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Category Archives: Races

Racial Analysis: Draenei

Classes and Starting Attributes

Starting Attributes Base Hunter Mage Paladin Priest Shaman Warrior
Strength 21 21 21 23 21 22 24
Agility 17 20 17 17 17 17 17
Stamina 19 20 19 21 19 20 21
Intellect 21 21 24 21 23 22 21
Spirit 22 23 24 23 25 24 22




Racial Traits
Gift of the Naaru (Instant cast, 3 minute cool down, 40 yard range)
Heal your target for 35 + (15 x Level) over 15 sec. The amount healed is increased based on the caster’s Spell Power or Attack Power, whichever is highest.

Heroic Presence (Passive)
Increases chance to hit by 1% for you and all party members within 30 yards.

Gemcutting (Passive)
5 point skill bonus to Jewelcrafting.

Shadow Resistance (Passive)
Reduces chance to be hit by Shadow spells by 2%.

General Assessment
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

One of the defining characteristics of the race is Gift of the Naaru, which is an instant cast Heal Over Time (HoT) spell that increases in power as your character does. This is the only racial ability that heals, and it is the only one that can be cast on someone else as well. When I think of the Draenei race, this is always the first ability that comes to mind for me. As far as leveling early on and getting a solid start this is the best of the Draenei racial abilities.

Another racial that you can’t go wrong with though is Heroic Presence. This is probably the defining racial for Draenei when it comes to end game. Having a higher chance to hit is great even at level 1, and while the 1% never gets higher this ability becomes stronger as you level.

If you feel like being a Jewelcrafter, then Gemcutting is a nice little boost for you. It’s only a +5 bonus as opposed to the larger bonuses that some of the other races receive, and I’m not really sure why that is to be honest, but every little bit helps. For a race that is heavily reliant on gems and crystals for energy and so forth I don’t see why their bonus should not be more like that of the Gnomes, or Tauren at the very least.

You do find a few mobs that use shadow magic throughout many zones in the game, so having Shadow Resistance can be helpful to you from time to time. Overall it isn’t much better than any of the other racial resistances of the other races, but there are certain zones in the game where shadow damage is fairly common.

Class Analysis
Hunter: With 20 Agility, 21 Int, and 20 Stam the Draenei Hunter is pretty well rounded. You won’t be hitting quite as hard as other races will starting out, nor will you have as much mana or health as some of them. But, it’s still a solid choice with all of your appropriate stats starting out at, or above, 20. Gift of the Naaru can also be used on your pet in addition to your Mend Pet spell, so you have a good advantage in keeping your pets alive. Heroic Presence of course provides a nice bonus to your chance to hit as well, making the Draenei a solid choice for a Hunter.

Mage: With 24 Intellect, 19 Stamina, and 24 Spirit you have your starting attributes covered pretty well. As a class that is unable to heal itself (at least not without a glyph), the Gift of the Naaru is a great help and since a mage is going to stack Spell Power above all else that heal is going to be quite powerful, especially in lower levels where your health pool is small to begin with. A lot of the Mage’s survivability is also reliant on your spells hitting, so the racial bonus from Heroic Presence is great as well.

Paladin: As is usually the case, the Paladin has pretty well rounded stats for all builds with 23 Strength, 21 Stamina, and 21 Intellect. The Ret Paladin takes a bit of a loss with only 17 Agility so you won’t crit quite so often as other Paladins will starting off, but you aren’t all that far behind the curve really. All of your builds will have good Attack Power and/or Spell Power to boost your Gift of the Naaru even though it’s not quite so big a deal to a class that’s capable of healing as it is to one that’s not. And having your Taunts or Judgements miss is never a good thing so Prot/Ret Paladins will make good use of Heroic Presence.

Priest: With 23 Intellect, 25 Spirit, and 19 Stamina the Draenei present an excellent option for the Priest class. Gift of the Naaru isn’t quite so useful to you as it is to other classes that don’t have bubbles and heals, but that certainly doesn’t mean it’s not handy in a pinch. At the very least, it’s another healing spell and it comes with no mana cost at all.

