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PostajNaslov: clases   čet ruj 13, 2007 1:05 pm



Zadnja promjena: Admin; pet lip 13, 2008 3:49 am; ukupno mijenjano 1 put.
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PostajNaslov: Re: clases   čet ruj 13, 2007 3:50 pm

Class: Druid



The druids of the Cenarion Circle regard themselves at the caretakers of the world. Having an affinity with all things nature, druids have the power to do a good many things -- and therein lies their power. Druids are versatile. While they may not be the best at particular roles, they are capable of mostly anything.

Druids are normally regarded as casters who have slightly better physical options than the three cloth classes of mage, priest and warlock, and slightly worse magic options. In truth, a druid can heal about as well as a priest can, and can do some decent spell damage when they mean to, although not nearly as much as a mage is capable of.

However, druids' most significant aspect is their ability to shapeshift into various animal forms. At level 10, druids learn to turn themselves into a bear, that effectively makes their character behave like a warrior. The bear has a rage bar, some better combat options, and can take hits far better than the druid in "caster form". Level 20 also brings the druid catform, which lets them behave like a rogue. While catform is not as able to take hits, like a rogue compared to a warrior, a cat deals better damage than a warrior and can even go into stealth.

In instance groups, druids will generally be healers, but can certainly fill in on other roles as needed if healing is covered. The same goes for raiding, although druids are further pushed towards healing and removing poisons and curses. In PvP, druid roles vary a good deal, but the shapeshifting abilities become rather important in the battlegrounds where a feral druid can do a lot of good.

Tanking: good
Healing: high
Damage: moderate
Utility and support: good

Druid Spell and Ability List

Strengths:

* Capable of filling most any role
* Easily adjustable to personal style
* Able to travel swiftly with Travel and Aquatic forms
* Excellent buff spells and heal-over-time options
* Generally low populations lead to high demand for a druid

Drawbacks:

* May not be considered the best at any one thing
* Restrictions on abilities by current form or being outdoor-only
* Being effective at each role takes a set of gear for each
* Requires the management of many different abilities, and even multiple resource types
* Highly limited choices for race

Available races: Night Elf, Tauren
Usable armor: Cloth and leather
Usable weapons: Staves (starting weapon), Maces, Two-handed maces, Daggers, Unarmed
Talent trees: Balance (spell damage), Feral Combat (shifted forms focus), Restoration (healing)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:50 pm

Class: Hunter



Stalkers of the wild, hunters rove the land in search of prey. Skilled trackers and ever vigilant, they attack with gun and bow, while sending their animal companion to keep their adversaries at bay. If the hunter weren't fearsome enough alone, having a tiger or bear assail you to boot is enough for other members of the world to respect the power of a hunter.

Hunters are a class that is known for its ease in soloing and general lack of skills to bring to a group, however that isn't entirely fair. Many hunters are loners, who have figured out how to work by themselves, and are not always exposed to the rigors of party combat until much later in their career.

Hunters are capable in close quarters, with many weapon proficiencies and wearing moderately heavy armor, but their strength lies in their ranged skills. Because of this, their "pet", a beast that they tame out of the wild to fight alongside them, provides a distraction for the hunter to maintain range. Some hunters have great reliance on their pets, as a tiger's claws are still rather sharp.

In instance groups, hunters will typically fill a damage-dealing role, although the good ones will also provide decent utility. Hunters are good "safe" damage on raids, as they are generally not exposed to opponents' dangers from afar and are not nearly as limited by mana as a mage. Hunter PvP roles vary greatly, but a skilled hunter often uses their tracking skills and lies in wait to surprise opponents.

Tanking: moderate
Healing: none, except a pet heal
Damage: high
Utility and support: good

Hunter Spell and Ability List

Strengths:

* Can tame nearly any beast in the world to join their hunt
* Highly-skilled at ranged combat, making it hard to reach or escape a hunter
* Very self-sufficient, and often capable of fighting difficult world elites alone
* Very wide array of available equipment



Drawbacks:

* Cannot use ranged attacks within 8 yards of their target
* Loses considerable inventory space to carry ammunition and food for pet
* Lots of competition on gear



