caster DPS who uses their magic for offensive and crowd-controlling purposes. Mages use Mana as a resource, though Arcane has a unique resource alongside it. Mage's specializations are: Arcane, which focuses on doing massive amounts of damage in a very little amount of time through wielding pure arcane energies, their unique resource is Arcane Power, built up with Arcane Blast or Arcane Explosion and spent on Arcane barrage; every stack makes the next Blast or Explosion do more damage up to four times, but cost more mana, making proper mana management paramount to play them well. Fire specialization focuses on critical strikes and hard hits - for every two critical strikes a Fire mage connects with, they gain the ability to instantly cast their normally extremely slow cast but hard hitting Pyroblast or Flamestrike spells for massive damage, while leaving fairly potent damage-over-time burns on their foes. Frost specialization takes a more controlled approach to casting, throwing out frostbolts and hailstorms to slow and freeze enemies, followed up by striking through frozen targets (or if buffed by Fingers of Frost on enemies with immunity to freezing) for guaranteed critical strikes.

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Gameplay-wise, Mage is a cloth wearing pure Caster DPS who uses their magic for offensive and crowd-controlling purposes. Mages use Mana as a resource, though Arcane has a unique resource alongside it. Mage's specializations are: Arcane, which focuses on doing massive amounts of damage in a very little amount of time through wielding pure arcane energies, their energies. Arcane's unique resource is Arcane Power, built up with Arcane Blast or Arcane Explosion and spent on Arcane barrage; every stack makes the next Blast or Explosion do more damage up to four times, but cost more mana, making proper mana management paramount to play them well. Fire specialization focuses mages focus on critical strikes and hard hits - for every two critical strikes a Fire the mage connects with, they gain the ability to instantly cast their normally extremely slow cast but hard hitting Pyroblast or Flamestrike spells for massive damage, damage while leaving fairly potent damage-over-time burns on their foes. Frost specialization takes a more controlled approach to casting, throwing out frostbolts and hailstorms to slow and freeze enemies, followed up by striking through frozen targets (or if buffed by Fingers of Frost on enemies with immunity to freezing) for guaranteed critical strikes.



Gameplay-wise, Paladins are a plate-wearing hybrid class capable of using the power of their faith to Tank, Heal, or Melee DPS. Paladins use Mana as a resource, though additionally also use Holy Power for their strongest abilities, which can stack up to five times but almost all their spenders only cost three (save some outliers), allowing for a resource buffer. Paladin's specializations are; Protection, which focuses on using a shield alongside a one-handed weapon to protect the Paladin's party, using their divine powers to consecrate the field to burn enemies and hold threat while bolstering their defenses and keeping their capability to heal themselves in a pinch for large bursts of recovery. Retribution turns their faith into zealous wrath, serving as a slow but hard-hitting Melee DPS who attacks enemies with two-handed weaponry, blades of pure light and calls of judgement to smite those who would do evil. Holy focuses on healing the party through the soothing and restorative power of the light, allowing the paladin to set a target as a Beacon of Light to always receive some amount of healing no matter who else is being healed. Holy is also unique for having several close-ranged healing spells and talents that benefit from attacking, encouraging them to stay at a closer range than most other healers to properly keep the party alive while relying on their plate armor and higher HP pools to keep them safe.

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Gameplay-wise, Paladins are a plate-wearing hybrid class capable of using the power of Tank, Healer, or Melee DPS who use their faith mixed with their martial skill to Tank, Heal, or Melee DPS.protect the innocent and fight the wicked. Paladins use Mana as a resource, though additionally also use Holy Power for their strongest abilities, which can stack up to five times but almost all their spenders only cost three (save some outliers), allowing for a resource buffer. Paladin's specializations are; Protection, which focuses on using a shield alongside a one-handed weapon to protect the Paladin's party, using their divine powers to consecrate the field to burn enemies and hold threat while bolstering their defenses and keeping their capability to heal themselves in a pinch for large bursts of recovery. Retribution turns their faith into zealous wrath, serving as a slow but hard-hitting Melee DPS who attacks enemies with two-handed weaponry, blades of pure light and calls of judgement to smite those who would do evil. Holy focuses on healing the party through the soothing and restorative power of the light, allowing the paladin to set a target as a Beacon of Light to always receive some amount of healing no matter who else is being healed. Holy is also unique for having several close-ranged healing spells and talents that benefit from attacking, encouraging them to stay at a closer range than most other healers to properly keep the party alive while relying on their plate armor and higher HP pools to keep them safe.



Gameplay-wise, Priest is a cloth-wearing hybrid Healer and Caster DPS who focuses on using light and darkness, either in balance or focusing on one over the other. Priests use Mana as a resource, though Shadow priests only use their mana for their weak self-healing and use Insanity for their main resource. Priest's specialization are: Discipline, which puts a heavy focus on shielding damage and is also the main CombatMedic specialization of the healers; using light and shadow together a Discipline priest's direct healing is weak and their shielding is okay, but using them puts a special Atonement buff of the healed party member; any damage that the Priest does to an enemy with their much more potent offensive spells then heals every marked party member for the damage done. Holy is a much more direct and simple healer, sacrificing their personal damage in return for excellent healing of all stripes, be it powerful single target, area-of-effect or emergency healing, you name it and a Holy priest will bring it to the table. Shadow changes the Priest to be a Ranged DPS and grants them a unique Shadowform that cloaks their body in a veil of darkness. Shadow fights with a balanced mix of direct damaged, channeled spells, and damage-over-time effects that wither targets while generating Insanity to be spent on Devouring Plague, an extremely potent damage-over-time spell.

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Gameplay-wise, Priest is a cloth-wearing hybrid Healer and Caster DPS who focuses on using light and darkness, either in balance or focusing on one over the other. Priests use Mana as a resource, though Shadow priests only use their mana for their weak self-healing and use Insanity for their main resource. Priest's specialization are: Discipline, which puts a heavy focus on shielding damage and is also the main CombatMedic specialization of the healers; using light and shadow together a Discipline priest's direct healing is weak and their shielding is okay, but using them puts a special Atonement buff of the healed party member; any damage that the Priest does to an enemy with their much more potent offensive spells then heals every marked party member for the damage done. Holy is a much more direct and simple healer, sacrificing their personal damage in return for excellent healing of all stripes, be it powerful single target, area-of-effect or emergency healing, you name it and a Holy priest will bring it to the table. table to keep the party alive. Shadow changes the Priest to be a Ranged Caster DPS and grants them a unique Shadowform that cloaks their body in a veil of darkness. Shadow fights with a balanced mix of direct damaged, damage, channeled spells, and damage-over-time effects that wither targets while generating Insanity to be spent on Devouring Plague, an extremely potent damage-over-time spell.spell, or Voidform, a SuperMode that replaces most spells with stronger versions and gives the Priest stacking haste until they run out of Insanity.



Gameplay-wise, Shaman is a mail-wearing hybrid Ranged DPS, Melee DPS and Healer who calls upon the power of the elements to assault enemies and mend allies while buffing the party with totems available to every spec. Shaman use Mana as a resource, though only Restoration makes frequent use of it, with the DPS specs using a resource called Maelstrom. Shaman's specializations are: Elemental, which is a Ranged DPS that focuses on using fire and lightning to assault enemies from a range, burning them and capitalizing on the burn by pelting them with globs of magma for guaranteed critical damage while they shock them from afar, building up Maelstrom to spend on a heavy-hitting single target blast of earth magic or summoning an earthquake to mangle multiple foes. Enhancement is a Melee DPS with a MagicKnight like bend that focuses on [[ExactlyWhatItSaysOnTheTin enhancing themselves]] with the aid of the elements, focusing on quick blows aided by wind and enhanced with lightning, summoning spirit wolves to fight by their side, and gaining Maelstrom to spend on the same earth magic attack that Elemental uses, while also gaining Maelstrom Weapon stacks from attack, which reduces the cast time and empowers their next casted attack like lightning bolt. Restoration is the Healer specialization that uses water and life magic to heal wounds and shine the best when the party is severely wounded with a mastery that increases healing to low health targets and a totem that equalizes the health of every party member inside of it, allowing for a quick recovery from near-death with their healing rain and chain heal spells.

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Gameplay-wise, Shaman is a mail-wearing hybrid Ranged DPS, Melee DPS and Healer who calls upon the power of the elements to assault enemies and mend allies while buffing the party with totems available to every spec. Shaman use Mana as a resource, though only Restoration makes frequent use of it, with the DPS specs using a resource called Maelstrom. Shaman's specializations are: Elemental, which is a Ranged Caster DPS that focuses on using fire and lightning to assault enemies from a range, burning them and capitalizing on the burn by pelting them with globs of magma for guaranteed critical damage damage, then electrocuting them while they shock them from afar, magma burst recharges, all while building up Maelstrom to spend on a heavy-hitting single target blast of earth magic or summoning an earthquake to mangle multiple foes. Enhancement is a Melee DPS with a MagicKnight like bend that focuses on [[ExactlyWhatItSaysOnTheTin enhancing themselves]] with the aid of the elements, focusing on quick blows aided by wind and enhanced with lightning, summoning spirit wolves to fight by their side, and gaining Maelstrom to spend on the same earth magic attack that Elemental uses, while also gaining Maelstrom Weapon stacks from attack, attacking, which reduces the cast time and empowers their next casted attack spell that normally has a cast time like lightning bolt. Restoration is the Healer specialization that uses water and life magic to heal wounds and shine the best when the party is severely wounded with a mastery that increases healing to low health targets and a totem that equalizes the health of every party member inside of it, allowing for a quick recovery from near-death with their healing rain and chain heal spells.



Gameplay-wise, Warlock is a cloth-wearing pure Caster DPS who focuses on using their wicked magics to bring devastation to enemies with the aid of demonic minions who have varying specializations. Warlocks 'technically' use mana, but the mana cost for their spells are so minor you'll never be at risk of running out, instead they use soul shards generated by their basic spell casts and damage-over-time effects to unleash on their powerful signature skills. Warlock's specialization are: Affliction, which is ''the'' DamageOverTime class, using shadow magic to corrupt enemies with multiple powerful debuffs and curses that will rapidly drain an enemy's life force. Demonology focuses on demon summoning and gain a unique Felguard minion who specializes in fighting in melee better than any of the other demons, and their spells focus on spending soul shards to flood the battlefield with weak-to-medium damaging summoned demons, from wild felhounds to a swarm of imps to an Eredar tyrant who is bent to your will, building up a DeathOfAThousandCuts. Destruction focuses on doing direct and up front fire damage, setting enemies aflame and stoking the fires with incinerate, all while slowly but surely building up enough soul shard to cast the ''massively'' damaging Chaos Bolt spell or burning multiple enemies to death with an extremely powerful rain of hellfire.