Shaman: Similar to the Paladin the Shaman has a nice array of stats for his builds: 20 Strength, 22 Intellect, and 20 Stamina. Also like the Paladin, Enhancement Shamans take a slight hit by having only 17 Agility so they don’t crit as often, but with the versatility of the class that can pretty easily be overcome. While Shamans are capable of healing themselves with spells, their mana is better spent elsewhere if they are not healers, so having a free HoT everything three minutes can be a great benefit.

Warrior: The 24 Strength and 22 Stamina help give you a nice start on your two primary stats, though you do once again fall victim to the lower 17 Agility that takes away from your crit as well as your avoidance if you happen to spec into Protection. Another class without healing capabilities means another class benefiting from Gift of the Naaru.

Psynister Preferences
Personally I prefer the Shaman as the class of choice for the Draenei because everything fits together so well for them. But, the race is a great choice for all of their available classes so you really can’t go wrong here. I would say Paladin, Priest, Mage, Hunter would follow next in line for my personal taste.

 
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Posted by on September 15, 2009 in Races, World of Warcraft

 

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Racial Analysis: Blood Elf

Classes and Starting Attributes

Starting Attributes Base Mage Rogue Warlock Hunter Paladin Priest
Strength 17 17 18 17 17 19 17
Agility 22 22 25 22 25 22 22
Stamina 18 18 19 19 19 20 18
Intellect 24 27 24 26 24 24 26
Spirit 19 21 19 21 20 20 22




Racial Traits
Arcane Torrent (Instant cast, 2 minute cooldown)
Silence all enemies within 8 yards for 2 seconds. In addition, you regain 6% of your mana. Death Knights and Rogues restore 15 runic power/energy instead.

Arcane Affinity (Passive)
10 point skill bonus to Enchanting Profession

Magic Resistance (Passive)
Reduces the chance to be hit by spells by 2%

General Assessments
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

If you ask me, Arcane Torrent is clearly the winner for the Blood Elf’s racial traits. It’s good no matter what level you are. Every class relies on some form of energy (mana, energy, runic power, rage), and this ability gives you a percentage of that back instantly an for free. In addition to that it interrupts spell casting in an area around you. This is one of the few racial traits in the game that is beneficial to every class that is available for the race to play.

Having Arcane Affinity is great if you happen to be an enchanter, basically allowing you to level the skill up with fewer mats early on and then letting you get a little further ahead before having to get more expensive or harder to find materials later in your levels. Obviously situational as it does nothing at all for you if you do not have the profession, but it’s good if you do have it.

Out of all of racial resistances in the game, Magic Resistance is probably the best one all around as it affects every type of spell rather than a single type and is essentially a 2% Dodge versus spells. You will face casters more and more as you move up in your levels, so it plays a larger role later than it does early on, but it’s a nice passive bonus to have.

Class Analysis
Mage: Your 27 Intellect puts you right in line with the Gnome with the two highest Int scores in the game starting out. The 18 Stam is still decent though it could be higher, but 21 Spirit will help with your regen. Enchanting is one of the most common professions for a mage, so if that happen to be the route you prefer to take then Arcane Affinity will be a nice bonus for you. And of course you have the mini-Evocation known as Arcane Torrent that will restore 6% of your mana when used.

Rogue: The 25 Agility helps make you a solid choice for a Rogue with 18 Strength and 19 Stam backing you up. The high agility makes up for the somewhat lower strength score, and Arcane Torrent allows you to not only shut down one of your worst opponents (spell casters), but also gives you a 15 point boost to your energy every 2 minutes.

Warlock: Just below the Mage at 26 Intellect you too will have a great start on your mana pool. The 19 Stam could certainly be higher for a class that sacrifices their hit points for more mana, but 19 is still a great start. The 21 Spirit will help with your regen early on and Warlocks are eventually able to convert Spirit into additional Spell Power to make their spells stronger as well. The extra mana from Arcane Torrent will help you just as well, allowing you to get mana back without having to lose your hit points as you do with Life Tap. Warlocks also frequently take Enchanting as one of their professions making you a bit more likely to make use of Arcane Affinity than some of the other classes.

Hunter: The 25 Agility sets you up with a strong base of ranged attack power and the Hunter is able to take advantage of the 24 Intellect you start with as well. Hunter damage falls way behind when there is no mana to back you up, so Arcane Torrent can be a real benefit to you.

