Post by drazzl on Nov 11, 2014 23:52:32 GMT
As a follow-up to the final section of my Learn Any Class thread, with the 6.0 patch I've evaluated all classes (TY to Viv and Sal for their help filling in the gaps) along a few axis trying to identify where they are unique and most challenging. The idea is that players aren't bad, just playing classes that emphasize skills they are atrophied in. In addition to referring to sheer player skill, the ability to juggle ones focus on multiple things is also a factor. There is a lot going on in the game at any given moment and during a raid, your class should not be absorbing your focus, but instead the peculiarities of a raid fight should. Therefore, a class that feels fine while questing may not work well for you in more intense situations. Match your strengths up with the class that uses them, i.e. suits your play style, and you will perform significantly better.
Below is a listing of all specs in the game rated 1-5 along 3 axis - Resource Management, Movement, and Rotation. Higher numbers means more challenging. The number given is relative to all other classes in the game.
Resource Management means how much attention to you have to give this aspect of your gameplay. Classes with a rating of 1 require no thought. At a 5, it becomes one of the center-pieces of your gameplay and competes for your attention at all times.
Movement refers to how much this affects your gameplay in terms of survival and maintaining performance. A 1 refers to movement has no impact while a 5 means total shut down. Melee begin with a rating of 3 due to needing to position behind a target to avoid attacks being dodged, as well as concerns of enemy cleaves or other such effects that tend to impact melee more then ranged players.
Rotation refers to how many moment-to-moment decisions need to be made during gameplay. A rating of 1 refers to no active decision-making on the players part, it is enough to follow a set list of inflexible rules. A 5 refers to 3 or more decisions being made in the moment to have optimal performance.
Lastly, each class has some notes listed to paint a better picture of the strengths, weaknesses or skills required to excel at the class.
Each class is listed alphabetically:
Death Knight
Frost (Dual-Wield)
Resource Management: 1
Movement: 2
Rotation: 1
Notes: One of the easiest specs to play in the game with few buttons and only one decision to make - is it time to use soul reaper yet? Advantage over other melee classes to spam Howling Blast from range. Optimization comes from mastering cooldown management.
Frost (Two-Handed)
Resource Management: 2
Movement: 2
Rotation: 2
Notes: Proper management of Killing Machine procs is key. Take care not to spam attacks but space them slightly for proper resource management. Advantage over other melee classes to spam Howling Blast from range. Optimization comes from mastering cooldown management.
Unholy
Resource Management: 1
Movement: 2
Rotation: 1
Notes: On the surface requires skill with resource management, but is as streamlined as Dual-Weld Frost. Strong ranged spell from Death Coil. Easier cooldown management.
Blood
Resource Management: 4
Movement: 4
Rotation: 4
Notes: Care needs to be taken with managing Runes to ensure the ability to Death Strike as needed. Timing Death Strike is central to the class. Lots of assorted defensive cooldowns to management.
Druid
Balance
Resource Management: 5
Movement: 5
Rotation: 5
Notes: The hardest dps class to play in the game. In fact, if you can make sense of its rotation, explain it to me. New Eclipse system's varying buffs it triggers combined with the Eclipse bar moving of its own accord make it difficult to discern what the optimal rotation even looks like. Class has no spells to offset caster movement issues. Lastly, class is hamstrung at low item levels without a strong crit rating to drive it.
Feral
Resource Management: 4
Movement: 3
Rotation: 5
Notes: Once more, one of the hardest dps classes to play. Unlike the Rogue, Feral Druids lack a class ability to manage combo points well, complicated by a class ability to generate bonus combo points. Reliant on passive energy generation, you will not be able to spam attacks. Lastly, rotation requires juggling uptime of 2 powerful abilities, both of which stem from the combo point system to refresh.
Guardian
Resource Management: 2
Movement: 4
Rotation: 3
Notes: Plays like a streamlined Protection Warrior, another good class to start tanking with.
Restoration
Resource Management: 3
Movement: 2
Rotation: 2
Notes: The easiest healer to play, providing a good starting off point. Very HoT focused, mana efficient spells that prevent most mana issues healers face. Additionally, the insta-cast nature of the majority of their rotation circumvents heavy movement fights and interrupt effects.
Hunter
Survival
Resource Management: 2
Movement: 1
Rotation: 2
Notes: Despite having a large button rotation, very simplistic to play with only 1 decision to make - use steady or arcane shot.
Marksman
Resource Management: 3
Movement: 2
Rotation: 1
Notes: Resource management is tricky to ensure you have enough focus to cast abilities with without ever capping. High Movement incurs a 10% loss of dps due to revised mastery.