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Gameplay-wise, Warlock is a cloth-wearing pure Caster DPS who focuses on using their wicked magics to bring devastation to enemies with the aid of demonic minions who have varying specializations. Warlocks 'technically' technically use mana, but the mana cost for their spells are so minor you'll never be at risk of running out, instead they use soul shards generated by their basic spell casts and damage-over-time effects to unleash spend on their powerful signature skills. Warlock's specialization are: Affliction, which is ''the'' DamageOverTime class, using shadow magic to corrupt enemies with multiple powerful debuffs and curses that will rapidly drain an enemy's life force. Demonology focuses on demon summoning and gain a unique Felguard minion who specializes in fighting in melee better than any of the other demons, and their spells focus demons. Rather than direct damage, Demonology focuses on spending soul shards to flood the battlefield with weak-to-medium damaging summoned demons, from wild felhounds to a swarm of imps to an Eredar tyrant who is bent to your will, building up a DeathOfAThousandCuts. Destruction focuses on doing direct and up front fire damage, setting enemies aflame and stoking the fires with incinerate, incinerate trails of flame, all while slowly but surely building up enough soul shard to cast the ''massively'' damaging Chaos Bolt spell or burning multiple enemies to death with an extremely powerful rain of hellfire.



Gameplay-wise, Warrior is a plate-wearing hybrid Tank and Melee DPS, using no magic at all, just pure martial skill and mastery over every kind of weaponry. Warrior uses Rage as a resource, which builds in chunks from auto-attacking, receiving damage, or from using special skills intended to generate them. Warrior's specializations are: Arms, which is a slow but hard-hitting Melee DPS, focusing on using a single two-handed weapon Arms builds up rage in large chunks and spends them on single massive hits, while possessing the ability to debuff an enemy so that the Warrior's attacks will ignore every form of defense they have. Fury in contrast is focused on an UnstoppableRage, dual-wielding weapons with the option of [[OneHandedZweihander using two-handed weapons in a single hand each]], Fury gains and spends rage significantly faster than Arms with ferocious combination attacks to generate it and spending it on a three hit combination attack that enrages them, further increasing their damage done. Protection Warrior is all about using their martial skill alongside a one-handed weapon and shield, spending their rage to bring up a barrier with their Ignore Pain skill, buffing their block chance and stunning, slowing and controlling enemies through the use of multiple area-of-effect attacks.

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Gameplay-wise, Warrior is a plate-wearing hybrid Tank and Melee DPS, using no magic at all, just DPS that's all about pure martial skill and mastery over every kind of weaponry. Warrior uses Rage as a resource, which builds in chunks from auto-attacking, receiving damage, or from using special skills intended to generate them. it. Warrior's specializations are: Arms, which is a slow but hard-hitting Melee DPS, focusing on using a single two-handed weapon weapon, Arms builds up rage in large chunks and spends them on single massive hits, while possessing the ability to debuff an enemy so that the Warrior's attacks will ignore every form of defense they have. Fury in contrast is focused on an UnstoppableRage, dual-wielding weapons with the option of [[OneHandedZweihander using two-handed weapons in a single hand each]], each]]. Fury gains and spends rage significantly faster than Arms with ferocious combination attacks to generate it and spending it on a three hit combination attack that enrages them, further increasing their damage done. Protection Warrior is all about using their martial skill alongside a one-handed weapon and shield, spending their rage to bring up a barrier with their Ignore Pain skill, buffing their block chance and stunning, slowing and controlling enemies through the use of multiple area-of-effect attacks.



Gameplay-wise, Death Knight is a plate-wearing hybrid Melee DPS and Tank who use the nightmarish powers granted to them by the Lich King. Death Knights use Runes and Runic Powers their resource; A Death Knight has six runes that are spent on their main attacks that regenerate gradually over time as they're spent, and as they're spent the Death Knight gains runic power which can be spent on several weaker spells while the runes refill, with a chance that spending Runic Power will make a Rune replenish faster. Death Knights also have unique Rune enchants they can put on every weapon they obtain that have unique effects only Death Knights can harness. Death Knight's specializations are: Blood, which is the Tank specialization that focuses on a bigger HP pool, parrying with two-handed weapons and sustaining themselves through the use of blood magic to drain the life from their enemies, draw up necromantic bones to block damage, and summon a magical duplicate of their weapon to aid in their offense, health draining, and defense via parrying for them. Frost focuses on bringing unrelenting power alongside an equally unforgiving chill, with the option of wielding a single two-handed weapon for harder swings, or dual-wielded one-handed weapons for faster ones alongside frost magics that can chill enemies to their core. Unholy focuses on using two-handed weapons alongside shadow magic, diseases, and making the Death Knight's ghoul minion (normally a cooldown) a permanent part of their arsenal, while empowering their ghoul and summoning even more undead minions, allowing the Death Knight to be the commander of a veritable army of the dead. Unholy is also unique in being able to spec even more towards a MagicKnight bend than the other specializations, with the ability to make most of their offensive toolkit usable at a range.

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Gameplay-wise, Death Knight is a plate-wearing hybrid Melee DPS and Tank who use the nightmarish powers granted to them by the Lich King. Death Knights use Runes and Runic Powers their resource; A Death Knight has six runes that are spent on their main attacks that regenerate gradually over time as they're spent, and as they're spent the Death Knight gains runic power which can be spent on several weaker spells while the runes refill, with a chance that spending Runic Power will make a Rune replenish faster. Death Knights also have unique Rune enchants they can put on every weapon they obtain that have unique effects only Death Knights can harness. Death Knight's specializations are: Blood, which is the Tank specialization that focuses on a bigger HP pool, parrying with two-handed weapons and sustaining themselves through the use of blood magic to drain the life from their enemies, draw enemies as well as drawing up necromantic bones to block damage, and summon summoning a magical duplicate of their weapon to aid in their offense, health draining, and defense via parrying for them. Frost focuses on bringing unrelenting power alongside an equally unforgiving chill, with the option of wielding a single two-handed weapon for harder swings, or dual-wielded one-handed weapons for faster ones ones, both options paired alongside frost magics that can chill enemies to their core. Unholy focuses on using two-handed weapons alongside shadow magic, diseases, and making the Death Knight's ghoul minion (normally a cooldown) a permanent part of their arsenal, while empowering their ghoul and summoning even more undead minions, allowing the Death Knight to be the commander of a veritable army of the dead. Unholy is also unique in being able to spec even more towards a MagicKnight bend than the other specializations, with the ability to make most of their offensive toolkit usable at a range.



Gameplay-wise, Monk is a leather-wearing hybrid Melee DPS, Tank and Healer who focuses on using their natural martial arts alongside empowering beverages and life energy to deal with enemies without the need for a weapon. Monks use energy as a resource, with Mistweaver switching to Mana instead, and the DPS and Tank specializations use Chi as a resource which is built by spending energy, though unlike Rogue, the abilities that build Chi are the Monk's weakest ones, all of their worthwhile skills cost Chi to use. Monk's specialization are: Brewmaster, which is a particularly unique tank in that they don't have quite as much reduction as other tanks, preferring to instead dodge attacks, but have a unique Stagger mechanic which reduces the immediate damage the Brewmaster takes and turns the rest of it into a damage over time effect that will gradually harm them more and can be purged away by their skills. Windwalker is a fast and active Melee DPS specialization that focuses on masterful kicks and RapidFireFisticuffs to pulverize enemies, gaining benefits from and encouraging using moves in different sequences and always having your main cooldowns rolling. Mistweaver is a healer specialization that focuses on using soothing mists made of life energy to heal up party members; a Mistweaver's most unique property is their main healing spell Soothing Mist, which is a channeled stream of healing, which unlike other channeled spells will not be broken by the monk using their other main healing spells, allowing for surges of healing if needed without sacrificing their consistent healing.

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Gameplay-wise, Monk is a leather-wearing hybrid Melee DPS, Tank and Healer who focuses on using their natural martial arts alongside empowering beverages and life energy to deal with enemies without the need for a weapon. Monks use energy as a resource, with Mistweaver switching to Mana instead, and the DPS and Tank specializations use Chi as a resource which is built by spending energy, though unlike Rogue, the abilities that build Chi are the Monk's weakest ones, all of their worthwhile skills cost Chi to use. Monk's specialization are: Brewmaster, which is a particularly unique tank in that they don't have quite as much reduction as other tanks, preferring to instead dodge attacks, but have a unique Stagger mechanic which reduces the immediate damage the Brewmaster takes and turns the rest of it into a damage over time effect that will gradually harm them more for the absorbed damage and can be purged away by their skills. Windwalker is a fast and active Melee DPS specialization that focuses on masterful kicks and RapidFireFisticuffs to pulverize enemies, gaining benefits from and encouraging using moves in different sequences and always having your main cooldowns rolling. Mistweaver is a healer specialization that focuses on using soothing mists made of life energy to heal up party members; a Mistweaver's most unique property is their main healing spell Soothing Mist, which is a channeled stream of healing, which unlike other channeled spells will not be broken by the monk using their other main healing spells, allowing for surges of healing if needed without sacrificing their consistent healing.



Gameplay-wise, Demon Hunter is a leather-wearing hybrid Melee DPS and Tank class, who focus on using their demonic powers and the results of their brutal training to strike out at foes with their pain and hatred with dual-wielded one handed weapons, sole access to the special Warglaive weapon type, and the ability to heal themselves by devouring the souls of their foes. Both specializations use Fury as a resource, which is built up by a handful of attacks to be spent for high damage and expressions of their demonic powers. Demon Hunter is unique in only having two specializations instead of the usual three: Havoc is a Melee DPS who focuses on doing what they do best by slaughtering foes with blade and fel magic; almost every attack that Havoc has is either Area-of-effect, multi-target or has a cleave component, making them particularly excellent at culling groups of enemies. Vengeance is a tank specialization focus on warding themselves with runes and spiked skin from their demon form while continuing to do respectable damage in a large area. A Demon Hunter's ability to knock loose soul fragments is especially vital for Vengeance, and with skills to regularly draw them from still living enemies a Vengeance Demon Hunter can be fundamentally immortal as long as they have enough souls to consume.