Paladin: The 19 Strength starts you off a bit lower than the other choices for Paladin, but considering you are the only option for Horde until Cataclysm is released, that’s something you just have to deal with. Luckily you have 22 Agility to help with dodging and melee crits, a 20 Stamina to keep your hit points high, and 24 Intellect gives you the mana you need to keep on going. A Paladin without mana might as well be dead, so having not only a high base Int but also Arcane Torrent allows you to somewhat overcome that problem. Your biggest threat is spell casters, so being about to silence them with Arcane Torrent as well as being 2% harder to hit thanks to Magic Resistance .

Priest: Much like the other casters 26 Intellect along with 22 Spirit will help with your mana issues, and your 18 Stam is decent though it could use a boost. Again you can make excellent use of Arcane Torrent to get your mana back when you need it. And Priests also frequently take Enchanting as one of their professions if you want to make use of Arcane Affinity as well.

Psynister Preferences
My personal preference for the Blood Elf is the Paladin. The benefits of this race cover the weaknesses of the Paladin class making it an almost perfect match. Following that I would go Mage, Rogue, and then all of the rest. Considering the racial traits offered by other Horde races, Hunter is not the best choice for you, but there’s certainly nothing wrong with being a BElf Hunter.

 
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Posted by on September 9, 2009 in Races

 

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Racial Analysis: Dwarf

Classes and Starting Attributes

Starting Attributes Base Hunter Paladin Priest Rogue Warrior
Strength 22 22 24 22 23 25
Agility 16 19 16 16 19 16
Stamina 23 24 25 23 24 25
Intellect 19 19 19 21 19 19
Spirit 19 20 20 22 19 19




Racial Traits
Stoneform (Instant Cast, 3 minute cooldown)
Removes Bleed, Poison, and Disease effects. In addition, Armor increases by 10%. Lasts 8 seconds.

Gun Specialization (Passive)
Your chance to critically hit with Guns is increased by 1%.

Frost Resistance (Passive)
Reduces the chance you will be hit by Frost spells by 2%.

Find Treasure (Instant Cast, No Cooldown)
Activate to see treasure chests on mini map. Lasts until canceled.

Mace Specialization (Passive)
Expertise with One-Handed Maces and Two-Handed Maces increases by 5.

General Assessment
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

Having the ability to cleanse yourself of Bleeds, Poisons, and Diseases is certainly beneficial to you at any level in the game, and Stoneskin does all of that in one ability. The 10% bonus to armor is a nice benefit, but I don’t find that to be the strength of the ability.

Any time you manage to get a straight bonus to your chance to crit, you know you’ve found a gem. Dwarves get +1% crit when using guns from Gun Specialization which makes them excellent hunters. Warriors and Rogues are also able to take advantage of this, but since it is not their primary form of attack it will not benefit them nearly as much as a hunter.

Having Frost Resistance can help in Northrend, and in small patches around other areas in the game as well. The percentage of course is small, so it will not be a huge benefit to you, but every little bit helps when the time comes to put it to use.

One ability that I always found fun is Find Treasure. It works like any other Find ability like Find Minerals or Find Herbs, but it looks for items that can be looted like chests, barrels of milk, weapon boxes, etc. It’s surprising just how many of those things you can find sitting around in Stormwind. It’s also surprising just how many chests you can find tucked away in a cluster of trees or behind a distant bush and such when you have this turned on. There are a lot more chests in this game than I thought there were.

Having Mace Specialization gives you a nice bonus to your expertise, making maces one of the better options for Dwarven Ret Paladins. Other classes can benefit from it as well, of course, and any class that attacks with a one or two handed mace will find it beneficial.

Class Breakdown
Hunter: While your 19 Agility could be higher, you still have a solid start on your primary stat. With 19 Int and 24 Stam you’re going to have a good pool of resources for keeping you alive and being able to use your mana-based attacks more often. As mentioned above, the +1% crit provides a great boost to your burst damage when using guns as well.

