Can i change classes in wow




















Please enable JavaScript in your browser. Live PTR. Classic TBC. Class Change. Post by This post was from a user who has deleted their account. Post by Vaeku I don't think they will ever allow for paid class change. Yes, I know they said they wouldn't allow faction change but they did, but think about it. A majority of DKs are terrible because they start at level 55, so there are 55 levels taken out of the game for them to learn the class. Now, if paid class changes were allowed, you could level up as say a hunter or paladin, then change classes at 80 to a shaman, then you wouldn't have ANY time to learn how to play the shaman.

In other words, paid class changes would lead to world carnage. Post by Frames I don't think they will ever allow for paid class change. That has nothing to do with how badly Dk's suck. When you start a Dk you get 5 abilites. When you hit lvl 4 most classes get 5 abilities if not, lvl 6.

Plus you have to reach lvl 55 with any class in the game somehow. Plus you still have another 25 lvls to go before your raiding anyway. Plently of time. So if someone suck at Dk its there own fault. Overwatch League. Log In. My Tickets. Contact Support. World of Warcraft Patch 9. Changing a Character's Class Updated: 7 months ago. Relevant Products:. Common Problems Can I change my Class without paying for a service? Can I pay to change my class? Did you find this article helpful? Yes No.

Blood death knights regenerate life almost as fast as they lose it in combat, making them monstrously efficient and have skills like Rune Tap and Vampiric Blood, as well as fast runic power generation but curiously no real runic power dump besides Dancing Rune Weapon. Frost knights focus on keeping the flow of battle under control with the vicious [ Howling Blast ].

Unholy emphasises diseases more than the other trees, as well as containing a very powerful utility skill in Anti-Magic Zone, along with a Ghoul pet and serious Runic Power dumps such as Gargoyle and an improved Death Coil. All of the trees provide speedy, efficient kills, little downtime, and a very active and energetic experience. If you prefer a quick and active combat style with durability, power, and a wide variety of ways to defeat your victims enemies, and the aesthetics of being a fallen hero turned walking engine of ruinous power, the Death Knight may be a perfect fit.

Druids are a shapeshifting Hybrid class. Unlike other hybrid classes, Druids do not fulfill several roles at once e. In their normal form, they are healers and casters, with a wide array of heal over time spells and some offensive spells.

In [ Bear Form ] , they gain considerable toughness and a Rage bar, allowing them to act as a tank. The [ Cat Form ] gives them an Energy bar and Rogue-like abilities for a high damage output, while their [ Moonkin Form ] balance talent allows them to gain extra armor equal to plate, give their group a spell crit aura, and cast potent damage spells on par with a Mage.

They also have 3 travel forms: [ Travel Form ] for land, Aquatic Form for Water, and Flight Form for air, which dramatically increases their speed, and therefore often survival. The Druid gains more from stats than any other class e. This allows them to be moderately sufficient in all roles. If a Druid concentrates all of their equipment to suit one of the Druid branches and uses the correct talents, they can be as efficient as any class for a given role.

Druids are also the only class to have a resurrection spell which may be used in combat, [ Rebirth ]. However, unlike the other resurrection spells, it can only be used fairly infrequently 5 minute cooldown as a trade-off to its combat-usability.

This, in addition to their heals, tanking and [ Innervate ] , makes a well-played Druid able to save a group from what would otherwise be a guaranteed wipe. In end-game raiding, Druids historically were expected to heal. This has been changed with the talent change in 2.

Nowadays feral Druids can spend their talent points in such a way that they can be both a melee-damage-dealer Rogue-type in cat form and a tank in bear form. No other class offers that much versatility DPS and tanking in one single talent build , though the two roles require two different sets of gear. Beyond that, Druids can still specialize to become a healer or a DPS caster.

The hunter is the only class in the game that can deal effective damage with bows, crossbows, and guns. These are available to other classes, but only do token damage and are chiefly used for ranged pulling , while they are the Hunter's main weapons. A Hunter's DPS and ranged attack rating scale as they increase in level, much like a Warrior's attack power scales with melee weapons.

In addition, Hunters gain many special abilities with ranged weapons that either cause extra damage or help control the enemy in some way slowing, stunning, increased miss chance, etc. By contrast, hunters do not gain significant attack abilities with melee weapons. While certainly more deadly in melee combat than most spellcasters, the Hunter will be outmatched in a serious swordfight or axefight, fisticuffs, etc.

Close-range combat is not a strength for Hunters and is avoided as much as possible. Before patch 2. It was often exploited in PvP combat and has since been removed. The Hunter is able to tame many animals from the wild and use them as pets, a central aspect of the class.