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Gameplay-wise, Demon Hunter is a leather-wearing hybrid Melee DPS and Tank class, who focus on using their demonic powers and the results of their brutal training to strike out at foes with their pain and hatred with dual-wielded one handed weapons, sole access to the special Warglaive weapon type, and the ability to heal themselves by devouring the souls of their foes. Both specializations use Fury as a resource, which is built up by a handful of attacks to be spent for high damage and expressions of their demonic powers. Demon Hunter is unique in only having two specializations instead of the usual three: Havoc is a Melee DPS who focuses on doing what they do best by slaughtering foes with blade and fel magic; almost every attack that Havoc has is either Area-of-effect, multi-target or has a cleave component, making them particularly excellent at culling groups of enemies. Vengeance is a tank specialization focus focused on warding themselves with runes and spiked skin from their demon form while continuing to do respectable damage in a large area. A Demon Hunter's ability to knock loose soul fragments is especially vital for Vengeance, and with skills to regularly draw them from still living enemies a Vengeance Demon Hunter can be fundamentally immortal as long as they have enough souls to consume.



Gameplay-wise, Evoker is a mail-wearing hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers use Mana and a unique resource called Essence, which is spent on their stronger abilities and regenerate over time with the ability to proc "essence burst" from their mana-costing attacks, allowing a free use of Essence spells. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that have multiple levels of power that you can charge as long as you like to alter them, such as making them affect additional targets, or making over-time effects do more damage/healing upfront and have a shorter buff/debuff. Evokers's specializations are: Devastation, which uses Red and Blue Flight powers to focus on damage by blasting enemies with mortal shorts of red dragonfire, disintegrating them with focused beams of Arcane power and. Preservation uses Green and Bronze magic to close up wounds and manipulate time, with a powerful breath of Green Magic making for a powerful, short-ranged heal over time, and the ability to echo their healing onto targets, doubling their effects, strength and buffs. Augmentation was granted to Evokers in patch 10.1.5 after originally not being present in the game, [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] and is by far the most unique specialization of them all as [=WoW's=] first "true support" specialization, using Black and Bronze magic to change most of their offensive spells to be weaker on paper, but granting them the spell Ebon Might, which massively buffs their party, counter-shields to go on the tank that cause respectable counter-damage, a critical hit buff that has a chance to duplicate spells, and a breath attack that does no immediate damage, but compiles the damage of every Ebon Might-buffed party member to explode all at once, with their Essence spells extending the time Ebon Might is active.

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Gameplay-wise, Evoker is a mail-wearing hybrid Caster DPS (the first new one since the game released back in 2004) 2004), Support DPS and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers use Mana and a unique resource called Essence, which is spent on their stronger abilities and regenerate over time with the ability to proc "essence burst" from their mana-costing attacks, allowing a free use of Essence spells. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that have multiple levels of power that you can charge as long as you like to alter them, such as making them affect additional targets, or making over-time effects do more damage/healing upfront and have a shorter buff/debuff. Evokers's specializations are: Devastation, which uses Red and Blue Flight powers to focus on damage by blasting enemies with mortal shorts of red dragonfire, disintegrating them with focused beams of Arcane power and. Preservation uses Green and Bronze magic to close up wounds and manipulate time, time with blossoms of emerald magic for direct healing, a powerful fanned breath of Green Magic making for a powerful, short-ranged heal over time, and the ability to echo their healing onto targets, doubling their effects, strength effects and buffs.applications of heal-over-time spells. Augmentation was granted to Evokers in patch 10.1.5 after originally not being present in the game, [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] and is by far the most unique specialization of them all as [=WoW's=] first "true support" specialization, using Black and Bronze magic to change most of their offensive spells to be weaker on paper, but granting them the spell Ebon Might, which massively buffs their party, gives them counter-shields to go on the tank that cause respectable counter-damage, damage when popped, a critical hit buff that has a chance to duplicate the party members' spells, and a breath attack that does no immediate damage, but compiles the damage of every Ebon Might-buffed party member to explode all at once, with their Essence spells extending the time Ebon Might is active.
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Originally, Guardian and Feral was just one specialization called Feral, but at this forced Druids to be a MasterOfNone, not particularly great at tanks because half of their tree was for DPS, or for doing damage because half of their tree sacrificed damage for survivability, the two specializations were split apart in ''Mists of Pandaria''.

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Originally, Guardian and Feral was just one specialization called Feral, but at as this forced melee Druids to be a MasterOfNone, MasterOfNone; not particularly great at tanks because half of their tree was for DPS, or for doing damage because half of their tree sacrificed damage for survivability, the two specializations were split apart in ''Mists of Pandaria''.Pandaria'', creating the Guardian spec.

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Part 2, see last edit. Also re-assessing how I wanted to word this, since there's more three-spec classes than not.


Gameplay-wise, Druid is a hybrid class who wears leather armor and can fill every party niche of Tank, Melee DPS, Ranged DPS and Healer; unlike most classes which possess three specializations, druids possess four. Balance focuses on allowing the Druid to turn into an Owlbear (or a pterodactyl-man, for Zandalari) and is a ranged DPS specialization, focused on balancing out solar and lunar energy with quick-casting, weaker solar spells and slow-casting, harder hitting lunar ones, building up a meter that allows them to combine both attacks into a "celestial" element. Guardian allows the Druid to take on the form of a [[BearsAreBadNews bear or similarly durable beast]], swapping Mana for Rage, bolstering their defenses and surviving as a tank through a massively inflated health pool, bristling fur and feral fury while holding threat with respectable damage. Feral is a melee DPS specialization where the Druid takes the form of a [[PantheraAwesome giant cat or a creature with a similar body plan]] to come at the enemy with feral savagery, switching from Mana to Energy and combo points, gaining the ability to go into stealth and focusing on inflicting damage-over-time effects by tearing open bleeding wounds. And Restoration, the healer specialization, is the premiere [[GradualRegeneration Heal-Over-Time]] healer, keeping other players alive by adding multiple buffs to them that helps ease up on how much direct or casted healing the party may need. All druid specializations can also put points into an ability that allows them to preform one of the other spec's roles at a greatly diminished power, allowing them to serve as extra damage or emergency tanking or healing in a pinch

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Gameplay-wise, Druid is a hybrid class who wears leather armor and can fill every party niche of Tank, Melee DPS, Ranged Caster DPS and Healer; unlike most classes which possess three specializations, druids possess four. Balance focuses on allowing the Druid to turn into an Owlbear (or a pterodactyl-man, for Zandalari) and is a ranged DPS specialization, focused on balancing out solar and lunar energy with quick-casting, weaker solar spells and slow-casting, harder hitting lunar ones, building up a meter that allows them to combine both attacks into a "celestial" element. Guardian allows the Druid to take on the form of a [[BearsAreBadNews bear or similarly durable beast]], swapping Mana for Rage, bolstering their defenses and surviving as a tank through a massively inflated health pool, bristling fur and feral fury while holding threat with respectable damage. Feral is a melee DPS specialization where the Druid takes the form of a [[PantheraAwesome giant cat or a creature with a similar body plan]] to come at the enemy with feral savagery, switching from Mana to Energy and combo points, gaining the ability to go into stealth and focusing on inflicting damage-over-time effects by tearing open bleeding wounds. And Restoration, the healer specialization, is the premiere [[GradualRegeneration Heal-Over-Time]] healer, keeping other players alive by adding multiple buffs to them that helps ease up on how much direct or casted healing the party may need. All druid specializations can also put points into an ability that allows them to preform one of the other spec's roles at a greatly diminished power, allowing them to serve as extra damage or emergency tanking or healing in a pinch



Originally, Guardian and Feral was just one specialization called Feral, but at this forced Druids to be a MasterOfNone, not particularly great at tanks because half of their tree was for DPS, or for doing damage because half of their tree sacrificed damage for survivability, the two specializations were split apart in ''Mists of Pandaria''.
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Gameplay-wise, Hunters are a Mail wearing pure DPS class who focus on offense while fighting with bows, guns and crossbows as ranged DPS, and melee weaponry for Survival, while fighting alongside their animal companion of choice. They use Focus as a resource, which regenerates naturally very slowly, but is regenerated quicker by the hunter's basic attack. Hunter has three specializations: Beast Master puts less focus on damage caused directly by the Hunter while further emphasizing their pets, commanding them directly to fight harder, capitalize on vulnerabilities opened up by their master, taming special beasts the other two specializations are unable to like spirit beasts and [[TRexpy Devilsaurs]], and eventually calling upon a second pet to join the first one in their assault. Marksmanship, to contrast Beast Mastery, has almost no emphasis on the hunter's pet (and can even dismiss them entirely for a further boost to their damage) and no melee capabilities, instead focusing entirely on the hunter's personal ranged combat skills as they pepper enemies with attacks from their ranged weapon of choice, while augmenting their ammunition with explosives, shadow magic and other tricks. Survival is the sole Melee DPS of the three, and works on the middle ground between the two, the Hunter gets up close and personal, fighting arm-in-claw with their animal companion to take foes down in tandem through the use of commanded pet attacks, deft attacks with two-handed weaponry, and pragmatic gadgetry like a handheld crossbow, poisons, traps and grenades.

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Gameplay-wise, Hunters are a Mail wearing pure DPS class who focus on offense while fighting with bows, guns and crossbows as ranged DPS, and melee weaponry for Survival, while fighting alongside their animal companion of choice. They use Focus as a resource, which regenerates naturally very slowly, but is regenerated quicker generated by the hunter's basic attack. Hunter has three specializations: Hunter's specializations are: Beast Master Master, which puts less focus on damage caused directly by the Hunter while further emphasizing their pets, commanding them directly to fight harder, capitalize on vulnerabilities opened up by their master, taming special beasts the other two specializations are unable to like spirit beasts and [[TRexpy Devilsaurs]], and eventually calling upon a second pet to join the first one in their assault. Marksmanship, to contrast Beast Mastery, has almost no emphasis on the hunter's pet (and can even dismiss them entirely for a further boost to their damage) and no melee capabilities, instead focusing entirely on the hunter's personal ranged combat skills as they pepper enemies with attacks from their ranged weapon of choice, while augmenting their ammunition with explosives, shadow magic and other tricks. Survival is the sole Melee DPS of the three, and works on the middle ground between the two, the Hunter gets up close and personal, fighting arm-in-claw with their animal companion to take foes down in tandem through the use of commanded pet attacks, deft attacks with two-handed weaponry, and pragmatic gadgetry like a handheld crossbow, poisons, traps and grenades.



Gameplay-wise, Mage is a cloth wearing pure Ranged DPS who uses their magic for offensive and crowd-controlling purposes. Mages use Mana as a resource, though Arcane has a unique resource alongside it. Mage has three specializations: Arcane specialization focuses on doing massive amounts of damage in a very little amount of time through wielding pure arcane energies, their unique resource is Arcane Power, built up with Arcane Blast or Arcane Explosion and spent on Arcane barrage; every stack makes the next Blast or Explosion do more damage up to four times, but cost more mana, making proper mana management paramount to play them well. Fire specialization focuses on critical strikes and hard hits - for every two critical strikes a Fire mage connects with, they gain the ability to instantly cast their normally extremely slow cast but hard hitting Pyroblast or Flamestrike spells for massive damage, while leaving fairly potent damage-over-time burns on their foes. Frost specialization takes a more controlled approach to casting, throwing out frostbolts and hailstorms to slow and freeze enemies, followed up by striking through frozen targets (or if buffed by Fingers of Frost on enemies with immunity to freezing) for guaranteed critical strikes.