Paladin: With 24 Strength, 25 Stamina, and 19 Intellect you have a good start on any type of paladin you want to play. The 16 Agility hurts somewhat for a Ret build, but the high strength balances that out nicely. Mace Specialization can come in handy if you happen to be using a mace, and Stoneform can be used in place of some of your other spells without requiring mana.

Priest: You get a good start on your mana pool with 21 Intellect, and you have strong support for that with 22 Spirit and 23 Stam. Priests are well known for being hard to kill and that high Stam along with Stoneform make it even harder.

Rogue: Your 19 Agility could handle being a little bit higher, but 23 Strength and 24 Stam helps you to pack a harder punch (stab?) and gives extra survivability as well. One of the Rogue’s major annoyances is not being able to stealth due to various DoT effects, and while Stoneform doesn’t get rid of all of them it does take care of some of the more common ones while also adding a bit to your already low armor.

Warrior: Starting with 25 Strength and 25 Stamina, it’s no wonder why this is the most common class I see among Dwarves. Stoneform provides great utility that your class does not otherwise have and you can probably benefit a bit more from the increased armor from Stoneform than any other class save possibly the Rogue.

Psynister Preferences
My personal preference for the Dwarf is a toss up. I don’t particularly care for dwarves, but when I picture one they’re always holding a gun. So my three-way tie for preferred class for a Dwarf is going to be Hunter, Rogue, Warrior. Dwarves are a good fit for all of their available classes, but if it were up to me then that is how I would rank them. I’ve never been a fan of Dwarves being spellcasters, so I don’t know that I would ever roll a Priest even though they have good stats for them. Dwarven Paladins are great options as well, and you see them frequently in PvP environments, but if I’m going to play an Alliance Paladin then Human or Draenei are my top choices.

 
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Posted by on September 8, 2009 in Races

 

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Racial Analysis: Troll

Classes and Starting Attributes

Starting Attributes Base Hunter Mage Priest Rogue Shaman Warrior
Strength 21 21 21 21 22 22 24
Agility 22 25 22 22 25 22 22
Stamina 21 22 21 21 22 22 23
Intellect 16 16 19 18 16 17 16
Spirit 21 22 23 24 21 23 21




Racial Traits
Berserking (Instant cast, 3 minute cooldown)
Activate to increase attack and casting speed for 10 seconds. Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%.

Regeneration (Passive)
Increase health regeneration bonus by 10%. Also allows 10% of normal health regenerate during combat.

Beast Slaying (Passive)
5% damage bonus to Beasts.

Throwing Weapon Specialization (Passive)
Increase Throwing Weapon crit chance by 1%.

Bow Specialization (Passive)
Increase Bow crit chance by 1%.

Da Voodoo Shuffle (Passive)
Reduces the duration of all movement impairing effects by 15%.

General Assessment
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

Berserking: Is one of the key features of the race, but I very rarely see anyone actually using it. While the 10% bonus when you’re near full health isn’t huge, the 30% speed increase when you’re low certainly can be, especially if you happen to be a healer or a melee dps class.

Regeneration: Overall I would say that this is the strongest of the Troll’s racial traits. It can go a long way towards reducing your downtime, though it does have a stronger presence for some classes than it does for others.

Beast Slaying: With most of the mobs in the game falling into the category of Beast, you could almost just call this a straight +5% damage and call it good. This is one of the most beneficial racial abilities in the game when it comes to leveling. If you’re at all into grinding mobs then this makes the troll race an excellent choice for you. However, it’s usefulness is geared more towards leveling/grinding/farming than it is raiding as you will not find much use for it if you are raiding end game content.

Throwing Weapon Specialization: Increased crit chance with thrown weapons is good, but you aren’t going to be using it very often. Personally, I rank this among the most useless racials in the game. Only a few classes use thrown weapons, and none of them uses it as a primary form of attack. If anything I would rather have a bonus to Hit than a bonus to Crit.

Bow Specialization: This more than makes up for the sadness of Throwing Weapon Specialization by giving you a bonus to crit when using a bow. Obviously a Hunter will get more use out of this than anyone else, but a straight 1% crit is a pretty big deal.

Da Voodoo Shuffle: This racial works well with both PvE and PvP. Like many other racials, it is a situational in its usefulness, but being slowed is never fun and this will help you shake it off faster.