Beast Master
Resource Management: 2
Movement: 1
Rotation: 3
Notes: Key to the rotation is proper usage of Bestial Wrath and Focus Fire.
Mage
Frost
Resource Management: 1
Movement: 4
Rotation: 1/3
Notes: Simplest rotation in the game. Managing movement during a fight is the central difficulty of the class. Rotation complexity varies based on whether or not you take the Frost Bomb talent.
Arcane
Resource Management: 2
Movement: 5
Rotation: 3
Notes: Slightly more difficult then Frost adding in another aspect to balance. Managing stacks of Arcane Charge is central to your rotation for maintaining proper dps as well as resource management. Managing movement during a fight is the central difficulty of the class.
Fire
Resource Management: 1
Movement: 1/3
Rotation: 2
Notes: Variance is movement difficulty varies with level 90 talent if you take Rune of Power. Class has filler spell to cast during movement. Less potent at low gear levels without a high critical strike chance to drive in.
Monk
Brewmaster
Resource Management: 4
Movement: 3
Rotation: 5
Notes: A large button rotation with several small decisions to make about maintaining buffs/debuffs and properly managing chi points. Focus rarely an issue since it regenerates so fast. Keg Toss is the best pull mechanic in the game currently. Powerful movement options with Roll and Flying Serpent Kick.
Windwalker
Resource Management: 3
Movement: 2
Rotation: 4
Notes: Lacks opening burst damage due to way Tigers Eye Brew needs to build up. Fairly large rotation but simplified with most things being used on proc or refreshing buffs/debuffs. Powerful movement options with Roll and Flying Serpent Kick.
Mistweaver
Resource Management: 5
Movement: 3
Rotation: 5
Notes: The odd-duck of healing classes. Resource management is a heavy focus maintaining both chi points and proper use of mana tea to avoid running out of mana. Chi Torpedo adds to the movement options. Fist-Weaving an interesting and powerful off-shoot that complicates the rotation and mana management even further, but providing solid dps to contribute to the group.
Paladin
Retribution
Resource Management: 2
Movement: 3
Rotation: 4
Notes: Core rotation feels a bit like whack-a-mole and can be disorienting, keep a clear focus on spell priority. Streamlined cooldown use for ease of burst damage. Class shines in groups where it can apply its various support spells, providing a little extra challenge to play.
Protection
Resource Management: 2
Movement: 4
Rotation: 2
Notes: Plays almost identical to Retribution. Less emphasis on buttons for damage mitigation then other tanks, instead focused on tight and efficient rotation execution centered on Shield of the Righteous. A good class to try out tanking with.
Holy
Resource Management: 5
Movement: 5
Rotation: 4
Notes: The hardest healer to play well. With all effective healing spells requiring a cast time, movement is heavily penalizing. Like all healers, improper spell selection runs you out of mana, cutting performance down to nill. On top of that, Holy must juggle Holy Power charges. Healing spells are straight forward, but there is greater emphasis on fully utilizing cooldowns and utility spells.
Priest
Holy
Resource Management: 5
Movement: 3/5
Rotation: 4
Notes: Talents play a big role for this class adjusting play style and accounting for ease or difficulty of movement during fights. Brings a lot of raid utility. Bring high-powered healing with ease of running out of mana.
Discipline
Resource Management: 3
Movement: 3
Rotation: 3
Notes: As above, talents drastically affect this class. Unknown of how effective they will be in Warlords with absorption effects, the cornerstone of this class, being downplayed. Able to heal while dealing damage.
Shadow
Resource Management: 2
Movement: 4
Rotation: 2
Notes: As above, talents drastically affect this class, with a massive shift in performance at level 100 talent selection. Rotation will shift as well based on talent choices. Plays similar to Affliction Warlock being DoT focused and shining on multi-target fights, but expends orbs all at once instead of individually. Likely to have weak single-target damage in favor of strong multi-target damage.
Rogue
Assassin
Resource Management: 2
Movement: 2
Rotation: 3
Notes: Anticipation talent is a must for ease of combo point management. A slim core rotation with a lot of utility options to improve performance.
Combat
Resource Management: 2
Movement: 2
Rotation: 3
Notes: Anticipation talent is a must for ease of combo point management. A slim core rotation with a lot of utility options to improve performance.
Subtlety
Resource Management: 2
Movement: 2
Rotation: 5
Notes: Anticipation talent is a must for ease of combo point management. Rotationally, tied for most complex dps class to play with all of your focus going towards maintaining the uptimes of various abilities and buffs/debuffs.