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Gameplay-wise, Mage is a cloth wearing pure Ranged Caster DPS who uses their magic for offensive and crowd-controlling purposes. Mages use Mana as a resource, though Arcane has a unique resource alongside it. Mage has three specializations: Arcane specialization Mage's specializations are: Arcane, which focuses on doing massive amounts of damage in a very little amount of time through wielding pure arcane energies, their unique resource is Arcane Power, built up with Arcane Blast or Arcane Explosion and spent on Arcane barrage; every stack makes the next Blast or Explosion do more damage up to four times, but cost more mana, making proper mana management paramount to play them well. Fire specialization focuses on critical strikes and hard hits - for every two critical strikes a Fire mage connects with, they gain the ability to instantly cast their normally extremely slow cast but hard hitting Pyroblast or Flamestrike spells for massive damage, while leaving fairly potent damage-over-time burns on their foes. Frost specialization takes a more controlled approach to casting, throwing out frostbolts and hailstorms to slow and freeze enemies, followed up by striking through frozen targets (or if buffed by Fingers of Frost on enemies with immunity to freezing) for guaranteed critical strikes.



Gameplay-wise, Paladins are a plate-wearing hybrid class capable of using the power of their faith to Tank, Heal, or Melee DPS. Paladins use Mana as a resource, though additionally also use Holy Power for their strongest abilities, which can stack up to five times but almost all their spenders only cost three (save some outliers), allowing for a resource buffer. Paladin has three specializations; Protection focuses on using a shield alongside a one-handed weapon to protect the Paladin's party, using their divine powers to consecrate the field to burn enemies and hold threat while bolstering their defenses and keeping their capability to heal themselves in a pinch for large bursts of recovery. Retribution turns their faith into zealous wrath, serving as a slow but hard-hitting Melee DPS who attacks enemies with two-handed weaponry, blades of pure light and calls of judgement to smite those who would do evil. Holy focuses on healing the party through the soothing and restorative power of the light, allowing the paladin to set a target as a Beacon of Light to always receive some amount of healing no matter who else is being healed. Holy is also unique for having several close-ranged healing spells and talents that benefit from attacking, encouraging them to stay at a closer range than most other healers to properly keep the party alive while relying on their plate armor and higher HP pools to keep them safe.

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Gameplay-wise, Paladins are a plate-wearing hybrid class capable of using the power of their faith to Tank, Heal, or Melee DPS. Paladins use Mana as a resource, though additionally also use Holy Power for their strongest abilities, which can stack up to five times but almost all their spenders only cost three (save some outliers), allowing for a resource buffer. Paladin has three specializations; Protection Paladin's specializations are; Protection, which focuses on using a shield alongside a one-handed weapon to protect the Paladin's party, using their divine powers to consecrate the field to burn enemies and hold threat while bolstering their defenses and keeping their capability to heal themselves in a pinch for large bursts of recovery. Retribution turns their faith into zealous wrath, serving as a slow but hard-hitting Melee DPS who attacks enemies with two-handed weaponry, blades of pure light and calls of judgement to smite those who would do evil. Holy focuses on healing the party through the soothing and restorative power of the light, allowing the paladin to set a target as a Beacon of Light to always receive some amount of healing no matter who else is being healed. Holy is also unique for having several close-ranged healing spells and talents that benefit from attacking, encouraging them to stay at a closer range than most other healers to properly keep the party alive while relying on their plate armor and higher HP pools to keep them safe.



Gameplay-wise, Priest is a cloth-wearing Healer and Caster DPS hybrid who focuses on using light and darkness, either in balance or focusing on one over the other. Priests use Mana as a resource, though Shadow priests only use their mana for their weak self-healing and use Insanity their main resource. Priests has three specializations: Discipline puts a heavy focus on shielding damage and is also the main CombatMedic specialization of the healers; using light and shadow together a Discipline priest's direct healing is weak, but puts a special Atonement buff of the healed party member; any damage that the Priest does to an enemy with their much more potent offensive spells then heals every marked party member for the damage done. Holy is a much more direct and simple healer, sacrificing their personal damage in return for excellent healing of all stripes, be it powerful single target, area-of-effect or emergency healing, you name it and a Holy priest will bring it to the table. Shadow changes the Priest to be a Ranged DPS and grants them a unique Shadowform that cloaks their body in a veil of darkness. Shadow fights with a balanced mix of direct damaged, channeled spells, and damage-over-time effects that wither targets while generating Insanity to be spent on Devouring Plague, an extremely potent damage-over-time spell.

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Gameplay-wise, Priest is a cloth-wearing hybrid Healer and Caster DPS hybrid who focuses on using light and darkness, either in balance or focusing on one over the other. Priests use Mana as a resource, though Shadow priests only use their mana for their weak self-healing and use Insanity for their main resource. Priests has three specializations: Discipline Priest's specialization are: Discipline, which puts a heavy focus on shielding damage and is also the main CombatMedic specialization of the healers; using light and shadow together a Discipline priest's direct healing is weak, weak and their shielding is okay, but using them puts a special Atonement buff of the healed party member; any damage that the Priest does to an enemy with their much more potent offensive spells then heals every marked party member for the damage done. Holy is a much more direct and simple healer, sacrificing their personal damage in return for excellent healing of all stripes, be it powerful single target, area-of-effect or emergency healing, you name it and a Holy priest will bring it to the table. Shadow changes the Priest to be a Ranged DPS and grants them a unique Shadowform that cloaks their body in a veil of darkness. Shadow fights with a balanced mix of direct damaged, channeled spells, and damage-over-time effects that wither targets while generating Insanity to be spent on Devouring Plague, an extremely potent damage-over-time spell.



Gameplay-wise, Rogue is a leather-wearing pure Melee DPS who fight with dual-wielded weapons, Assassin and Subtlety exclusively using daggers, and Outlaw having a broader choice of one-handed weapons and are one of two classes who can use stealth, becoming invisible to enemy sight and setting up for powerful opening blitzes. Rogues use Energy as a resource, which is spent in chunks and regenerates quickly, building combo points that are spent on powerful finishing moves. Rogue has three specializations; Assassination focuses on using powerful poisons, garrote wire and hemorrhaging blows to cause the enemy to die from multiple stacked damage-over-time effects. Outlaw is the most stand-and-fight of the three specializations, putting much less emphasis on stealth in favor of fighting with the use of quick masterful attacks with non-dagger weaponry as well as a quick-draw pistol. Outlaw also a unique mechanic called Roll the Bones where they roll a dice that can randomly give them a varying number of very beneficial buffs; rolling a "jackpot" with Roll the Bones can make an Outlaw's damage skyrocket. Subtlety puts the most emphasis on stealth mechanics, with multiple new spells that are only useable while in stealth. While the other two specs can only re-enter stealth in combat by using Vanish which normally has a long cooldown, Subtlety gains the multi-charge Shadow Dance spell which allows them to enter a pseudo-stealth mode to re-enable use of their stealth abilities.

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Gameplay-wise, Rogue is a leather-wearing pure Melee DPS who fight with dual-wielded weapons, Assassin and Subtlety exclusively using daggers, and Outlaw having a broader choice of one-handed weapons and are one of two classes who can use stealth, becoming invisible to enemy sight and setting up for powerful opening blitzes. Rogues use Energy as a resource, which is spent in chunks and regenerates quickly, building combo points that are spent on powerful finishing moves. Rogue has three specializations; Assassination Rogue's specializations are; Assassination, which focuses on using powerful poisons, garrote wire and hemorrhaging blows to cause the enemy to die from multiple stacked damage-over-time effects. Outlaw is the most stand-and-fight of the three specializations, putting much less emphasis on stealth in favor of fighting with the use of quick masterful attacks with non-dagger weaponry as well as a quick-draw pistol. Outlaw also a unique mechanic called Roll the Bones where they roll a dice that can randomly give them a varying number of very beneficial buffs; rolling a "jackpot" with Roll the Bones can make an Outlaw's damage skyrocket. Subtlety puts the most emphasis on stealth mechanics, with multiple new spells that are only useable while in stealth. While the other two specs can only re-enter stealth in combat by using Vanish which normally has a long cooldown, Subtlety gains the multi-charge Shadow Dance spell which allows them to enter a pseudo-stealth mode to re-enable use of their stealth abilities.



Gameplay-wise, Shaman is a mail-wearing hybrid Ranged DPS, Melee DPS and Healer who calls upon the power of the elements to assault enemies and mend allies while buffing the party with totems available to every spec. Shaman use Mana as a resource, though only Restoration makes frequent use of it, with the DPS specs using a resource called Maelstrom. Shaman has three specializations: Elemental is a Ranged DPS that focuses on using fire and lightning to assault enemies from a range, burning them and capitalizing on the burn by pelting them with globs of magma for guaranteed critical damage while they shock them from afar, building up Maelstrom to spend on a heavy-hitting single target blast of earth magic or summoning an earthquake to mangle multiple foes. Enhancement is a Melee DPS with a MagicKnight like bend that focuses on [[ExactlyWhatItSaysOnTheTin enhancing themselves]] with the aid of the elements, focusing on quick blows aided by wind and enhanced with lightning, summoning spirit wolves to fight by their side, and gaining Maelstrom to spend on the same earth magic attack that Elemental uses, while also gaining Maelstrom Weapon stacks from attack, which reduces the cast time and empowers their next casted attack like lightning bolt. Restoration is the Healer specialization that uses water and life magic to heal wounds and shine the best when the party is severely wounded with a mastery that increases healing to low health targets and a totem that equalizes the health of every party member inside of it, allowing for a quick recovery from near-death with their healing rain and chain heal spells.

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Gameplay-wise, Shaman is a mail-wearing hybrid Ranged DPS, Melee DPS and Healer who calls upon the power of the elements to assault enemies and mend allies while buffing the party with totems available to every spec. Shaman use Mana as a resource, though only Restoration makes frequent use of it, with the DPS specs using a resource called Maelstrom. Shaman has three specializations: Elemental Shaman's specializations are: Elemental, which is a Ranged DPS that focuses on using fire and lightning to assault enemies from a range, burning them and capitalizing on the burn by pelting them with globs of magma for guaranteed critical damage while they shock them from afar, building up Maelstrom to spend on a heavy-hitting single target blast of earth magic or summoning an earthquake to mangle multiple foes. Enhancement is a Melee DPS with a MagicKnight like bend that focuses on [[ExactlyWhatItSaysOnTheTin enhancing themselves]] with the aid of the elements, focusing on quick blows aided by wind and enhanced with lightning, summoning spirit wolves to fight by their side, and gaining Maelstrom to spend on the same earth magic attack that Elemental uses, while also gaining Maelstrom Weapon stacks from attack, which reduces the cast time and empowers their next casted attack like lightning bolt. Restoration is the Healer specialization that uses water and life magic to heal wounds and shine the best when the party is severely wounded with a mastery that increases healing to low health targets and a totem that equalizes the health of every party member inside of it, allowing for a quick recovery from near-death with their healing rain and chain heal spells.