Class Breakdown
Hunter: With 25 Agility your primary stat gets a great start, tying you for first place with the Blood Elves for Horde Hunters. The 16 Int is a bit low for your mana pool, but certainly still manageable, and you have 22 Stam and 21 Spirit to provide you with a boost to your survivability. Having Bow Specialization provides you with more burst damage potential than every other hunter race save the dwarves with their Gun Specialization. For low level PvP, this is one of the best race/class combinations you can take.

Mage: Starting at 19 Int puts you slightly below the curve with your primary stat, meaning you’ll have a bit more down time than other races when you start out. Your racial Regeneration will help with your health both in and out of combat, and Berzerking can give you a nice boost to your casting speed when you need it as well.

Priest: As with the Mage, having only 18 Int is going to mean you start with a smaller mana pool than other races, but you also have 23 Spirit to help with your mana regen, and 21 Stam for a good starting health base. Regeneration becomes extra useful to you since you are able to bubble yourself to prevent damage from coming in while you regenerate, and you also get a lot of benefit from Berzerking.

Rogue: With 25 Agility you get a high primary stat and 22 Strength backs you up on damage quite well. The 22 stamina gives you a slightly higher starting health than most other Rogues, and you benefit from either Throwing Weapon or Bow Specialization depending on which you use (if either). Being able to Regenerate while stealthed is a nice bonus, as is reducing slow effects which are crippling to Rogues. Once you are able to make use of poisons, Berzerking becomes a real treat by increasing your attack speed and giving you more chances to apply your poisons. Being a melee-only class as well as having fairly low armor with leather as your only option, a Rogue will likely make more use of Berzerking than any other class, and get more out of it as well.

Shaman: You have a nice balance in stats with 22 Agility, Strength, and Stamina. Again you hurt just a bit in the mana pool area with only 17 Int, but as a hybrid class that uses both spell casting and melee attacks you are able to use Berzerking to its full potential.

Warrior: Everything you need as a Warrior is right there waiting for you on the Troll. With 24 Strength, 22 Agility, 23 Stam, and 21 Spirit you’ve got all of your bases covered and all with scores above 20. Rengeneration is going to give you a bit of an advantage while in combat, and Berzerking may come into play more often for you than any class other than Rogue as a Warrior will always be up in the thick of battle.

Psynister Preferences
My personal choice for the Troll’s best fit is going to be the Rogue and Hunter, in that order. Looking at the starting attributes and abilities, Warrior is probably your best fit overall. When I roll a Troll it is always either Rogue or a Hunter. My first “main” character was a Troll Shaman that was pretty fun to play, but overall he didn’t really compare to other shamans that I have played of other races. Race doesn’t play a very big part in the overall picture, but it was enough that I don’t even consider Troll when I decide to roll a shaman.

 
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Posted by on September 4, 2009 in Races

 

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Racial Analysis: Night Elf

Classes and Starting Attributes

Starting Attributes Base Druid Hunter Priest Rogue Warrior
Strength 17 18 17 17 18 20
Agility 25 25 28 25 28 25
Stamina 19 19 20 19 20 21
Intellect 20 22 20 22 20 20
Spirit 20 22 21 23 20 20

Racial Traits
Shadowmeld (Instant Cast, 2 minute cooldown)
Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect.

Elusiveness (Passive, Rogue and Druid only)
Reduces the chance enemies have to detect you while shadowmelded or stealthed.

Quickness (Passive)
Reduces the chance that melee and ranged attackers will hit you by 2%.

Wisp Spirit (Passive)
Transform into a wisp upon death, increasing speed by 75% (instead of 50%).

Nature Resistance (Passive)
Reduces the chance you will be hit by Nature spells by 2%.

General Assessment
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

Shadowmeld Is an awesome ability that has a lot of uses in PvP, PvE, and Roleplaying as well. This is an excellent racial and easily my favorite of the race. It can provide you with some amount of safety when you need to go AFK in the middle of a hostile region, and it can help to some degree in PvP situations to hide from your enemies.

With Elusiveness, classes that are able to become stealthed are even harder to find once they do so. A Night Elf subtlety Rogue is almost impossible to find by players or mobs that are not at least three levels higher than them. Classes that are not able to stealth do not gain quite so much benefit from this as those that can, but it does affect your Shadowmeld as well.