Available races: Night Elf, Dwarf, Draenei, Orc, Troll, Tauren, Blood Elf
Usable armor: Cloth and leather, mail at level 40
Usable weapons: Axes, Two-handed axes, Swords, Two-handed swords, Daggers, Polearms, Fist Weapons, Bows, Guns, Crossbows, Thrown Weapons (starting weapons vary by race)
Talent trees: Beast Mastery (pet focus), Marksmanship (ranged damage focus), Survival (utility and self-preservation)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:51 pm

Class: Mage



Wielders of powerful magic, mages through history have concerned themselves with their lust for power. This great power led the mage Kel'thuzad toward being the catalyst for starting the plague that took over Lordaeron. However, not all power corrupts, as the remaining members of the mage city of Dalaran would like to uphold.

Of the three "caster" classes, mages place their combat focus on destruction. Ice Bolts and Fire Balls freeze and sear opponents into oblivion. But being general overall spellcasters, mages do have slightly more than just blowing stuff up...like, um...polymorph, to disable an opponent so they can better blow them up.

In fairness, mages also can cast teleport spells and conjure some supplies. A few of their spells also have a significant amount of utility usage. Mages may be a bit fragile, but they are also very capable.

In instance groups, mages are excellent at dealing damage, and specialize in area effect (AE) damage. They also use Polymorph, Frost Nova and Counterspell to try to take their opponents out of the fight. On a raid, the crowd control aspect of the class is often stifled, but mages are always called upon to do damage. Mages can be very potent in PvP, casting single-target and area damage spells.

Tanking: poor
Healing: none
Damage: high, highest for AE
Utility and support: high

Mage Spell and Ability List

Strengths:

* Able to destroy many opponents before they can lay a finger on the mage
* Can harm many opponents at once
* Able to remove a target from combat with Polymorph
* Teleportation spells and conjuring their own food/drink

Drawbacks:

* Low survivability rate, when their magic fails them
* Limited equipment choices from having only cloth to use
* Heavy dependence on mana, and total reliance on being able to stand still long enough to cast their spells

Available races: Human, Gnome, Draenei, Troll, Undead, Blood Elf
Usable armor: Cloth
Usable weapons: Staves (starting weapon), Daggers, Swords, Wands
Talent trees: Frost (longevity), Arcane (general enhancement), Fire (rapid destruction)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:51 pm

Class: Paladin



Traditionally human, the Order of the Crimson Hand also includes dwarves in this post-third war era. Defenders of The Light, justice, and honor, Alliance paladins are holy knights that excel at both healing and defense. With the arrival of the Burning Crusade, the Draenei were found to also be ardent followers of the light, whose powers supposedly the Blood Elves have managed to steal and create their own cadre of Blood Knights.

Paladins are heavy armor specialists that do not excel at damage dealing, but instead make good healers because, though their spells lack the sudden punch of a priest, they are incredibly hard to kill. Indeed, when called to the task, paladins are capable tanks if they can hold aggro.

Paladins also possess some very potent spell effects they can bestow on other players, such as blessings, auras, and (indirectly) judgements. Though the blessings are very short in duration, and a paladin can only cast one on each target, many consider them the best buff spells in the game.

Groupwise, the paladin will often find themselves playing a support role. After blessing their group and activating the appropriate aura, a paladin will often be back-up healing and off-tanking as needed. In the absence of a warrior or another healer, sometimes the paladin will be the main tank or healer, but this is usually not preferred. Paladins are excellent back-up healers because they can resurrect, meaning if something should happen to the priest or druid late in the instance, the group is not screwed over.

Tanking: good
Healing: good
Damage: low
Utility and support: high

Paladin Spell and Ability List

Strengths:

* Frustratingly difficult to kill
* Can wear any armor and most weapons
* Excellent support and emergency skills
* Free mount at level 40, and special quested mount at 60



Drawbacks:

* Low damage output, little more than autoattack
* Very few ranged options
* Very gear-dependent



Available races: Human, Dwarf, Draenei, Blood Elf
Usable armor: Any (plate after level 40)
Usable weapons: Maces, swords, and axes -- both one- and two-handed.
Talent trees: Holy (healing power), Protection (defensive), Retribution (offensive)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:52 pm

Class: Priest



Spiritual leaders across many different races are loosely defined as "priests". Every race has priests to guide their beliefs besides the shamanistic orcs and tauren, and the technocratic gnomes. While priests are generally revered as healers, each race's priests are slightly different, and some priests are more intent on using the darker powers of their faith.