Gameplay-wise, Warlock is a cloth-wearing pure Caster DPS who focuses on using their wicked magics to bring devastation to enemies with the aid of demonic minions who have varying specializations. Warlocks 'technically' use mana, but the mana cost for their spells are so minor you'll never be at risk of running out, instead they use soul shards generated by their basic spell casts and damage-over-time effects to unleash on their powerful signature skills. Warlock's specialization are: Affliction, which is ''the'' DamageOverTime class, using shadow magic to corrupt enemies with multiple powerful debuffs and curses that will rapidly drain an enemy's life force. Demonology focuses on demon summoning and gain a unique Felguard minion who specializes in fighting in melee better than any of the other demons, and their spells focus on spending soul shards to flood the battlefield with weak-to-medium damaging summoned demons, from wild felhounds to a swarm of imps to an Eredar tyrant who is bent to your will, building up a DeathOfAThousandCuts. Destruction focuses on doing direct and up front fire damage, setting enemies aflame and stoking the fires with incinerate, all while slowly but surely building up enough soul shard to cast the ''massively'' damaging Chaos Bolt spell or burning multiple enemies to death with an extremely powerful rain of hellfire.
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Gameplay-wise, Warrior is a plate-wearing hybrid Tank and Melee DPS, using no magic at all, just pure martial skill and mastery over every kind of weaponry. Warrior uses Rage as a resource, which builds in chunks from auto-attacking, receiving damage, or from using special skills intended to generate them. Warrior's specializations are: Arms, which is a slow but hard-hitting Melee DPS, focusing on using a single two-handed weapon Arms builds up rage in large chunks and spends them on single massive hits, while possessing the ability to debuff an enemy so that the Warrior's attacks will ignore every form of defense they have. Fury in contrast is focused on an UnstoppableRage, dual-wielding weapons with the option of [[OneHandedZweihander using two-handed weapons in a single hand each]], Fury gains and spends rage significantly faster than Arms with ferocious combination attacks to generate it and spending it on a three hit combination attack that enrages them, further increasing their damage done. Protection Warrior is all about using their martial skill alongside a one-handed weapon and shield, spending their rage to bring up a barrier with their Ignore Pain skill, buffing their block chance and stunning, slowing and controlling enemies through the use of multiple area-of-effect attacks.
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Gameplay-wise, Death Knight is a plate-wearing hybrid Melee DPS and Tank who use the nightmarish powers granted to them by the Lich King. Death Knights use Runes and Runic Powers their resource; A Death Knight has six runes that are spent on their main attacks that regenerate gradually over time as they're spent, and as they're spent the Death Knight gains runic power which can be spent on several weaker spells while the runes refill, with a chance that spending Runic Power will make a Rune replenish faster. Death Knights also have unique Rune enchants they can put on every weapon they obtain that have unique effects only Death Knights can harness. Death Knight's specializations are: Blood, which is the Tank specialization that focuses on a bigger HP pool, parrying with two-handed weapons and sustaining themselves through the use of blood magic to drain the life from their enemies, draw up necromantic bones to block damage, and summon a magical duplicate of their weapon to aid in their offense, health draining, and defense via parrying for them. Frost focuses on bringing unrelenting power alongside an equally unforgiving chill, with the option of wielding a single two-handed weapon for harder swings, or dual-wielded one-handed weapons for faster ones alongside frost magics that can chill enemies to their core. Unholy focuses on using two-handed weapons alongside shadow magic, diseases, and making the Death Knight's ghoul minion (normally a cooldown) a permanent part of their arsenal, while empowering their ghoul and summoning even more undead minions, allowing the Death Knight to be the commander of a veritable army of the dead. Unholy is also unique in being able to spec even more towards a MagicKnight bend than the other specializations, with the ability to make most of their offensive toolkit usable at a range.
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Gameplay-wise, Monk is a leather-wearing hybrid Melee DPS, Tank and Healer who focuses on using their natural martial arts alongside empowering beverages and life energy to deal with enemies without the need for a weapon. Monks use energy as a resource, with Mistweaver switching to Mana instead, and the DPS and Tank specializations use Chi as a resource which is built by spending energy, though unlike Rogue, the abilities that build Chi are the Monk's weakest ones, all of their worthwhile skills cost Chi to use. Monk's specialization are: Brewmaster, which is a particularly unique tank in that they don't have quite as much reduction as other tanks, preferring to instead dodge attacks, but have a unique Stagger mechanic which reduces the immediate damage the Brewmaster takes and turns the rest of it into a damage over time effect that will gradually harm them more and can be purged away by their skills. Windwalker is a fast and active Melee DPS specialization that focuses on masterful kicks and RapidFireFisticuffs to pulverize enemies, gaining benefits from and encouraging using moves in different sequences and always having your main cooldowns rolling. Mistweaver is a healer specialization that focuses on using soothing mists made of life energy to heal up party members; a Mistweaver's most unique property is their main healing spell Soothing Mist, which is a channeled stream of healing, which unlike other channeled spells will not be broken by the monk using their other main healing spells, allowing for surges of healing if needed without sacrificing their consistent healing.
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Gameplay-wise, Demon Hunter is a leather-wearing hybrid Melee DPS and Tank class, who focus on using their demonic powers and the results of their brutal training to strike out at foes with their pain and hatred with dual-wielded one handed weapons, sole access to the special Warglaive weapon type, and the ability to heal themselves by devouring the souls of their foes. Both specializations use Fury as a resource, which is built up by a handful of attacks to be spent for high damage and expressions of their demonic powers. Demon Hunter is unique in only having two specializations instead of the usual three: Havoc is a Melee DPS who focuses on doing what they do best by slaughtering foes with blade and fel magic; almost every attack that Havoc has is either Area-of-effect, multi-target or has a cleave component, making them particularly excellent at culling groups of enemies. Vengeance is a tank specialization focus on warding themselves with runes and spiked skin from their demon form while continuing to do respectable damage in a large area. A Demon Hunter's ability to knock loose soul fragments is especially vital for Vengeance, and with skills to regularly draw them from still living enemies a Vengeance Demon Hunter can be fundamentally immortal as long as they have enough souls to consume.
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Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have three specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.

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Gameplay-wise, Evoker is a mail-wearing hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers use Mana and a unique resource called Essence, which is spent on their stronger abilities and regenerate over time with the ability to proc "essence burst" from their mana-costing attacks, allowing a free use of Essence spells. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that have three specializations: Devastation multiple levels of power that you can charge as long as you like to alter them, such as making them affect additional targets, or making over-time effects do more damage/healing upfront and have a shorter buff/debuff. Evokers's specializations are: Devastation, which uses Red and Blue Flight powers to weave destruction focus on damage by blasting enemies with magical spells and potent breath attacks, while those who specialize in mortal shorts of red dragonfire, disintegrating them with focused beams of Arcane power and. Preservation use uses Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place time, with both using Black Dragonflight powers as a powerful breath of Green Magic making for a powerful, short-ranged heal over time, and the ability to echo their baseline spells. In healing onto targets, doubling their effects, strength and buffs. Augmentation was granted to Evokers in patch 10.1.5, Evokers were further given a completely new specialization 5 after originally not being present in the game, [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, and is by far the most unique specialization of them all as [=WoW's=] first "true support" specialization which changes specialization, using Black and Bronze magic to change most of their offensive spells to be weaker on paper, yet provide massive game-changing but granting them the spell Ebon Might, which massively buffs their party, counter-shields to go on the Evoker's entire tank that cause respectable counter-damage, a critical hit buff that has a chance to duplicate spells, and a breath attack that does no immediate damage, but compiles the damage of every Ebon Might-buffed party member to explode all at once, with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" Essence spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.extending the time Ebon Might is active.

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Making a short term project to describe all the classes in gameplay terms and doing some misc cleanup - a lot of the current descriptions are very obtuse prose. I'll come back and add tropes to the added paragraphs later if nobody beats me to it.


Druids can also direct this power to [[HealingHands heal wounds and restore life to fallen allies]]. They are deeply in tune with the [[NatureSpirit animal spirits]] of Azeroth. This flexibility allows them to [[JackOfAllTrades fill different roles]] during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next, making them [[HypercompetentSidekick an invaluable ally]] at all times.

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Druids can also direct this power to [[HealingHands heal wounds and restore life to fallen allies]]. They are deeply in tune with the [[NatureSpirit animal spirits]] of Azeroth. This flexibility allows them to [[JackOfAllTrades fill different roles]] during their adventures, tearing enemies to shreds one minute and surveying the battlefield from the sky the next, making them [[HypercompetentSidekick an invaluable ally]] ally at all times.