Shaman
Elemental
Resource Management: 1
Movement: 4
Rotation: 3
Notes: Core rotation is large but straight forward with no decisions to make, but has an extended number of cooldowns that do not stack well, requiring smaller but more frequent burn phases. Choice of glyphs and talents can influence this. Once more, movement a central concern to maintaining dps, so look to class abilities like Spiritwalker's Grace and wolf form to offset.
Enhancement
Resource Management: 1
Movement: 3
Rotation: 2
Notes: Like Elemental, simple core rotation with heavy emphasis on juggling many offensive cooldowns that do not line up, requiring smaller but more frequent burn phases. Choice of glyphs and talents can influence this.
Restoration
Resource Management: 3
Movement: 3
Rotation: 4
Notes: Like other Shamans, a simple core healing rotation with a lot of emphasis on cooldown use. Has enough options during high mobility fights to not be shut out of healing. Most potent during stationary/stack based fights. Has an active mana regeneration option through a glyph.
Warlock
Affliction
Resource Management: 2
Movement: 4
Rotation: 3
Notes: Take care not to burn Soul Shards carelessly, they must be conserved for trinket procs. Movement a central mechanic like with all casters, but class has multiple abilities to offset this. Rotation is focused on juggling dot uptimes with less emphasis on filler spells. Shines in multi-target fights, but also at its most difficult to do this well.
Demonology
Resource Management: 3
Movement: 4
Rotation: 5
Notes: One of the most difficult dps specs in the game with a lot of small decisions to make frequently to optimize dps output. Key to the class is being able to pop in and out of demon form easily for small damage bursts. Movement a central mechanic like with all casters, but class has multiple abilities to offset this.
Destruction
Resource Management: 2
Movement: 4
Rotation: 1
Notes: A straight forward rotation and very weak offensive cd places heavy emphasis on trinket management to be combined with Chaos Bolt as the difference between passable dps and excellent dps. Movement a central mechanic like with all casters, but class has multiple abilities to offset this.
Warrior
Fury
Resource Management: 2
Movement: 3
Rotation: 2
Notes: Requires some care at low gear levels to conserve rage when not enraged.
Arms
Resource Management: 3
Movement: 3
Rotation: 2
Notes: Rotation feels clumsy without a decent filler spell and no manual rage generation. Haste will improve quality of play as gear progresses lowering gcds and hastening rage generation. Expect periods of waiting between ability use.
Protection
Resource Management: 2
Movement: 4
Rotation: 4
Notes: Rotation can seem tricky with many buttons, keep a clear priority in mind. Has more buttons than the average class to manage active damage mitigation effects frequently.
Below is a listing of all specs in the game rated 1-5 along 3 axis - Resource Management, Movement, and Rotation. Higher numbers means more challenging. The number given is relative to all other classes in the game.
Resource Management means how much attention to you have to give this aspect of your gameplay. Classes with a rating of 1 require no thought. At a 5, it becomes one of the center-pieces of your gameplay and competes for your attention at all times.
Movement refers to how much this affects your gameplay in terms of survival and maintaining performance. A 1 refers to movement has no impact while a 5 means total shut down. Melee begin with a rating of 3 due to needing to position behind a target to avoid attacks being dodged, as well as concerns of enemy cleaves or other such effects that tend to impact melee more then ranged players.
Rotation refers to how many moment-to-moment decisions need to be made during gameplay. A rating of 1 refers to no active decision-making on the players part, it is enough to follow a set list of inflexible rules. A 5 refers to 3 or more decisions being made in the moment to have optimal performance.
Lastly, each class has some notes listed to paint a better picture of the strengths, weaknesses or skills required to excel at the class.
Each class is listed alphabetically:
Death Knight
Frost (Dual-Wield)
Resource Management: 1
Movement: 2
Rotation: 1
Notes: One of the easiest specs to play in the game with few buttons and only one decision to make - is it time to use soul reaper yet? Advantage over other melee classes to spam Howling Blast from range. Optimization comes from mastering cooldown management.
Frost (Two-Handed)
Resource Management: 2
Movement: 2
Rotation: 2
Notes: Proper management of Killing Machine procs is key. Take care not to spam attacks but space them slightly for proper resource management. Advantage over other melee classes to spam Howling Blast from range. Optimization comes from mastering cooldown management.
Unholy
Resource Management: 1
Movement: 2
Rotation: 1
Notes: On the surface requires skill with resource management, but is as streamlined as Dual-Weld Frost. Strong ranged spell from Death Coil. Easier cooldown management.