Priests will combine holy magic mostly reserved for healing and protecting, and shadowy magic that manipulates, damages, and withers opponents. A priest makes for a good ally and an unwanted enemy.

Priests are very often sought out for groups simply for their healing capacities. Though priests are capable of much more, this is the role they are normally reduced to in any kind of group or raid environment. However, in PvP, shadow priests melt faces.

Tanking: poor
Healing: highest
Damage: decent
Utility and support: good

Priest Spell and Ability List

Strengths:

* Powerful healing spells
* Protective magical shield to help prevent incoming damage
* Very popular with other players
* Capable magician in their own right

Drawbacks:

* Limited to cloth armor, and often easily killed
* Usually cast into a healing role, which can be boring and thankless

Available races: Human, Dwarf, Night Elf, Draenei, Troll, Undead, Blood Elf (see spell list for race-based spells)
Usable armor: Cloth only
Usable weapons: one-handed Maces (starting weapon), Daggers, Staves, Wands
Talent trees: Holy (healing power), Shadow (offensive), Discipline (staying power and all-purpose effectiveness)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:52 pm

Class: Rogue



The cat burglar. The street thug. The ruthless assassin. All of these people are united in that they often transgress the law to succeed, and by hook or crook, they will take what they need. Usually not one to engage in open confrontation, rogues do not fight a fair fight, and typically the first indication a rogue is nearby is from the dagger in your back.

Rogues are melee combatants that focus on their skills rather than their armor to keep them alive. Masters of moving in stealth, crafty rogues have skills for just about every situation, and without mana, they are generally only limited by their own endurance -- one only has the energy to do so much at once.

Rogues make for the best single-targest damage in the game, and this often brings them into groups, who might also want a rogue around to sneak ahead and scout or sap an opponent, or to pick the locks on doors and chests. This does require the rogue to be up front and possibly in the line of fire, however.

Tanking: moderate
Healing: none
Damage: highest (for single target)
Utility and support: decent

Rogue Ability List
Strengths:

* Able to sneak past danger, or sneak up behind their kills
* Excellent at dealing damage in a hurry, making for rapid grinding
* Able to pick locks other classes have no way of opening
* Abilities to respond to mostly any situation

Drawbacks:

* Have to engage consistently in combat with only leather armor
* Many abilities have reagents or lengthy cooldowns
* No range on primary abilities

Available races: all but Tauren and Draenei
Usable armor: Cloth and Leather
Usable weapons: 1 Hand Sword/Mace, Dagger, Fist Weapons and all ranged weapons besides wands
Talent trees: Combat (straight fighting), Subtlety (stealth skills and avoiding combat), Assassination (ruthless offense)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:53 pm

Class: Shaman



All people turn to their spiritual leaders from time to time. Some of the more tribal races have shamans to fill this role rather than a priest. The shaman communicates with spirits and the elements, and has visions of the future, to guide their people through the darkest of time.


Shamans are no pushovers, however. They possess a variety of potent combat skills in addition to their magic, and eventually wear mail armor along with the option to protect themselves with shields. Many a combatant has fallen prey to a shaman's might, only to cry nerf.

Shamans are capable of healing, although of the four healing classes in the game, they are the weakest at it, preferring to have more of an offensive and combat-oriented focus. Still, they are able to resurrect themselves and then others, and this can be of great benefit to a group deep into a dungeon.

What shamans are best known for in combat are their totems. Long the Horde complement to the paladin, the shamans short-term buff abilities and other temporary effects come from the laying of totems. The shaman eventually comes to master each of the four elements, and has specific totems that are associated with each. One totem of each kind may be active at once.