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Gameplay-wise, Druid is a hybrid class who wears leather armor and can fill every party niche of Tank, Melee DPS, Ranged DPS and Healer; unlike most classes which possess three specializations, druids possess four. Balance focuses on allowing the Druid to turn into an Owlbear (or a pterodactyl-man, for Zandalari) and is a ranged DPS specialization, focused on balancing out solar and lunar energy with quick-casting, weaker solar spells and slow-casting, harder hitting lunar ones, building up a meter that allows them to combine both attacks into a "celestial" element. Guardian allows the Druid to take on the form of a [[BearsAreBadNews bear or similarly durable beast]], swapping Mana for Rage, bolstering their defenses and surviving as a tank through a massively inflated health pool, bristling fur and feral fury while holding threat with respectable damage. Feral is a melee DPS specialization where the Druid takes the form of a [[PantheraAwesome giant cat or a creature with a similar body plan]] to come at the enemy with feral savagery, switching from Mana to Energy and combo points, gaining the ability to go into stealth and focusing on inflicting damage-over-time effects by tearing open bleeding wounds. And Restoration, the healer specialization, is the premiere [[GradualRegeneration Heal-Over-Time]] healer, keeping other players alive by adding multiple buffs to them that helps ease up on how much direct or casted healing the party may need. All druid specializations can also put points into an ability that allows them to preform one of the other spec's roles at a greatly diminished power, allowing them to serve as extra damage or emergency tanking or healing in a pinch
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Gameplay-wise, Hunters are a Mail wearing pure DPS class who focus on offense while fighting with bows, guns and crossbows as ranged DPS, and melee weaponry for Survival, while fighting alongside their animal companion of choice. They use Focus as a resource, which regenerates naturally very slowly, but is regenerated quicker by the hunter's basic attack. Hunter has three specializations: Beast Master puts less focus on damage caused directly by the Hunter while further emphasizing their pets, commanding them directly to fight harder, capitalize on vulnerabilities opened up by their master, taming special beasts the other two specializations are unable to like spirit beasts and [[TRexpy Devilsaurs]], and eventually calling upon a second pet to join the first one in their assault. Marksmanship, to contrast Beast Mastery, has almost no emphasis on the hunter's pet (and can even dismiss them entirely for a further boost to their damage) and no melee capabilities, instead focusing entirely on the hunter's personal ranged combat skills as they pepper enemies with attacks from their ranged weapon of choice, while augmenting their ammunition with explosives, shadow magic and other tricks. Survival is the sole Melee DPS of the three, and works on the middle ground between the two, the Hunter gets up close and personal, fighting arm-in-claw with their animal companion to take foes down in tandem through the use of commanded pet attacks, deft attacks with two-handed weaponry, and pragmatic gadgetry like a handheld crossbow, poisons, traps and grenades.
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Gameplay-wise, Mage is a cloth wearing pure Ranged DPS who uses their magic for offensive and crowd-controlling purposes. Mages use Mana as a resource, though Arcane has a unique resource alongside it. Mage has three specializations: Arcane specialization focuses on doing massive amounts of damage in a very little amount of time through wielding pure arcane energies, their unique resource is Arcane Power, built up with Arcane Blast or Arcane Explosion and spent on Arcane barrage; every stack makes the next Blast or Explosion do more damage up to four times, but cost more mana, making proper mana management paramount to play them well. Fire specialization focuses on critical strikes and hard hits - for every two critical strikes a Fire mage connects with, they gain the ability to instantly cast their normally extremely slow cast but hard hitting Pyroblast or Flamestrike spells for massive damage, while leaving fairly potent damage-over-time burns on their foes. Frost specialization takes a more controlled approach to casting, throwing out frostbolts and hailstorms to slow and freeze enemies, followed up by striking through frozen targets (or if buffed by Fingers of Frost on enemies with immunity to freezing) for guaranteed critical strikes.
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Gameplay-wise, Paladins are a plate-wearing hybrid class capable of using the power of their faith to Tank, Heal, or Melee DPS. Paladins use Mana as a resource, though additionally also use Holy Power for their strongest abilities, which can stack up to five times but almost all their spenders only cost three (save some outliers), allowing for a resource buffer. Paladin has three specializations; Protection focuses on using a shield alongside a one-handed weapon to protect the Paladin's party, using their divine powers to consecrate the field to burn enemies and hold threat while bolstering their defenses and keeping their capability to heal themselves in a pinch for large bursts of recovery. Retribution turns their faith into zealous wrath, serving as a slow but hard-hitting Melee DPS who attacks enemies with two-handed weaponry, blades of pure light and calls of judgement to smite those who would do evil. Holy focuses on healing the party through the soothing and restorative power of the light, allowing the paladin to set a target as a Beacon of Light to always receive some amount of healing no matter who else is being healed. Holy is also unique for having several close-ranged healing spells and talents that benefit from attacking, encouraging them to stay at a closer range than most other healers to properly keep the party alive while relying on their plate armor and higher HP pools to keep them safe.
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Gameplay-wise, Priest is a cloth-wearing Healer and Caster DPS hybrid who focuses on using light and darkness, either in balance or focusing on one over the other. Priests use Mana as a resource, though Shadow priests only use their mana for their weak self-healing and use Insanity their main resource. Priests has three specializations: Discipline puts a heavy focus on shielding damage and is also the main CombatMedic specialization of the healers; using light and shadow together a Discipline priest's direct healing is weak, but puts a special Atonement buff of the healed party member; any damage that the Priest does to an enemy with their much more potent offensive spells then heals every marked party member for the damage done. Holy is a much more direct and simple healer, sacrificing their personal damage in return for excellent healing of all stripes, be it powerful single target, area-of-effect or emergency healing, you name it and a Holy priest will bring it to the table. Shadow changes the Priest to be a Ranged DPS and grants them a unique Shadowform that cloaks their body in a veil of darkness. Shadow fights with a balanced mix of direct damaged, channeled spells, and damage-over-time effects that wither targets while generating Insanity to be spent on Devouring Plague, an extremely potent damage-over-time spell.
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Gameplay-wise, Rogue is a leather-wearing pure Melee DPS who fight with dual-wielded weapons, Assassin and Subtlety exclusively using daggers, and Outlaw having a broader choice of one-handed weapons and are one of two classes who can use stealth, becoming invisible to enemy sight and setting up for powerful opening blitzes. Rogues use Energy as a resource, which is spent in chunks and regenerates quickly, building combo points that are spent on powerful finishing moves. Rogue has three specializations; Assassination focuses on using powerful poisons, garrote wire and hemorrhaging blows to cause the enemy to die from multiple stacked damage-over-time effects. Outlaw is the most stand-and-fight of the three specializations, putting much less emphasis on stealth in favor of fighting with the use of quick masterful attacks with non-dagger weaponry as well as a quick-draw pistol. Outlaw also a unique mechanic called Roll the Bones where they roll a dice that can randomly give them a varying number of very beneficial buffs; rolling a "jackpot" with Roll the Bones can make an Outlaw's damage skyrocket. Subtlety puts the most emphasis on stealth mechanics, with multiple new spells that are only useable while in stealth. While the other two specs can only re-enter stealth in combat by using Vanish which normally has a long cooldown, Subtlety gains the multi-charge Shadow Dance spell which allows them to enter a pseudo-stealth mode to re-enable use of their stealth abilities.
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Gameplay-wise, Shaman is a mail-wearing hybrid Ranged DPS, Melee DPS and Healer who calls upon the power of the elements to assault enemies and mend allies while buffing the party with totems available to every spec. Shaman use Mana as a resource, though only Restoration makes frequent use of it, with the DPS specs using a resource called Maelstrom. Shaman has three specializations: Elemental is a Ranged DPS that focuses on using fire and lightning to assault enemies from a range, burning them and capitalizing on the burn by pelting them with globs of magma for guaranteed critical damage while they shock them from afar, building up Maelstrom to spend on a heavy-hitting single target blast of earth magic or summoning an earthquake to mangle multiple foes. Enhancement is a Melee DPS with a MagicKnight like bend that focuses on [[ExactlyWhatItSaysOnTheTin enhancing themselves]] with the aid of the elements, focusing on quick blows aided by wind and enhanced with lightning, summoning spirit wolves to fight by their side, and gaining Maelstrom to spend on the same earth magic attack that Elemental uses, while also gaining Maelstrom Weapon stacks from attack, which reduces the cast time and empowers their next casted attack like lightning bolt. Restoration is the Healer specialization that uses water and life magic to heal wounds and shine the best when the party is severely wounded with a mastery that increases healing to low health targets and a totem that equalizes the health of every party member inside of it, allowing for a quick recovery from near-death with their healing rain and chain heal spells.
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* BadassNormal: Warriors are martial artists without peer. But that's about it. Warriors do not rely on fancy spells or shiny gimmicks to [[IncrediblyLamePun drop the hammer]] on the enemy, just raw martial prowess.

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* BadassNormal: Warriors are martial artists without peer. But that's about it. Warriors do not rely on fancy spells or shiny gimmicks to [[IncrediblyLamePun [[{{Pun}} drop the hammer]] on the enemy, just raw martial prowess.



* TrainingFromHell: A Demon Hunter's training is absolutely ''brutal''. As detailed in the ''Illidan'' novel, a Demon Hunter's training ends with killing a demon of their choice, drinking its blood and eating its heart, after which Illidan causes a reaction that puts them into a dream where they have to do the same to the mental projection of the demon now in their body. After that's done, they're shown horrific visions of the Legion's victories, worlds destroyed over infinite realities and timelines while the demon taunts them, the horror of this is what causes Demon Hunters to put their eyes out. After that, the Demon Hunter wakes up blind and frenzied until their spectral sight kicks in, upon which they've found they've grown aspects of the demon they consumed. According to the book, only one in five elves make it to the end, the ones who don't die due to the brutal physical training or [[IncrediblyLamePun not being prepared]] for what the demon shows them often commit suicide out of insanity or unwillingness to live as a demon.

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* TrainingFromHell: A Demon Hunter's training is absolutely ''brutal''. As detailed in the ''Illidan'' novel, a Demon Hunter's training ends with killing a demon of their choice, drinking its blood and eating its heart, after which Illidan causes a reaction that puts them into a dream where they have to do the same to the mental projection of the demon now in their body. After that's done, they're shown horrific visions of the Legion's victories, worlds destroyed over infinite realities and timelines while the demon taunts them, the horror of this is what causes Demon Hunters to put their eyes out. After that, the Demon Hunter wakes up blind and frenzied until their spectral sight kicks in, upon which they've found they've grown aspects of the demon they consumed. According to the book, only one in five elves make it to the end, the ones who don't die due to the brutal physical training or [[IncrediblyLamePun [[{{Pun}} not being prepared]] for what the demon shows them often commit suicide out of insanity or unwillingness to live as a demon.
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* DualWield: Subverted to an extent. They used to be able to dual wield single handed weapons until MoP made ranged weapons occupy the main slot. It is still possible for them to dual wield, but given their ranged DPS nature it would be ineffectual. In ''Legion'', despite the fact that Hunters can dual wield and have a melee specialization in Survival, the spec is built around two-handed combat, instead of dual wielding.

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* DualWield: Subverted to an extent. They used to be able to dual wield single handed weapons until MoP [=MoP=] made ranged weapons occupy the main slot. It is still possible for them to dual wield, but given their ranged DPS nature it would be ineffectual. In ''Legion'', despite the fact that Hunters can dual wield and have a melee specialization in Survival, the spec is built around two-handed combat, instead of dual wielding.
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* SummonMagic: Each Monk spec has access to a summoning talent that summons an effigy of one of the August Celestials. Windwalkers can summon a Tiger effigy in the image of Xuen, the White Tiger, which deals damage to enemies with powerful claws and lightning strikes. Brewmasters can summon an Ox effigy in the image of Niuzao, the Black Ox, which taunts enemies and deals AoE damage with stomps. Mistweavers can summon an effigy of Yu'lon, the Jade Serpent, which heals allies with a restorative mist breath, or of Chi-Ji, the Red Crane, which dashes between allies, healing them on contact.

