Classes

Classes

Each hub covers the main leveling specialization, its route by level, and the profession and dungeon calls that fit it.

All classes (9)

D
Feral Jul 16, 2026

Druid

Bear Form carries a slow early run. Cat Form brings better damage and mobility at 20.

The long road to Cat Form starts in Bear.
H
Beast Mastery Jul 15, 2026

Hunter

Beast Mastery Hunter is a smooth leveler. The pet gets tanky, allowing you to kill elites and mobs up to five levels above you.

Fast, safe, so safe that you can easily become overconfident and die.
M
Frost Jul 16, 2026

Mage

Most Mage deaths begin after another pull starts with low mana or the Mage keeps casting while a target is already in melee.

Frost Mage levels through distance, control, and the discipline to stop casting when melee begins.
P
Retribution Jul 16, 2026

Paladin

Retribution handles routine melee fights. Keep enough mana for Holy Light and enter every difficult pull with the long cooldowns available.

Paladin is a slow, methodical leveler. Plate and healing leave time to recover a pull that keeps going.
P
Discipline Jul 16, 2026

Priest

Discipline keeps ordinary pulls cheap so the mana bar remains ready for the fight that changes.

Priest feels safe with its shield, wand, and heals.
R
Combat Jul 16, 2026

Rogue

The safest route stays with controlled single-target fights and treats every weapon upgrade as part of the survival kit.

Combat Rogue chooses the fight from Stealth and keeps Vanish ready for the moment the room changes.
S
Enhancement Jul 16, 2026

Shaman

A normal pull needs one weapon, one useful totem, and a reserve for Healing Wave or Ghost Wolf.

Enhancement Shaman fights in melee, chooses the totem that matters for the pull, and keeps enough mana to heal or leave.
W
Demonology Jul 16, 2026

Warlock

Normal pulls ask the Voidwalker to hold one target while DoTs and Drain Life keep health and mana under control.

Demonology keeps a durable pet beside the Warlock and supports a long route with very little downtime.
W
Arms Jul 16, 2026

Warrior

Choose a slow two-hander with strong top-end damage and keep ordinary fights to one target. That leaves enough health to handle an add or begin the retreat early.

Warrior depends on a current weapon, controlled single targets, and an exit lane cleared before the fight begins.