They are the only class allowed to name their pets, but note that names are semi-permanent and need not be assigned right away, so choose carefully. To change a pet's name, you will need a [ Certificate of Ownership ]. The Hunter class is the most well adapted class for solo play, and is often considered to be the easiest and fastest leveling class.

In solo play, the Hunter will send the pet to engage the enemy and shoot the enemy from a distance during the fight. Keeping the enemy focused on the pet, rather than running back to the hunter, is a balancing act Hunters must master to play effectively. Hunters can keep pets throughout the life of the character if desired; pets level with the Hunter and can be trained in new abilities as the Hunter learns them.

Specializing in [ Exotic Beasts ] can ultimately give the pet considerable destructive power. Hunters also have the ability to lay traps , which can either damage or crowd control the target. Hunters are often expected to use their freezing trap in group situations to help with crowd control. In groups, Hunters are usually considered damage dealers, using their normal modus operandi to hit the target pet engages, hunter shoots. In instances, the skilled Hunter can often be very useful at pulling , as the Hunter has the ability to cancel the encounter using the [ Feign Death ] ability, presuming it is not resisted and the group is far enough away.

It should be noted however that Hunters must be practiced at controlling their pets in instances for reasons of aggro control, knowing when and how to keep the pet restrained so as not to interfere with other group members' duties. In PvP, Hunters have traditionally specialized in ranged damage Marksmanship and traps Survival , but this has been turned around thanks to the changes made to the talent trees and pet skills in Wrath of the Lich King.

Beast Master tends to be a caster-killer build, thanks to all the pet damage boosts. Survival is more of a heavy-armor killer, since the powerful and dangerous [ Explosive Shot ] deals pure fire damage and ignores armor. Marksmanship is the middle ground, but still dangerous thanks to [ Silencing Shot ] and Chimera Shot. If you think you would enjoy controlling a pet, using crowd control, generating high powered burst damage, and tackling difficult encounters by yourself, the Hunter may be a great choice.

The mage is the archetypal ranged DPS spell-caster. Mages arguably cause the most straightforward damage in the game, and have the biggest arsenal of instant cast offensive spells of all the ranged classes, allowing them to inflict great burst damage when combined with long-casting spells. Mages are famous for their area of effect spells AoE , such as [ Blizzard ] or [ Arcane Explosion ] , that cause damage to all enemies in a given area simultaneously.

When used improperly, this will result in a small army assaulting the mage directly and the mage's sudden death. When used judiciously, however, AoE spells shorten fights, save group members' lives, and make certain encounters easy that might otherwise be very tough.

Mages have other useful abilities besides their destructive spells. They have a quite useful crowd-control spell called [ Polymorph ] which temporarily turns an enemy into a sheep, pig, turtle, or even a penguin.

This comes in very handy when facing multiple opponents, and in PvP also provides comic relief. Mages are also popular for their ability to open Portals for their party to use to travel to a capital city Orgrimmar, Ironforge, etc.

Mages have particular weaknesses that offset their strengths. Their greatest weakness is that they are limited to cloth armor and cannot long survive melee combat, which they should avoid more than any other class. Their other chief weakness is their total reliance on mana, which limits the sustainability of their damage. Mages cannot do significant damage with melee or ranged weapons, so if they run out of mana they are relatively powerless Wands might be useful for pumping out more damage while waiting for Mana to regenerate, but their DPS is pathetic compared to nearly all other weapons of the same level.

As a result, Mages can be considered, in terms of play style, unforgiving with mistakes. Timing and awareness play a huge part in survival. In fact, while the Warlock and the Hunter are considered by some to be overpowered, the Mage is hardly mentioned, due to the Mage having among the lowest survivability in the game.

In PvE groups, the Mage should never engage the enemy immediately; instead they should allow the tank and other classes to wear the enemy down and build up sufficient threat. Once the enemy is suitably focused on the tank, the Mage will unleash a torrent of damage that quickly ends the fight. Knowing when to start attacking and how much damage to do is one of the main skills a Mage must master. In solo play and in PvP, the Mage relies on spells that slow or freeze the enemy in place so it cannot approach within melee range.

They have several escape abilities e. Monks are the newest class in World of Warcraft , and this shows in their design. Set apart from the other classes, monks have a unique combat system, combining energy or mana with the combo point-like chi , and a range of stances to define their current role.