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* SummonMagic: Each Monk spec has access to a summoning talent that summons an effigy of one of the August Celestials. Windwalkers can summon a Tiger effigy in the image of Xuen, the White Tiger, which deals damage to enemies with powerful claws and lightning strikes. Brewmasters can summon an Ox effigy in the image of Niuzao, the Black Ox, which taunts enemies and deals AoE [=AoE=] damage with stomps. Mistweavers can summon an effigy of Yu'lon, the Jade Serpent, which heals allies with a restorative mist breath, or of Chi-Ji, the Red Crane, which dashes between allies, healing them on contact.
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* HammerOfTheHoly: Paladins can wield a variety of weapons, but they are particularly associated with hammers. Many of their class abilities either have "hammer" in the name, depict a hammer in the animation, or both.
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Trope was cut/disambiguated due to cleanup


From long ago since the birth of civilization the mysteries outside the walls of great cities called upon those with a restless heart, promising a life of discovery and adventure. Seeking to see these promises fulfilled, [[NatureLover these adventurers]] left the comforts of their homes to leave for an unforgiving primal world. Those who did not succumb to the dangers of nature became hunters, masters of their environment. [[ArcherArchetype Armed with bow, crossbow]], [[TheGunslinger rifle]], or perhaps something a bit more savage, these swift warriors lurk in the deep of the bushes, watching and stalking their prey as they plan to deliver the perfect ambush.

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From long ago since the birth of civilization the mysteries outside the walls of great cities called upon those with a restless heart, promising a life of discovery and adventure. Seeking to see these promises fulfilled, [[NatureLover these adventurers]] left the comforts of their homes to leave for an unforgiving primal world. Those who did not succumb to the dangers of nature became hunters, masters of their environment. [[ArcherArchetype Armed with bow, crossbow]], crossbow, [[TheGunslinger rifle]], or perhaps something a bit more savage, these swift warriors lurk in the deep of the bushes, watching and stalking their prey as they plan to deliver the perfect ambush.
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** Every time an adventurer has died and accepted the Spirit Healer's claim that ItIsNotYetYourTime, they've unwittingly been used by the [[{{Psychopomp}} Kyrian]] to ensure the balance of life and death is maintained. The ItIsNotYetYourTime is a lie - to them, it doesn't matter how much UnfinishedBusiness you have when you die. What matters if that the adventurer has the drive and ability to keep on fighting the good fight against the things that threaten the balance. Luckily for the adventurers, they see a raid full of the toughest opponents the world can throw at them, [[{{Determinator}} and consider it a checklist]].

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** Every time an adventurer has died and accepted the Spirit Healer's claim that ItIsNotYetYourTime, ItIsNotYourTime, they've unwittingly been used by the [[{{Psychopomp}} Kyrian]] to ensure the balance of life and death is maintained. The ItIsNotYetYourTime ItIsNotYourTime is a lie - to them, it doesn't matter how much UnfinishedBusiness you have when you die. What matters if that the adventurer has the drive and ability to keep on fighting the good fight against the things that threaten the balance. Luckily for the adventurers, they see a raid full of the toughest opponents the world can throw at them, [[{{Determinator}} and consider it a checklist]].
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** Every time an adventurer has died and accepted the Spirit Healer's claim that ItIsNotYetYourTime, they've unwittingly been used by the [[{{Psychopomp}} Kyrian]] to ensure the balance of life and death is maintained. The ItIsNotYetYourTime is a lie - to them, it doesn't matter how much UnfinishedBusiness you have when you die. What matters if that the adventurer has the drive and ability to keep on fighting the good fight against the things that threaten the balance. Luckily for the adventurers, they see a raid full of the toughest opponents the world can throw at them, [[{{Determinator}} and consider it a checklist]].
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** The [[SuccubiAndIncubi Sayaad]] is a crowd control focused demon who attacks with a whip. They are hopelessly in love with and obsessed with their master, and does whatever they ask. They have a Seduce ability, which enthralls an enemy humanoid, no matter the gender, for a short time. Originally the spell summoned Succubi exclusively, it will now summon a Succubus or Incubus at random, though the warlock can talk to their class trainers to get a magical collar that locks it the summoner's preferred form. A glyph turns Succubus into a Shivarra, a much less ([[{{Tsundere}} openly]]) friendly but no less [[{{Fanservice}} fanservicey]] (Or [[FanDisservice fan-diservicy]]?) demon who wields vicious swords while other glyphs offer Shadow or Fel Variants of the succubus. Currently no glyphs exist for the Incubus. Notably a deliberately lower quality model version of the incubus was added to both versions of WoW classic despite not existing then, in order to be more inclusive of gamers who would prefer a scantly clad male demon instead.

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** The [[SuccubiAndIncubi Sayaad]] is a crowd control focused demon who attacks with a whip. They are hopelessly in love with and obsessed with their master, and does whatever they ask. They have a Seduce ability, which enthralls an enemy humanoid, no matter the gender, for a short time. Originally the spell summoned Succubi exclusively, it will now summon a Succubus or Incubus at random, though the warlock can talk to their class trainers to get a magical collar that locks it the summoner's preferred form. A glyph turns Succubus into a Shivarra, a much less ([[{{Tsundere}} openly]]) friendly but no less [[{{Fanservice}} fanservicey]] (Or [[FanDisservice fan-diservicy]]?) demon who wields vicious swords while other glyphs offer Shadow or Fel Variants of the succubus. Currently no glyphs exist for the Incubus. Notably a deliberately lower quality model version of the incubus was added to both versions of WoW [=WoW=] classic despite not existing then, in order to be more inclusive of gamers who would prefer a scantly clad male demon instead.

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Trope was cut/disambiguated due to cleanup


* DropTheHammer: Paladins can wield hammers, and they are the favored lore weapons of Alliance Paladins. Several Paladin effects utilize hammers as a result.
** The Judgement spell takes this literally by consisting of a Hammer of light which was once ''dropped'' on the enemy's head. As of ''Legion'', it is now thrown horizontally at the enemy.
** The Silver Hand is the artifact weapon for Holy Paladins in ''Legion''. It was once the hammer wielded by Tyr, a titan who gave its name to Tirisfal.



** The Silver Hand, a [[DropTheHammer hammer]] for Holy paladins originally wielded by the Titanic watcher Tyr following the loss of his hand, alongside a tome.

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** The Silver Hand, a [[DropTheHammer hammer]] hammer for Holy paladins originally wielded by the Titanic watcher Tyr following the loss of his hand, alongside a tome.



** Sharas'dal, Scepter of the Tides, a [[DropTheHammer mace]] for Restoration shamans infused with the power of the Naga queen Azshara, with a complementary shield (the Shield of the Sea Queen).
** The Doomhammer, a [[DropTheHammer hammer]] for Enhancement shamans previously wielded by Warchief Thrall, which gives the user the power to summon an [[ElementalWeapon elemental replica]] in their offhand.

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** Sharas'dal, Scepter of the Tides, a [[DropTheHammer mace]] mace for Restoration shamans infused with the power of the Naga queen Azshara, with a complementary shield (the Shield of the Sea Queen).
** The Doomhammer, a [[DropTheHammer hammer]] hammer for Enhancement shamans previously wielded by Warchief Thrall, which gives the user the power to summon an [[ElementalWeapon elemental replica]] in their offhand.
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* HealingHands: Restoration druids are adept in channeling the powers of nature into soothing healing powers to heal allies.

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* HealingHands: HealItWithNature: Restoration druids are adept in channeling the powers of nature into soothing healing powers to heal allies.
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Trope was cut/disambiguated due to cleanup


* GutturalGrowler: Male Demon Hunters of both races have unique voice clips that are a few octaves deeper than normal Elves' and have a scratchy, feral sounding rumble behind their words.
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elaborated on what was basically a ZCE; updated the Familiar entry


* {{Familiar}}: Frost mages can summon a water elemental to fight with them.

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* {{Familiar}}: While the Icy Veins spell is active, Frost mages can summon a water elemental to fight with them.



* PlayingWithFire: Fire mages.

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* PlayingWithFire: Fire mages.mages are nothing but this. They are capable of using spells like Frost Nova and Arcane Explosion like all mage specs, but their offensive spells are entirely fire-based.

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Spelling/grammar fix(es), Added example(s)


* AgonyBeam: A few shadow priest spells qualify as this, namely Shadow Word: Pain, which inflicts shadow damage over a period of time, as well as Mind Flay, Mind Sear, and Void Torrent, all of which are channeled spells that project a beam that rends the target's mind, dealing shadow damage.



* CastFromHitPoints: Shadow priests have some skills based around sacrifice. For instance, "Shadow Mend" will initially heal the target, but comes at the cost of some of that restored health over a period. "Shadow Word: Death" used to harm the user if the effect didn't kill the target. "Surrender to Madness" grants the Shadow priest a massive boost in power... and then [[CastFromLifeSpan deals massive damage to the caster at the end of the effect, perhaps killing them.]] [[AndThatsTerrible Horribly.]]

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* CastFromHitPoints: Shadow priests have some skills based around sacrifice. For instance, "Shadow Mend" will initially heal the target, but comes at the cost of some of that restored health over a period. "Shadow Word: Death" used deals damage to harm the user caster if the effect didn't spell doesn't kill the target. "Surrender to Madness" grants the Shadow priest a massive boost in power... and then [[CastFromLifeSpan deals massive damage to the caster at the end of the effect, perhaps killing them.]] [[AndThatsTerrible Horribly.]]



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** In ''Battle for Azeroth'', Saber Slash and Run Through have been renamed Sinister Strike and Dispatch, respectively.

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** In ''Battle for Azeroth'', Saber Slash and Run Through have been were renamed Sinister Strike and Dispatch, respectively.
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* MasterOfNone: Despite being able to use all five flight's magic, they aren't as dangerous as a dragon born of their individual flights, but their versatility makes them dangerous in a completely different way by giving them an answer for almost every situation. Their red fire can't cover as wide an area or encourage healing like a red dragon's; their mastery of arcane, while destructive, doesn't get anywhere near the height's of a blue dragon's; their ability to control time is limited to a handful of seconds for healing purposes while Bronze dragons can freely patrol the timeline and alternate realities; their green magic is useful for manipulating life energy but they can't freely enter or harness the energy of the Emerald Dream itself like green dragons can; and their control over the earth is limited to a single non-damaging snare, reinforcing their scales for defense and putting everything they have into a powerful dragonbreath, unlike black dragons who freely manipulate earth and swim in magma like it's water.