Blood
Resource Management: 4
Movement: 4
Rotation: 4
Notes: Care needs to be taken with managing Runes to ensure the ability to Death Strike as needed. Timing Death Strike is central to the class. Lots of assorted defensive cooldowns to management.
Druid
Balance
Resource Management: 5
Movement: 5
Rotation: 5
Notes: The hardest dps class to play in the game. In fact, if you can make sense of its rotation, explain it to me. New Eclipse system's varying buffs it triggers combined with the Eclipse bar moving of its own accord make it difficult to discern what the optimal rotation even looks like. Class has no spells to offset caster movement issues. Lastly, class is hamstrung at low item levels without a strong crit rating to drive it.
Feral
Resource Management: 4
Movement: 3
Rotation: 5
Notes: Once more, one of the hardest dps classes to play. Unlike the Rogue, Feral Druids lack a class ability to manage combo points well, complicated by a class ability to generate bonus combo points. Reliant on passive energy generation, you will not be able to spam attacks. Lastly, rotation requires juggling uptime of 2 powerful abilities, both of which stem from the combo point system to refresh.
Guardian
Resource Management: 2
Movement: 4
Rotation: 3
Notes: Plays like a streamlined Protection Warrior, another good class to start tanking with.
Restoration
Resource Management: 3
Movement: 2
Rotation: 2
Notes: The easiest healer to play, providing a good starting off point. Very HoT focused, mana efficient spells that prevent most mana issues healers face. Additionally, the insta-cast nature of the majority of their rotation circumvents heavy movement fights and interrupt effects.
Hunter
Survival
Resource Management: 2
Movement: 1
Rotation: 2
Notes: Despite having a large button rotation, very simplistic to play with only 1 decision to make - use steady or arcane shot.
Marksman
Resource Management: 3
Movement: 2
Rotation: 1
Notes: Resource management is tricky to ensure you have enough focus to cast abilities with without ever capping. High Movement incurs a 10% loss of dps due to revised mastery.
Beast Master
Resource Management: 2
Movement: 1
Rotation: 3
Notes: Key to the rotation is proper usage of Bestial Wrath and Focus Fire.
Mage
Frost
Resource Management: 1
Movement: 4
Rotation: 1/3
Notes: Simplest rotation in the game. Managing movement during a fight is the central difficulty of the class. Rotation complexity varies based on whether or not you take the Frost Bomb talent.
Arcane
Resource Management: 2
Movement: 5
Rotation: 3
Notes: Slightly more difficult then Frost adding in another aspect to balance. Managing stacks of Arcane Charge is central to your rotation for maintaining proper dps as well as resource management. Managing movement during a fight is the central difficulty of the class.
Fire
Resource Management: 1
Movement: 1/3
Rotation: 2
Notes: Variance is movement difficulty varies with level 90 talent if you take Rune of Power. Class has filler spell to cast during movement. Less potent at low gear levels without a high critical strike chance to drive in.
Monk
Brewmaster
Resource Management: 4
Movement: 3
Rotation: 5
Notes: A large button rotation with several small decisions to make about maintaining buffs/debuffs and properly managing chi points. Focus rarely an issue since it regenerates so fast. Keg Toss is the best pull mechanic in the game currently. Powerful movement options with Roll and Flying Serpent Kick.
Windwalker
Resource Management: 3
Movement: 2
Rotation: 4
Notes: Lacks opening burst damage due to way Tigers Eye Brew needs to build up. Fairly large rotation but simplified with most things being used on proc or refreshing buffs/debuffs. Powerful movement options with Roll and Flying Serpent Kick.
Mistweaver
Resource Management: 5
Movement: 3
Rotation: 5
Notes: The odd-duck of healing classes. Resource management is a heavy focus maintaining both chi points and proper use of mana tea to avoid running out of mana. Chi Torpedo adds to the movement options. Fist-Weaving an interesting and powerful off-shoot that complicates the rotation and mana management even further, but providing solid dps to contribute to the group.
Paladin
Retribution
Resource Management: 2
Movement: 3
Rotation: 4
Notes: Core rotation feels a bit like whack-a-mole and can be disorienting, keep a clear focus on spell priority. Streamlined cooldown use for ease of burst damage. Class shines in groups where it can apply its various support spells, providing a little extra challenge to play.
Protection
Resource Management: 2
Movement: 4
Rotation: 2
Notes: Plays almost identical to Retribution. Less emphasis on buttons for damage mitigation then other tanks, instead focused on tight and efficient rotation execution centered on Shield of the Righteous. A good class to try out tanking with.