Tanking: decent
Healing: moderate
Damage: moderate
Utility and support: high


Shaman Ability List


Strengths:

* Great versatility, being capable of both melee and magic
* Good burst damage and quick effects from "shock" abilities
* Very powerful on support with totems for anyone and everyone
* Strong healing capabilities to outlast opponents

Drawbacks:

* Run out of mana very quickly
* Are very limited in their totem use during multi-group encounters
* Cannot greatly effect an opponent outside of 20 yards


Available races: Draenei, Orc, Troll, Tauren
Usable armor: Cloth, Leather, Mail (at level 40), Shields
Usable weapons: One-handed maces and axes, daggers, staves. Two-handed maces/axes available with talents.
Talent trees: Elemental Combat (offensive magic), Enhancement (close combat), Restoration (defensive and support magic)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:53 pm

Class: Warlock (hey that's mee Smile )



Mages who lust for power often turn to darker arts, such as necromancy. Several races' mages have also turned not to the power of the undead, but to demonic energies. The orcs, in particular, were long-suffered from being tainted with demonic blood. While they have largely thrown down the demonism that has filled their culture for many years, there are still many orc summoners. Amidst humans, gnomes, and blood elves, it is simply the tantalizing offer for power that compels an adept to follow the way of the demon. And why shouldn't it?

Warlocks have powerful damage spells, but they place a much higher emphasis than the mage on damage-over-time. A warlock is perfectly capable of "DoT"-ing up an opponent, cursing them, and simply watching them disintegrate. While doing so, they may tap their own life energy for more mana, and then drain that energy back from their opponents.

One of the best-known aspects of Warlocks is that of summoning. Warlocks have a great many different pets for various situations, from spell-casting imps to alluring succubi to towering infernals. Each pet has its own set of uses, and the warlock must drain the energies of the souls he or she is fighting to power the rituals to bring the appropriate pet into this world.

The warlock is a very powerful class, but one that may take a good bit of difficulty to learn. Their damage does not blast like a mage's. Their pets are not as much of a tank as a hunter's. Their support abilities are limited. But they have amazing versatility.

Tanking: low
Healing: low
Damage: high
Utility and support: moderate

Warlock Spell and Ability List

Strengths:

* Four basic pets and several others, to adjust to different situations
* Excellent damage-over-time and disempowering abilities
* Can summon other players, with the aid of two other party members
* Can save parties from disaster with soul stones and health stones.

Weaknesses:

* Required to donate large amounts of inventory space to Soul Shards
* Little-to-no capability in close quarters
* Can often be a complicated class to use to their maximum potential

Available races: Gnome, Human, Orc, Undead, Blood Elf
Usable armor: Cloth only
Usable weapons: Daggers, wands, staves, and one-handed swords
Talent trees: Destruction (direct damage), Affliction (damage-over-time), Demonology (pet focus)

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PostajNaslov: Re: clases   čet ruj 13, 2007 3:54 pm

Class: Warrior



Warriors are combatants. Plain and simple. From weaponmasters to berserkers to well-protected soldiers, warriors are always capable in, and quite possibly looking for, a good fight. Their motives can range from defense and protection of others to revenge and fury, however you will never find a warrior sulking somewhere in a corner. If a warrior has a problem, he will come forward and address it.

Every race has warriors of some fashion. The Stormwind militia, orc grunts, the sentinels of the Night Elves, and everyone in-between have societies of warriors, or at least guards and soldiers. Only the Blood Elves feel the call of the warrior too barbaric, and prefer to protect themselves through magic.

Warriors are capable damage dealers, mastering all types of weapons other than magical wands. A team of warriors can easily make quick work of an adversary. However, warriors are also prime defenders, able to avoid and weather blows better than any other class. They cannot last forever, however in the role of tanking, they can hold the attention of their enemies long enough for a fireball or backstab to deal the killing blow.

Because warriors are the most capable -- and in some players' minds, only capable tank, it is generally assumed that is the role that a warrior will fulfill in a group. Fighting defensively and blocking with a shield, this inhibits the warrior's damage output somewhat, but it allows the group to work to their maximum potential. Fighting alone, however, he may choose to pull out a large claymore or wield battle axes in both hands, choosing offense as the best defense.

Tanking: highest
Healing: none
Damage: decent
Utility and support: low


Warrior Spell and Ability List

Strengths

* Most powerful defender in the game
* Can use essentially any weapon or armor
* Highly sought after for groups

Weaknesses:

* Limited to melee abilities
* Very reliant on equipment and on others
* Often pigeonholed into the tanking role


Available races: All but Blood Elf
Usable armor: All (plate only after level 40)
Usable weapons: All but wands
Talent trees: Protection (defensive), Fury (aggressive), Arms (balanced fighting)

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