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* MasterOfNone: Despite being able to use all five flight's magic, they aren't as dangerous as a dragon born of their individual flights, but their versatility makes them dangerous in a completely different way by giving them an answer for almost every situation. Their red fire can't cover as wide an area or encourage healing like a red dragon's; their mastery of arcane, while destructive, doesn't get anywhere near the height's of a blue dragon's; their ability to control time is limited to a handful of seconds for healing purposes while Bronze dragons can freely patrol the timeline and alternate realities; their green magic is useful for manipulating life energy but they can't freely enter or harness the energy of the Emerald Dream itself like green dragons can; and their control over the earth is limited to a single non-damaging snare, reinforcing their scales for defense small earthquakes, shields and putting everything they have into a powerful dragonbreath, unlike warding themselves and allies, as opposed to black dragons who freely manipulate earth can dig through solid rock like clay and swim in treat magma like it's water.as a hot tub.
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Since being a magi only requires a higher understanding of magical theory and the brains to utilize it, anyone can be Mages as of 10.0. Night Elves were given mages in ''Cataclysm'' as the remnants of the Highborne chose to reintegrate with Night Elf society, Orcs gained them in ''Mists of Pandaria'' as then-Warchief Garrosh's distaste for Warlocks but acknowledging the usefulness of magic allowed for training of Magi, and the two Tauren races in ''Dragonflight'', who preferred nature and harmony rather than discovery of the arcane.

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Since being a magi only requires a higher understanding of magical theory and the brains to utilize it, anyone can be Mages as of 10.0. Night Elves were given mages in ''Cataclysm'' as the remnants of the Highborne chose to reintegrate with Night Elf society, Orcs gained them in ''Mists of Pandaria'' as then-Warchief Garrosh's distaste for Warlocks but acknowledging the usefulness of magic allowed for training of Magi, and the two Tauren races in ''Dragonflight'', who preferred nature and harmony rather than discovery of the arcane.arcane, but with no reason they ''couldn't'' be, were granted to close out the last remaining races that were missing them.
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Since being a magi only requires a higher understanding of magical theory and the brains to utilize it, anyone can be Mages as of 10.0. Night Elves were given mages in ''Cataclysm'' as the remnants of the Highborne chose to reintegrate with Night Elf society, and the two Tauren races in ''Dragonflight'', who preferred nature and harmony rather than discovery of the arcane.

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Since being a magi only requires a higher understanding of magical theory and the brains to utilize it, anyone can be Mages as of 10.0. Night Elves were given mages in ''Cataclysm'' as the remnants of the Highborne chose to reintegrate with Night Elf society, Orcs gained them in ''Mists of Pandaria'' as then-Warchief Garrosh's distaste for Warlocks but acknowledging the usefulness of magic allowed for training of Magi, and the two Tauren races in ''Dragonflight'', who preferred nature and harmony rather than discovery of the arcane.
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Don't edit when tired kids. You make dumb typos.


Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have tgree specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.

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Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have tgree three specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.
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Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have two specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.

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Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have two tgree specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.



** Lastly, all three specializations have a "deep breath" spell, where they fly up into the air and go into a strafing in a line while breathing downward. Devestation and Preservation both have access to Deep Breath, a "Volcanic" damage spell that does extremely high amounts of damage on a long cooldown. Preservation additional has Dream Flight, which is like Deep Breath, but for healing instead. Augmentation gets the most unique of the three in Breath of Eons, which covers the enemy in Bronze sand - it does no instant damage, but accumulates a percentage of the damage done by every party member buffed by Ebon Might, exploding for all the stored damage at the end of the duration; with good enough party members Breath of Eons can put Deep Breath's damage to shame.

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** Lastly, all three specializations have a "deep breath" spell, where they fly up into the air and go into a strafing in a line while breathing downward. Devestation Devastation and Preservation both have access to Deep Breath, a "Volcanic" damage spell that does extremely high amounts of damage on a long cooldown. Preservation additional additionally has Dream Flight, which is like Deep Breath, but for healing instead. Augmentation gets the most unique of the three in Breath of Eons, which covers the enemy in Bronze sand - it does no instant damage, but accumulates a percentage of the damage done by every party member buffed by Ebon Might, exploding for all the stored damage at the end of the duration; with good enough party members Breath of Eons can put Deep Breath's damage to shame.



* HealingShiv: Their first spell Living Flame, fittingly for being a Red Dragonflight spell, will either burn an enemy or mend an ally, depending on who is targeted at the time of casting.

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* HealingShiv: Their first spell Living Flame, fittingly for being a Red Dragonflight spell, will either burn an enemy or mend an ally, depending on who is targeted at the time of casting. One of their talents even adds incentive for this by making it so that after a Fire Breath, Living Flame will cleave multiple targets depending on the Empower level Fire Breath was cast at, if no enemies are available, Living Flame will seek to heal party members instead.

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Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have two specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.

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Evoker is a hybrid Caster DPS (the first new one since the game released back in 2004) and Healer that focuses on wielding the power of the five Dragonflights in tandem, as well as using their natural biological advantages as dragons such as their wings and BreathWeapon. Evokers have two specializations: Devastation uses Red and Blue Flight powers to weave destruction with magical spells and potent breath attacks, while those who specialize in Preservation use Green and Bronze magic to close up wounds and manipulate time so those wounds never existed in the first place with both using Black Dragonflight powers as their baseline spells. In 10.1.5, Evokers were further given a completely new specialization [[note]]the first time this has ever happened, not counting Druids having their feral spec split into Feral and Guardian or Rogues having Combat reworked into Outlaw[[/note]] in Augmentation, [=WoW's=] first "true support" specialization which changes most of their offensive spells to be weaker on paper, yet provide massive game-changing buffs to the Evoker's entire party.party with the usage of Black Dragonflight magic to ward their allies and Bronze time magic to stretch the effects out. Evoker are also notable for introducing a new gameplay mechanic in the form of "Empower" spells - Spells that can be held to charge them multiple times to gain increasing levels of damage and additional effects.



* AllYourPowersCombined: Evokers, unlike most Dragonkin, aren't limited to whatever Flight they reflect the colors of and can freely use magics from all five monochromatic dragonflights. While DPS and Healer puts heavier emphasis on some over others (Black/Red/Blue and Green/Bronze, respectively) there's no hard limit on what magics they can draw upon. Fittingly, many of their spells come out with a chromatic effect of all five colors at once before changing to one singular color as the effect nears completion.

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* AllYourPowersCombined: Evokers, unlike most Dragonkin, aren't limited to whatever Flight they reflect the colors of and can freely use magics from all five monochromatic dragonflights. While DPS and Healer puts heavier emphasis on some over others (Black/Red/Blue (Red/Blue, Green/Bronze and Green/Bronze, Bronze/Black respectively) there's no hard limit on what magics they can draw upon. Fittingly, many of their spells come out with a chromatic effect of all five colors at once before changing to one singular color as the effect nears completion.



* BreathWeapon: They're dragons so it's to be expected, they're able to shoot red fire out in a fanning wave, black fire in a massive strafing run, a beam of pure blue energy that focuses on a single enemy, green healing magic and bronze time magic, all done with deep exhales from their mouths.

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* BreathWeapon: They're dragons so it's to be expected, they're able to shoot red fire out in a fanning wave, black fire in a massive strafing run, a beam every spec has at least two forms of pure blue energy attack that focuses on a single enemy, green healing magic and bronze time magic, all done with deep exhales comes from their mouths. mouth.
** All three specs have access to a basic Fire Breath spell, which is instant damage and a damage-over-time burn afterwards. Higher levels of empower increases the instant damage component while shortening the [=DoT=], making it more upfront.
** Devastation has access to Pyre and Disentegrate, the former being a mortar shot of Red fire that explodes on impact, and the latter being a concentrated beam of arcane energy.
** Preservation has Dream Breath, a short ranged but wide-fanned breath of Green magic that does absurd healing to up to 5 party members in the cone, and leaves an equally powerful regen. Like Fire Breath, empowering it increases the upfront healing while shortening the heal-over-time.
** Lastly, all three specializations have a "deep breath" spell, where they fly up into the air and go into a strafing in a line while breathing downward. Devestation and Preservation both have access to Deep Breath, a "Volcanic" damage spell that does extremely high amounts of damage on a long cooldown. Preservation additional has Dream Flight, which is like Deep Breath, but for healing instead. Augmentation gets the most unique of the three in Breath of Eons, which covers the enemy in Bronze sand - it does no instant damage, but accumulates a percentage of the damage done by every party member buffed by Ebon Might, exploding for all the stored damage at the end of the duration; with good enough party members Breath of Eons can put Deep Breath's damage to shame.



* DishingOutDirt: Landslide, which is given for free to Devastation Evokers summons rippling waves of earth to bind enemies for a limited time. It does no damage, but serves well to set up for harder hits.

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* DishingOutDirt: DishingOutDirt:
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Landslide, which is given for free to Devastation Evokers summons rippling waves of earth to bind enemies for a limited time. It does no damage, but serves well to set up for harder hits.
** Augmentation trades out their arcane magic for more Earth magic; Eruption sends rippling cracks of earth that explodes from below on enemies near the target, while their Empower spell, Upheaval, causes a massive explosion of stone from below with a radius based on empower level, that knocks enemies vulnerable to it in the air, rendering them helpless.


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* SupportPartyMember: Augmentation, in a first for ''[=WoW=]'' as mentioned above, sacrifices a great deal of their personal DPS in favor of counter shields, party stat and crit buffs, and damage compiling that while leaving their own DPS on the lower side, increases the efficiency of other party members so drastically that it's well worth the loss of personal damage. To try to keep in touch with [=Wow=]'s fairly meter-obsessed playerbase though, a lot of the effects (such as Prescience's mirrored spells, Breath of Eons' final tic, and Blistering Scales' counter damage) while coming from the buffed party members still count as the Evoker's damage done.
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** One spell that still remains and was at one time exclusive to the shaman class is Bloodlust/Heroism, which increases attack and casting speed for all party members by 30% for 40 seconds. Later, Mages and Hunters (via pets) were granted a similar ability.

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** One spell that still remains and was at one time exclusive to the shaman class is Bloodlust/Heroism, which increases attack and casting speed for all party members by 30% for 40 seconds. Later, Mages and Mages, Hunters (via pets) pets), and Evokers were granted a similar ability.
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* BeenThereShapedHistory: Two of the Warlock's Artifact weapons are tied to significant events in the lore:
** Ulthalesh was a SinisterScythe created by the Fallen Titan Sargeras himself, who gave it to Sataiel, the First Necrolyte. She used the Scythe's power to drain the region where [[MageTower Karazhan]] would later be built of life, creating Deadwind Pass and giving the Scythe its title "The Deadwind Harvester".
** The Jeweled Scepter of Sargeras was used by the Orc Shaman Ner'zhul to open the Dark Portal between Azeroth and Draenor, allowing the Orcs to invade Azeroth in the First War while the Scepter's magic tore Draenor apart in the process, creating the world of Outland.

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