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Category Archives: Races

Share Your Opinion: Removing Restrictions

It’s a touchy subject for a lot of people, but it’s one worth talking about. We’re talking about restrictions today, specifically those of which classes are available to which races. Even more specifically, we’re talking about how much I’d love to see those restrictions thrown out the window.

I know some of you will stop reading at that last sentence there, and that’s fine. I’m going to keep going though as I take a look at each race, and discuss the classes that are, and are not, available to them. Some of these combinations do not exist for Lore-based reasons, and while I can respect that as a generalization, I can’t rationalize that for…well, you’ll see.

You’ll see down below that I bring up religion a lot as being the reason for the restriction, and that I feel it’s rather ridiculous. For the sake of clarifying my stance on religion in the real world, I am a dually ordain priesthood holder. I’m not here to attack real world religions nor to infer anything about the two churches that I mention below, I’m simply saying it’s a rather weak argument for a video game as people of real world religions are free to chose to leave that religion at any time for another or none at all.

Brainless Restrictions
Human Hunters: This is the first one that just jumps right out at me and shines as a glaring example of brainlessness. Seriously!? How the crap can you not justify a human being a hunter? Thankfully, this one is getting fixed in Cataclysm, but to be quite honest I have no idea how this one wasn’t taken care of to start with or in Burning Crusade at the very least.

Dwarf Mage: Ok, I don’t get this one. Maybe there’s a small snippet of Lore sneaking in here that say Dwarves have fat fingers so they can’t make the proper hand motions…maybe? Maybe I haven’t been reading my quest text close enough or something, but after having leveled two mages to level 80, I don’t recall ever having to wiggle my fingers a certain way to cast my spells. Thankfully, we’ve got a Cataclysm fix for this one too.

Dwarf Warlock: Just because Tolkien’s dwarves couldn’t handle the Balrog doesn’t mean the WoW dwarves can’t summon an Imp. To my knowledge (limited though it is), there’s no Lore preventing a Dwarf from being a Warlock other than the the religion of their race overall being the worship of the Light. But you can’t tell me that there’s not a single dwarf in the world that wanted to go out and learn the dark arts. No fix for this one in Cataclysm and the only reason I see for it is a limp argument of religion.

Dwarf Shaman: One of the most iconic races of fantasy, closely tied into the element of earth, and they can’t be shamans. Whiskey-Tango-Foxtrot, Bliz? They worship the Light, yeah we got that in the Warlock blip up above, but this one makes that argument even more limp. Cataclysm fixes this one for us, which I know thrills a lot of other players that I talk to on Twitter.

Undead Hunters: See Human Hunters as Forsaken were either Human or Blood Elf in origin; one race that should be hunters and one that already is. I suppose I could see why someone wouldn’t want to be a hunter when you just eat whatever you kill, but again I see no reason why this wasn’t already in place. Like the humans though, this one also gets fixed come Cataclysm.

Gnome Priest: As per Lore, Gnomes place faith in themselves, their friends, and their inventions. So per Lore they woudn’t become priests because they don’t have a deity to follow. Yet also in their Lore some of them actually do pay their respects to the Light. If they can pay their respects, then why can’t they become priests? Blizzard saw that logic too it seems, so we get it fixed in Cataclysm, though this is another issue where I feel it should have been open to us already.

Tauren Priest: This one might not be quite so glaringly obvious, but it’s one that bugs me. Saying that this race cannot be a priest because they only follow religions of shamanism or druidism is like saying a white guy has to be either Baptist or Catholic. Racial restrictions are bad enough, but did you seriously need to add a religious restriction as well? Again, this one gets fixed with Cataclysm. Thank the Light! You’re telling me that simply because “everyone else” worships one or the other deities that you can’t branch out and do your own thing? Please.

Troll Warlock: We fight a Shadowbolt-flinging troll in our starting area for crying out loud. We fight them throughout the whole stinking game for that matter. Where the crap did this one come from, and why wasn’t it fixed the day after Vanilla was released? The only reason this one isn’t even more brainless than the human hunter is because human hunters exist in the real world.

Weak Lore-based Restrictions
All Shamans and Paladins: Here we have a “simple” matter of religion. Yeah, I know as far as Lore is concerned these are “secrets” or some such, but still. I don’t think “it’s a secret” is a firm enough argument to keep it restricted. What does keeping that secret really have to do with the overall story of Warcraft? Does the Lich King care if humans can be shamans or not? Does Deathwing care whether the paladins he faces are gnomes or trolls? Did Ragnaros care? Not that I’m aware of, no. There’s one exception I found for the Paladin which I’ll cover in the next section, but that’s it.

Night Elf Mage: This restriction does have some basis in Lore, so I can understand to a certain extent. I’m not a huge Lore fan, so I’ll let my buddy Tharion Greyseer give you the Lore details in his post: Lore Has Been Sundered: Part I from September of 2009 shortly after the year’s BlizzCon event. So the Night Elves shunned arcane magics for damage it caused thousands of years ago, I’ll give you that. And there’s no chance that a Night Elf would ever feel the least bit curious/rebellious and go study it anyway? I didn’t think so, so grats to Bliz for fixing this one come Cataclysm.

Night Elf Warlock: Once again we come back to religious restrictions. Why can’t we be Warlocks? Because we worship the Ancients such as Elune and Malorne; though some also worship dragons. So, tell me again why we can’t be Warlocks? Oh, because it seems too mean for our race? Ok, umm…sure. No fix for this one has been mentioned yet.