Staying alive is always a good thing, and not getting hit in the first place due to Quickness is a nice way to get started off on the right foot for that. Short of being able to heal yourself (like the Draenei), this is one of the best defensive racial traits in the game making you harder to hit.

Nothing sucks more in this game than dying and having to run all the way back to your corpse to resurrect yourself, and the Night Elves are the only ones that give a special benefit like this. When you die you run faster than someone on a regular ground mount on your way back to your body. This also happens to be the only race that has an animation for it other than a greyscale version of their regular character as you turn into a wisp.

As with the Tauren, Night Elves possess Nature Resistance which again is able to help somewhat in certain circumstances. It’s not an exceptional racial trait, but with resistances generally being fairly hard to find every little bit helps.

Class Breakdown
Druid: While their 18 Strength is not perfect for the feral druid, it is a solid start for either tanking or dps. The 25 Agility shines through for the feral Cat druid’s dps as well as a bear tank’s avoidance. The 19 Stam is their second lowest score, but it also happens to be a very solid score for starting out. With 22 Int and Spirit all of your starting needs for mana and spirit-regeneration are already ahead of the curve. With their starting stats this is about as close to an absolute perfect fit as you can get.

Hunter: Right off the bat a 28 Agility sets the Night Elf as the strongest Hunter in the game as far as base stats are concerned. Next up on a hunter’s needs is 20 Int and 20 Stam which both give you a solid start on your primary attributes. The 21 Spirit will also help to keep your mana regeneration going for minimizing your downtime.

Priest: With 22 Int and 23 Spirit the Night Elf gets a good boost on their starting stats and the 19 Stam is fairly strong for starting out as well. While Agility is not very important to you, being able to start off with a 25 will help you a bit with dodging attacks early on.

Rogue: Much like the Hunter, 28 Agility makes the Night Elf the best stat-based Rogue starting out as well. The 18 Strength could be a little bit higher but the higher Agility more than makes up for that. The rest of the rogue’s stats start off with a 20 which makes for a very well balanced start.

Warrior: With 20 Strength you aren’t going to be the strongest Warrior starting out, but you aren’t going to be the worst either. Your 25 Agility will help a lot with your avoidance which is especially nice if you plan on filling the role of a Tank, and 21 Stam and 20 Spirit will help keep you alive regardless of which path you take your class.

Psynister Preferences
Even though I do not care much for the Alliance Faction and rarely play on any of the few toons that I do have in the faction, the Night Elves are still my favorite race in the game. I could really do without the Michael Jackson dance that the males have, but everything else about the race (especially the occasional front flip when they jump) just fits in perfectly with what I like in the game.

With my constant exception of the ever-hated Warrior class, I love every class selection that the Night Elf has open to them. Narrowing the classes down for this race is really hard for me as they are such a perfect fit for each of them. If I absolutely had to narrow it down to a single one I would say that Hunter is the perfect fit and my personal preference, followed closely by Rogue and Druid, and finally Priest.

 
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Posted by on September 3, 2009 in Races

 

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Racial Analysis: Tauren

Classes and Starting Attributes

Starting Attributes Base Druid Hunter Shaman Warrior
Strength 25 26 25 26 28
Agility 15 15 18 15 15
Stamina 22 22 23 23 24
Intellect 15 17 15 16 15
Spirit 22 24 23 24 22




Racial Traits
War Stomp (0.5 second cast, 2 minute cooldown)
Stuns up to 5 enemies within 8 yards for 2 seconds.

Endurance (Passive)
Base Health increased by 5%.

Cultivation (Passive)
Herbalism skill increased by 15.

Nature Resistance (Passive)
Reduces the chance you will be hit by Nature spells by 2%.

General Assessment
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

With War Stomp you are able to stun everything within 8 yards of you for 2 seconds. This stun can be used for any number of things, depending on your class, but what I generally find myself using it for is to heal. Almost all of the classes that can heal are able to do so either within 2 seconds time, or soon enough thereafter that they can avoid most of the pushback that they might otherwise suffer from being attacked. It’s also useful for either gaining distance or making use of crowd control spells if you are a class and spec that makes use of such.