Students of ancient pandaren martial arts techniques, monks embody the skill, focus, meditativeness and deadly effectiveness of a skilled Kung Fu master, battering enemies with a flurry of punches or flying kicks, incapacitating enemies with an intimate knowledge of nerve centers and acupressure points, and using their inner calm and connection to the universe to heal and restore balance to their allies. A true hybrid class, monks can perform a melee DPS, tank or healing role, and similar to paladins tend to provide a little healing in any spec.

However, unlike paladins these students of enlightenment wear only light armor, and can roll or spin out of harm's way, dodging blows and disarming foes. Monks have a number of hybrid abilities that combine damage and healing, and also make use of stationary statues and a range of herbal brews to empower their abilities. Monks are a uniquely mobile class, and are affected by their physical location more than other classes. They can generate Health and Chi Spheres, special objects which must be passed into in order to gain their benefits.

This creates a mobile battlefield, with monks quickly rolling and soaring across the arena to restore health before leaping back into the fray. All monks are melee types - even the healers - and need to be up close to make the most of their abilities. Brewmaster monks are perhaps the most unusual tanks in the game. With a stumbling gait easily confused for simple intoxication, these mighty tanks utilize the style of the drunken master to absorb and stagger damage, while relying on potent brews to restore their vitality.

Devoted masters of ale, these curious but undeniably effective defenders hurl kegs of brew at their enemies, setting them alight with their flaming breath , and use purifying concoctions to wash away harm. Evading their assailants' blows apparently by accident, these elusive brawlers sway and stagger across the arena, provoking their attackers with drunken taunts.

Brewmaster monks do not use shields, preferring to leave both hands free for drinking. And for swiping at enemies, of course. Mistweavers are also unusual, combining the healing power of their mastery of chi with skilful strikes to generate healing for their allies.

Using mana instead of the other specs' energy , Mistweavers can channel their chi to envelop allies in a protective bubble, or retreat into a deep meditation to redirect their allies' damage toward themselves. Steadily restoring targets using a variety of surging, soothing and renewing mists, Mistweavers gently uplift groups and detoxify them of harmful effects. Like Discipline priests, Mistweavers can also derive healing from dealing damage, and are often to be found in the thick of battle, rather than standing on the sidelines.

Windwalkers are the classic martial artists, melee DPS who eschew weapons to pummel foes with fist and foot. With lightning reflexes these indefatigable fighters leap and roll across the battlefield, using their martial prowess to overpower opponents with a combination of speed and deadly accuracy. Similar in some ways to rogues, these agile fighters conserve their chi to build to devastating special moves, stunning targets with Blackout Kicks and pummeling foes with their [ Fists of Fury ].

Aside from combat, monks also enjoy some interesting abilities like [ Zen Pilgrimage ] , and a daily quest to train with the monks at the Peak of Serenity , slowly teaching the player how to engage in more advanced battle tactics, as well as serving to accelerate their rate of experience gain.

If you're looking for a different class which features some rapid melee action, the monk might be for you. The Brewmaster with its Staggered damage offers a slightly different type of tanking experience, while the Windwalker presents a classic martial arts style of play, and the Mistweaver offers a refreshingly hands-on approach to healing.

If you like the idea of hidden pressure points, flying kicks and fists of fury, it might be worth your time trying a monk. Paladins are plate-wearing holy knights.

With the soul of a priest and the brawn of a warrior, paladins combine Holy magic with powerful weapons and stout armor. Like the knights of legend, paladins fight the good fight, smiting enemies with divine wrath and bringing allies back from the brink of death with the power of the Holy Light.

A true hybrid class, paladins can fulfil any role, and can usually do a little of all three, thanks to their combination of damaging, healing and protective abilities. Paladins are especially well-known for their supreme survivability. Abilities like [ Hand of Protection ] , [ Divine Shield ] and [ Lay on Hands ] enable them to render a player all but invulnerable at any time, or instantly heal them back up to full health just when defeat seems inevitable.

In PvP, this can make paladins one of the most frustrating classes to play against, with groups of players sometimes joining forces to try to bring a Protection paladin down. Paladins are also well-known for their range of buffs and support spells, and are arguably the strongest support class in the game. Paladins can grant a number of different hands and blessings to fit any occasion, and use a range of seals to grant them specific benefits each time they attack.

Paladins tend to combine self-heals with damage dealing, effortlessly maintaing their health bar while focusing on bringing their targets down. Paladins and execute their abilities through a combination of mana and Holy Power , a kind of combo point system which allows them to build to a powerful burst of healing or damage.

