It realy depends on what you want to do. All classes can level up to 70 rather quickly and easily. From a dps standpoint, I will consider the combat rogue to be baseline 100%.
Warriors
Warriors are are the quintessential class that is in every fantasy MMO incldues. Warriors game mechanic is rage and stances. To put it simply, you gain rage by taking damage and dealing damage. That rage in turn allows you to perform your warriors abilities. The warrior has 3 stances, defensive, battle and fury. Different warrior abilities are useable in different stances.
There are 3 talent trees for warriors, protection, arms and fury. Prot is your "tank" tree. You become the best tank in the game at a huge sacrifice of your damage dealing abilities. Arms and Fury are your dps trees. Arms is better with 2hders and fury is better Dual wielding, though at the high end I can see 2hd fury being used.
DPS warriors will find themselvs at about 90% of a rogues dps, prot warriors at about 40%.
In the highend warriors will be expected to tank in groups.
Paladin
Pallies are the support/defensive hybrid class of WoW. They wear plate like warriors, but to not have the defense nor the HP of warriors to seriously take their place over a warrior with even quite a few points in prot. Pallies have mana like all other casters, cast buffes on themselves and the group and can heal.
The pally has a holy, protection and retribution talent tree. Holy multiplies the pallies healing power, protection gives them tanking abilities and retribution gives some thing close to dps.
Holy and Prot pallies will be about 40% of a rogues dps, ret pallies are about 66% of a rogues.
In the highend, pallies will be expected to be buff bitches (buffes with a 5 min recast or 15 min and a reagent) and heal bitches that never run out of mana thanks to the most efficient heal in the game, Flash of Light.
I know Neesha will chime in and disagree with me here so I will expand on this a bit. The reason why even prot speced pallies can come close to a warrior with even 14 points in prot is because pallies itemization sucks ass. Warriors need def and sta. Pallies need def, sta and+damage. The problem is that almost all + damage plate doesnt have def and def plate doesnt have + damage. Pally plate mostly consists of sta, int, spi, mana per 5 and + damage. Plus agro for warriors is rage limited, even more so with the thunderclap change. As the mob does more damage to the warrior, the more rage he has and the more threat he can generate. Pallies threat comes solely from their holy damage, and that scales rather poorly in comparison.
Shaman
Where Pallies are the support/defensive hybrid, shaman are the offensive/support hybrid. Shaman have mana and their unique game mechanic is totems. A shaman has a totem of each elemental tipe, fire, earth, water and air. The effects can be anything from increasing states, to regening hp/mana to casting minor fireballs every few seconds to removing poision/disease, to reducing damage by a minor amount to giveing the most overpowered weapon buff in the game to everyone in your group (hi there windfury). The downside is that you can only have one type down, and most of the powerful ones are the same type.
Shaman's tallent trees are elemental, enhancement and restoration. Elemental increases your offensive spellcasting ability so you are shooting lighting bolts out like Zeus himself. In the short term, elemental shaman can deal some kick ass damage, well over that of what a rogue can do, but elemental has the downfall of poor mana efficiency. Enhancement shaman are broke. In Burning Crusade, Shaman gained Dual Wield as a 31 point talent and the ability to put an elemental weapon buff on each weapon. Windfury is the weapon buff that is usually used. When WF procs, you get two (2) free attacks with a bonus amount of attack power on those free attacks. Right now if you were to DW weapons, both with Windfury on them and it proc, BOTH weapons go off for 4 free attacks instead of the normal 2. Ya.... Anywho, resto spec enhances a shaman's healing abliity. Shaman have a increadable heal called "chain heal" You cast it on one person and after it heals them it bounces to another person who is low on health and heals them, then in bounces to another person. These golden healing laser beams of doom usually lead to shaman being the number one in healing on raids, by a large margin. Also from resto spec directly you gain mana tide totem that restores a large amount of mana and earth shield. Earth shield is a reactive heal that heals the person it was cast on when they are hit.
Elemental shaman will burst to 110% rogue dps, but drop to about 75% sustained. Ehancement shaman are at about 150-200% rogue damage, yes they are broke to hell. Resto shaman dont dps and anyone that tells you they do is lieing.
Shaman are in a strange fix right now. Each spec is powerful enough in its own that it is desireable in the highend. Resto healers of course being in demand over the rest.
Hunter
Hunters used to be the red stepchild of wow and in some ways they still are. Hunters received two nerfs with TBC, one reducing the amount of attack power they get from agility (their main stat) and the second changing the mechanic of their primary dps skill (Aimed shot). Hunters are a ranged pet class. For some reason they use mana.
Hunters can tame most beast NPC's out there, cats, wolfs, bears, spiders, ravagers that look like the bugs from Starship Troopers. Each class of beast has their own skills that can be used. Mostly, the pet is used to hold agro off of the hunter so you can shoot it from afar.
Hunters talents are beastmastery, marksman and survival. Beast spec greatly enhances your pets dps bringing it close to the hunters. Marksman enhances your ranged dps by a large margin and gives you Aimed shot, scatter shot and true shot aura, your only group buff. Survival is a mess right now, it is ideally meant to increase the hunters survivability, but the later talents are very lackluster.
In the highend, hunters do damage. In most 70 instances it is passable to use the hunter pet as dps and/or an offtank if needed in a pinch. However in raids and heroic instances, the fights are so melee unfriendly that it is hard for a PC to stay in without heals, i would not imagine that a pet would stay alive for long. Hunters do about 80-90% rogue damage including their pet.
In pvp, hunters are the GODS of siege fights. The key is the "alpha strike" as I called it. After you kill someone, you can get a 20% bonus to your next aimed shot, auto shot or arcane shot. The trick is that the damage buff is not removed until AFTER you deal damage AND hunter ranged is considered a bolt so it takes time to travel. You can get off a aimed shot, and a arcane shot off before you lose the bonus damage buff and both shots get the damage bonus. Then autoshot would fire and I would fire off a multishot. In 3 seconds time I just dealt at least 3500 damage. This was also at level 60, not 70.
I;m tired as hell and I will have to finish up the rest later
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