Taurens are pretty well known for their Endurance, and every class can certainly benefit from having extra health. While Warstomp has a lot of applications during combat, this is probably the best of the Tauren racial abilities.

Everybody has to eat, and cows like veggies. Cultivation provides a large boost to herbalism that allows you to pick almost every herb in your starting zone from the very beginning. Most starting zones include 1-2 nodes for Mageroyal as well, which cannot be picked until skill level 50, but that number is not quite so far off when you start with a +15 bonus to begin with. The major drawback to this racial is that it does not count towards your ranks of Lifebloom. So where everyone else gets Lifebloom Rank 1 at skill level 75, a Tauren does not get that spell until skill level 90.

Taurent have Nature Resistance from sleeping in the dirt so much. Fire is probably the only damage type that I see more of than Nature while leveling prior to Outlands. Nature damage generally is not very high, so while Nature Resistance is a bit weak from the low score that it has, that low resistence actually works quite well against a low source of damage.

Class Breakdown

Druid: This is probably the most common of the Tauren classes, simply because they are the only Horde race that can choose the class. With 26 Strength and 22 Stam, along with their various other racials, the Tauren is an excellent choice for a bear druid. Having only 15 Agility hurts a bit if you plan on being a Cat druid, but there is enough +Agi gear to be found that you can overcome that fairly easy. Your mana may lack a bit with only 17 Int to start off, but having 24 Spirit will help to keep your mana and health regeneration high.

Hunter: With 18 Agility, the Tauren does not make the best race for hunters. You also have only 15 Int to work with which means your special shots will not be able to be fired quite so often. Your 25 Strength is somewhat wasted as you should never be using a melee weapon, but for the rare times that you are forced to use them at least they can hit hard. With 23 Stam and 23 Spirit though you do have a very solid base of health and regeneration to keep you alive. Hunters probably get the most benefit out of Thunder Stomp racial of all of the Tauren’s class choices by using it to gain distance on an enemy who has closed in to melee.

Shaman: Starting with 26 Strength is going to help an enhancement shaman with the melee effectiveness and makes up for the poor 15 Agility. A 23 Stam and 24 Spirit will be a great benefit for your survivability, and while 16 Int hurts somewhat in the size of your mana pool the Shaman has some of the lowest mana costs for spells in the game.

Warrior: Warrior is one of the best fits for the Tauren making the most use out of their three highest stats: 28 Strength, 24 Stamina, and 22 Spirit. Warriors can always use more hit points (Endurance) and an extra stun (Thunder Stomp) is always good as well. One of the most frequently taken professions for warriors is Alchemy, which is usually teamed up with Herbalism which can take advantage of Cultivation as well.

Psynister Preferences
If you want to get the most out of your race/class combination, then Warrior is clearly the way to go for a Tauren as everything lines up almost perfectly with that class. You cannot go wrong with this race/class combination and it’s one of the strongest that the game has to offer.

My own personal preference, since we all know I hate playing a Warrior, is going to be the Druid though. Even when the new expansion, Cataclysm, comes out and allows Trolls to become druids as well, Tauren will be the race of choice for Horde Druids in my book. I see a lot of Tauren Shamans running around and while I have thought about rolling one myself, I personally prefer the Orc for that role as Enhancement or Troll for Elemental/Restoration.

 
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Posted by on September 1, 2009 in Races

 

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Racial Analysis: Gnome

Classes and Starting Attributes

Starting Attributes Base Mage Rogue Warlock Warrior
Strength 15 15 16 15 18
Agility 23 23 26 26 26
Stamina 19 19 20 20 21
Intellect 24 27 24 26 24
Spirit 20 22 20 22 20



Racial Traits
Escape Artist (Instant cast, 1.75 minute cooldown)
Escape the effects of any immobilization or movement speed reduction effect.

Expansive Mind (Passive)
Intellect increased by 5%.

Arcane Resistance (Passive)
Reduces the chance you will be hit by Arcane spells by 2%.

Engineering Specialist (Passive)
Engineering skill increased by 15.