Holy paladins are dedicated healers. Specializing in single-target healing, Holy paladins also have some damage absorption effects and multi-target heals. More heavily armored than any other healing spec, Holy paladins can take a hit or two and can also dish out some respectable Holy damage.

Protection paladins are well-respected tanks. Their substantial AoE damage and multi-target attacks allow them to effortlessly hold the attention of a crowd of mobs, and sometimes to single-handedly defeat them, too.

Protection paladins draw great strength from being attacked, and are at their best when surrounded by enemies. Retribution paladins rely on melee combat supplemented by magic buffs. With a fighting style that mirrors that of a warrior , the paladin uses similar types of skills to deal both physical and Holy damage to their opponents. When geared properly a Retribution paladin is a very durable and damaging melee fighter and is deceptively powerful in all types of play. The paladin is a true hybrid class, with all three specs capable of respectable healing, as well as providing their allies with a range of buffs, and enjoying an incomparable level of survivability.

With a combination of Holy magic and good old fashioned combat, if you want to be a holy knight slaying your enemies and protecting and healing your allies, the paladin is the class for you. Devout followers of the Holy Light , priests are a cloth-wearing caster class. Traditionally masters of healing, the priest's knowledge of the Light also grants them control of the darker powers of the Shadow.

Discipline and Holy priests are powerful healers , while Shadow priests are potent damage-dealers comparable to Affliction warlocks. However, whether blasting their enemies with Holy Light or sinister Shadow Words , all priests combine some of each school, and are capable of performing beyond their main role. Discipline priests specialise in in damage mitigation, using a range of powerful shields to magically protect their charges. Excelling at single-target healing, Discipline priests can keep a single target alive for a long time, thanks to spells like [ Power Word: Shield ] and a solid range of healing options.

Discipline priests can also heal through dealing damage, using their attacks to take care of their allies' needs during quiet periods or gaps in their rotation. Holy priests are the archetypal pure healer. They have an extensive range of healing options for all situations, exchanging the Discipline priest's anticipatory damage absorption effects for good old fashioned healing power.

Holy priests use a combination of direct heals, heal over time HoT effects, and AoE and multi-target heals to respond to any situation. They also possess some unique abilities like [ Lightwell ] and [ Guardian Spirit ]. Holy priests are far more vulnerable in PvP than the other specs, but are excellent at keeping groups of players alive thanks to their healing versatility.

Holy focuses on healing even more than Discipline, boasting sheer healing output which is hard to beat. Shadow priests represent an entirely different approach to the class. These masters of darkness apply damage over time DoT effects to their enemies and slowly drain the life from them with [ Mind Flay ].

Shadow priests offer some similar gameplay to Affliction warlocks, keeping a number of DoTs active on targets at all times while filling the rotation with lighter attacks and bonus procs. However, the Shadow priest lacks the complexity of the Affliction warlock's range of options, having a much simpler and tighter rotation.

Capable of dealing good burst damage, the Shadow priest really shines when they can place DoTs on multiple targets, dealing massive amounts of damage without lifting a finger. The telltale sign of a Shadow priest is [ Shadowform ] , an altered state that renders the priest a dark shadow of themselves, and improves their play as a DPS. The one limitation to this is that it prevents the priest from casting most healing spells.

However, the priest is still capable of dropping briefly out of Shadowform to heal themselves or their allies, providing extra utility and survivability when needed. However, a Shadow priest cannot be relied upon to maintain healing, as their mana pool will rapidly run dry. When levelling, many priests choose the Shadow spec, since it deals damage far more quickly than the other specs. However, the healing specs are quite capable of facing mobs alone, and benefit from far greater survivability than the DPS-oriented Shadow spec.

Both specs are capable of switching quickly from healing to damage when the situation demands it, with Disc generating healing all the while.

This versatility allows priests of any spec to bring a little extra support when it's needed, and to experiment with their preferred playstyle. For example, a Shadow priest might choose focus entirely on DPS while their allies die, or may take a sideline in support, yanking friends out of the fire with [ Leap of Faith ] and throwing out a quick [ Power Word: Shield ] for a beleaguered tank, or even going all-in as a temporary healer to save the day when the main healer dies.

Another string to the priest's bow is their range of dispel abilities. Powerful abilities like [ Dispel Magic ] and [ Mass Dispel ] make priests some of the most powerful dispellers in the game, with Disc and Holy priests excelling in this role. The main weakness to the priest class is their cloth armor, making them very weak to melee attacks. Priests have abilities like [ Psychic Scream ] for when things get out of hand, but need to stand back from the fray if they wish to show their true potential, and are more dependent on help from other players than some classes.



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