Draenei Rogues and Warlocks: More religion, anybody? These are probably the most ridiculous of them all. We can’t be evil, because our race is good… Uh, no. Alright, so we praise the Light and love our little floating symbols, that’s fine. You’re telling me I can’t get pissed off at crashing onto this horrible, plague-infested planet and change my mind? If I can decide to worship elements rather than the Light, but by Fel I can decide to summon a freaking Doomguard, and if I’m starving and broke you can bet I don’t mind lifting a few coins from someone’s belt pouch.

Orc Priests and Paladins: Another religious restriction, who’d have guessed? I don’t buy into any of these in case you haven’t noticed. Forcing races into or out of certain classes based purely on generalized religion doesn’t work. I call Bravo-Sierra on that one, Bliz. Maybe Lore tells us that the Orcs are still tied to closely to the Fel energies from their Outlands origins or something, but if baby Orcs can be born, then they can be brought up to worship the Light, and if the Light is anywhere near as “good” as it’s supposed to be then it would accept them.

Tauren Rogues, Mages, Warlocks: Alright, so cows are the most dexterous race in the world; I’ll give you that. But I’d fear a Taruen Assassin over a Gnome Assassin any day of the week. Besides, Byron breaks all of those rules and does a great job of it. Mages and Warlocks – do we go back to the whole “my fingers are too fat” thing here, or are we still stuck on the whole religion thing?

Strong Lore-based Restrictions
Worgen Shaman and Paladin: I’m going to back off on these and simply accept them for one reason. If we assume that these people have been locked away in their little town for a long time, then I’d say its acceptable to assume that they’ve simply had no one around to teach them how to be either of these classes. For that reason alone, I’ll not argue against these two. However, if we assume that there will be another expansion after Cataclysm, then I fully reject these restrictions.

Undead Paladin: This is the one exception where Lore has is strong defense against allowing the combination. When the scourge plague hit it was only the Paladins that were able to withstand and resist it. That plague is what created the Forsaken “race”, and as such it’s fair to assume that no paladins became undead.

But if you take that just one step further, are you telling me that they couldn’t simply choose to become a Paladin? What if I hadn’t chosen a “class” to become yet? Heck, I was still in my high school years trying to figure out which college classes to take when the plague hit me. Now that I’m a couple years older, I think I’d like to become a paladin. You’re not going to discriminate against be just because of my race now, are you? If you check some of Greyseer’s other articles you’ll see he’s found in-game Lore justifications for Undead Paladins as well.

Druids In General: While it’s not especially Lore based, though at the same time it is, you’ll see that the races who can become druids have a natural closeness to Nature. Perhaps the Worgen not so much due to the nature (pun) of their’s, but they are all much more closely tied to nature than races such as Gnomes and Undead. I can see why Blizzard would not want to allow races turn into animals that aren’t at all tied into nature, but at the same time I don’t see why one of those races couldn’t go out and strive to strengthen that bond.

Wrap It Up
So what I’m trying to say here is, I would love to see Blizzard drop all of this silly racial restriction crap on the classes. I see their reasons why and I’ve told you how I feel about them here. For the most part I don’t think there’s a strong enough reason to keep the majority of the restrictions that exist.

Having played every edition of Dungeons and Dragons that has been released to date, I can tell you from my experience there that in the early days the racial restriction (after races and classes weren’t the same thing, at least) were kind of cool because of how that defined the world and the setting. But eventually it just became an annoying hassle that needed to be done away with, and eventually they were discarded.

You do lose a certain amount of uniqueness when you open things up and remove restrictions, but at the same time you add more uniqueness as well. If someone tells you they’re a druid then you only have to ask which faction they are no know right away which race they are. They’re made rather bland because of their uniqueness.

When Cataclysm comes out we’re going to see a flood of Worgen Druids. “Everyone” wants a worgen druid; heck even I did at first. They already are not unique because there’s finally a second option for the class. More variety lends itself to more uniqueness.

Anyway, that’s my opinion. Anyone else care to share theirs?

 
23 Comments

Posted by on June 3, 2010 in Class, Races, Share Your Opinion

 

Old Post Revisited: Druid Forms in Patch 3.2

My most frequently hit article on this blog is one I published back in July of 2009, with a whopping 189 words in it. It was a quick little blurb about Druid Form Color Charts, and to this day it gets more hits in a day than almost every other post combined for the month.

The pictures I had linked in that post are no longer available and I made a newb blogger mistake in linking them directly from the host site. I’ve found some replacements now though, so you can check back and see the actual charts that so very many people are looking for. I’ve updated the old article, and here it is again:

We have some further detail on which hair/skin colors will result in which forms for the druids in the upcoming patch. With the possible exception of the change to shaman totems, this is really the 3.2 change that I am most looking forward to. This change is completely full of win on an epic scale.

The source of this information is EpicWins.com. You can check the link there for information on where to find your nearest barbers to getting the job done.

Also, here are some links to the image charts you can use to determine which changes you need to make for the form that best suits your taste. Clicking the image will direct you back to EpicWins’s website.

[EDIT: Alright, EpicWins.com took down their pictures and deleted the post that they were in as well as everything else Warcraft related. As such, I've looked for some other pictures to use here instead. These I'm borrowing from MMO-Champion instead. The small images here I host in my photo-bucket account, but clicking them will link you to MMO Champ instead.]

Tauren




Night Elf

 
1 Comment

Posted by on April 6, 2010 in Class, Druid, Guide, 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.

 
2 Comments

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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