Holy
Resource Management: 5
Movement: 5
Rotation: 4
Notes: The hardest healer to play well. With all effective healing spells requiring a cast time, movement is heavily penalizing. Like all healers, improper spell selection runs you out of mana, cutting performance down to nill. On top of that, Holy must juggle Holy Power charges. Healing spells are straight forward, but there is greater emphasis on fully utilizing cooldowns and utility spells.
Priest
Holy
Resource Management: 5
Movement: 3/5
Rotation: 4
Notes: Talents play a big role for this class adjusting play style and accounting for ease or difficulty of movement during fights. Brings a lot of raid utility. Bring high-powered healing with ease of running out of mana.
Discipline
Resource Management: 3
Movement: 3
Rotation: 3
Notes: As above, talents drastically affect this class. Unknown of how effective they will be in Warlords with absorption effects, the cornerstone of this class, being downplayed. Able to heal while dealing damage.
Shadow
Resource Management: 2
Movement: 4
Rotation: 2
Notes: As above, talents drastically affect this class, with a massive shift in performance at level 100 talent selection. Rotation will shift as well based on talent choices. Plays similar to Affliction Warlock being DoT focused and shining on multi-target fights, but expends orbs all at once instead of individually. Likely to have weak single-target damage in favor of strong multi-target damage.
Rogue
Assassin
Resource Management: 2
Movement: 2
Rotation: 3
Notes: Anticipation talent is a must for ease of combo point management. A slim core rotation with a lot of utility options to improve performance.
Combat
Resource Management: 2
Movement: 2
Rotation: 3
Notes: Anticipation talent is a must for ease of combo point management. A slim core rotation with a lot of utility options to improve performance.
Subtlety
Resource Management: 2
Movement: 2
Rotation: 5
Notes: Anticipation talent is a must for ease of combo point management. Rotationally, tied for most complex dps class to play with all of your focus going towards maintaining the uptimes of various abilities and buffs/debuffs.
Shaman
Elemental
Resource Management: 1
Movement: 4
Rotation: 3
Notes: Core rotation is large but straight forward with no decisions to make, but has an extended number of cooldowns that do not stack well, requiring smaller but more frequent burn phases. Choice of glyphs and talents can influence this. Once more, movement a central concern to maintaining dps, so look to class abilities like Spiritwalker's Grace and wolf form to offset.
Enhancement
Resource Management: 1
Movement: 3
Rotation: 2
Notes: Like Elemental, simple core rotation with heavy emphasis on juggling many offensive cooldowns that do not line up, requiring smaller but more frequent burn phases. Choice of glyphs and talents can influence this.
Restoration
Resource Management: 3
Movement: 3
Rotation: 4
Notes: Like other Shamans, a simple core healing rotation with a lot of emphasis on cooldown use. Has enough options during high mobility fights to not be shut out of healing. Most potent during stationary/stack based fights. Has an active mana regeneration option through a glyph.
Warlock
Affliction
Resource Management: 2
Movement: 4
Rotation: 3
Notes: Take care not to burn Soul Shards carelessly, they must be conserved for trinket procs. Movement a central mechanic like with all casters, but class has multiple abilities to offset this. Rotation is focused on juggling dot uptimes with less emphasis on filler spells. Shines in multi-target fights, but also at its most difficult to do this well.
Demonology
Resource Management: 3
Movement: 4
Rotation: 5
Notes: One of the most difficult dps specs in the game with a lot of small decisions to make frequently to optimize dps output. Key to the class is being able to pop in and out of demon form easily for small damage bursts. Movement a central mechanic like with all casters, but class has multiple abilities to offset this.
Destruction
Resource Management: 2
Movement: 4
Rotation: 1
Notes: A straight forward rotation and very weak offensive cd places heavy emphasis on trinket management to be combined with Chaos Bolt as the difference between passable dps and excellent dps. Movement a central mechanic like with all casters, but class has multiple abilities to offset this.
Warrior
Fury
Resource Management: 2
Movement: 3
Rotation: 2
Notes: Requires some care at low gear levels to conserve rage when not enraged.
Arms
Resource Management: 3
Movement: 3
Rotation: 2
Notes: Rotation feels clumsy without a decent filler spell and no manual rage generation. Haste will improve quality of play as gear progresses lowering gcds and hastening rage generation. Expect periods of waiting between ability use.
Protection
Resource Management: 2
Movement: 4
Rotation: 4
Notes: Rotation can seem tricky with many buttons, keep a clear priority in mind. Has more buttons than the average class to manage active damage mitigation effects frequently.