General Assessment
Here I go over each class with an analysis based purely on stats. A lot of people on forums like to ask what race their should pick for a certain class, and the answer they receive is always the same, “go for whichever race appeals to you most visibly”. But these people aren’t asking which race looks the prettiest, they are asking which one will help them the most with the character. The answer they receive is pretty valid, it really doesn’t matter. But, that doesn’t mean it can’t help as well.

While your race does not make a huge difference in the overall scheme of how powerful your character will be at end game, it can impact how well you do early on. Oftentimes a player will start a character and then decide within the first 10 levels whether or not they like the character. So, it’s important to start off with a solid race/class combination if you’re not one for sticking it out for a while to really give the character a chance.

If you ignore the long term and start out looking just at the base starting attributes then I find the following.

The Gnome racial abilities are similar to the Undead’s in that they aren’t specifically geared towards any one class, with one exception in Expansive Mind. Expansive Mind offers an excellent boost to your intellect and that boost is able to scale with you while you level because of it being a percentage increase.

Gnomes have the Escape Artist ability that allows them to break out of any root/snare effects used on them as well. While it does have PvE applications at times this is one of the better PvP racial abilities that are offered. This ability makes up half of the Every Man for Himself ability of the humans, with Undead’s Will of the Forsaken making up the other half.

While Arcane Resistance, or any other resistance for that matter, is not going to be used all the time, there are times when this is helpful. At only 2% it’s not a fantastic bonus, but every little bit helps when the situation for its use arises.

Gnomes are pretty well known for being Engineering Specialists, and they have the +15 bonus to back it up. This will save you from having to waste mats on some of the lower skill-level items while leveling the profession and it will also help save you the a lot of gold on much more expensive mats to get it leveled up later on. If you plan on leveling to your racial cap of 465, then you’re free to do so but as of right now in 3.2 there’s no reason to go beyond 450. I would imagine we get another 50-100 skill levels in professions once Cataclysm comes out though, so it doesn’t hurt to max the profession either.

Class Breakdown
Mage: This is an excellent choice for the gnome race because of their bonus to Intellect from Expansive Mind, which is calculated in even after gear bonuses. Gnomes are capable of having the highest mana pools of every race/class combination in the game. Higher mana pools means less down time for you. With a starting Intellect of 27 you also have more mana starting out that every other race/class combination in the game as well. The 19 Stamina could use a boost but it’s still decent so not a big deal, and 22 Spirit helps you to regenerate that large mana pool a bit faster.

Rogue: Rogues have a great bonus from being a gnome because of their Escape Artist racial. Since Rogues are only able to be a melee dps class it really hurts to not be able to close in on your target and being able to break roots and snares serves you well. With 26 Agility you make one of the best starting rogues in the game as well, though you do miss out on a bit of Attack Power with only 16 Strength. You finish off the primary stats with a 20 Stamina which is a solid start on a decent health pool. Engineering also happens to be one of the favored professions of the Rogue class.

Warlock: Much like the Mage, Warlock is an excellent choice for any Gnome. They fall slightly behind mages with 26 Intellect instead of 27, but you make up that point with 20 Stamina instead of 19, and you share the 22 Spirit. Increased Intellect from Expansive Mind helps to prevent mana issues, and Engineering Specialist is put to use by quite a few Warlocks as well.

Warrior: Warrior is a pretty common choice for gnomes, but from a straight attribute analysis it’s not the best choice for you. Your primary stat is low with only 18 Strength, so you lose out on some attack power and Block from your base stats. A 26 Agility helps to fix some of that though, providing you with extra Attack Power, Crit, and Dodge. Your high 26 Intellect goes to waste as does your Expansive Mind racial, but 21 Stamina puts you a bit above average and you can make great use of Escape Artist, especially in PvP when used alongside your Charge attack.

Psynister Preferences
My personal preference for the Gnome is certainly a caster class. They make excellent Rogues as well, but I like my rogues to look a little more brutal than cute. If I were to pick a single favorite class for the Gnome race, it would be the Mage. Warlock is a close second, and Rogue is not far behind either. I don’t care for Warriors to begin with, but I would not personally consider a Gnome Warrior for anything other than low level PvP.

 
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Posted by on August 25, 2009 in Races

 

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