Azeroth Survivors
WarriorPaladinHunterRoguePriestShamanMageWarlockDruidHumanDwarfGnomeNight ElfOrcUndeadTaurenTroll

Azeroth Survivors classes

Nine classes. Each one has a blurb, five set names, and gear lines.

Warrior

ClassNameSets
WarriorUnstoppable in the thick of it. Huge health, cleaving swings, and every kill feeds the fury.

Set order for Warrior: Recruit's, Valor, Might, Wrath, Dreadnaught.

  • Notched by a hundred killing blows.
  • Hammered thick enough to turn an axe.
  • Worn by those who never tire of the charge.
  • Light enough to reach the foe first, and find the gap in its armor.
  • A veteran's gear: the wounds close, and the next blow is ready.
  • Made for those who bleed and keep standing.
  • Made for running down what flees.
  • Every sweep of the blade carries further.
PaladinHoly ground and righteous hammers. Heals himself, shrugs off death once in a while.

Set order for Paladin: Squire's, Lightforge, Lawbringer, Judgement, Redemption.

  • Blessed for the smiting of the wicked.
  • Consecrated steel: the Light turns the blow aside.
  • The Light answers its bearer's prayers swiftly.
  • Swift is the hand of justice, and sure.
  • Faith mends its bearer between judgements.
  • The Light keeps its bearer standing past mortal limits.
  • For the crusader who rides down the Scourge.
  • Its holy radiance spreads wide and burns true.
HunterDeath from range. Arrows, traps and volleys, as long as you keep your distance.

Set order for Hunter: Tracker's, Beaststalker's, Giantstalker's, Dragonstalker's, Cryptstalker.

  • Every shot finds the heart.
  • Cut from a beast that would not die.
  • Keen-eyed and tireless, ever ready to loose again.
  • Light on the trail, sure on the shot.
  • The patient hunter rests, and readies the next trap.
  • Made for long seasons in the wild.
  • Runs with the pack, and bites with it.
  • From high above, nothing escapes its reach.
RogueFast, fragile and lethal. The quickest hero, with crits that delete elites.

Set order for Rogue: Footpad's, Shadowcraft, Nightslayer, Bloodfang, Bonescythe.

  • Made for the strike that ends it.
  • Studded beneath the shadows, for the fight that goes wrong.
  • Its wearer is never caught without a trick ready.
  • Quick feet, and a quicker blade in the back.
  • Catch your breath in the shadows; the next trick is ready.
  • For the one who walks out of every ambush.
  • Dart in, cut, gone.
  • Its knives fan wide and find the vitals.
PriestLight and Shadow. Shields and heals keep you alive while pain spreads through the horde.

Set order for Priest: Acolyte's, Devout, Prophecy, Transcendence, Faith.

  • Holy wrath and shadow alike strike true.
  • Woven with wards against harm.
  • Its wearer's prayers are answered swiftly.
  • Light of step and certain of word.
  • Meditation woven into every thread.
  • Blessed to sustain its wearer through any trial.
  • The zealot's garb, made to walk into the fray.
  • Its blessings reach far and fall true.
ShamanStorms that jump from foe to foe, and totems that fight beside you.

Set order for Shaman: Primal, Elements, Earthfury, Ten Storms, Earthshatter.

  • The fury of the storm, bound in its runes.
  • Blessed by the spirits of the earth.
  • The elements answer its wearer without delay.
  • The wind carries its wearer, and guides the strike.
  • Water's patience: it heals, and it returns.
  • The tides restore its wearer, again and again.
  • The spirit wolf runs at its wearer's side.
  • Its lightning leaps far and strikes true.
MageThe glass cannon. The biggest area damage in Azeroth, and nothing to hide behind.

Set order for Mage: Apprentice's, Magister's, Arcanist, Netherwind, Frostfire.

  • Arcane runes sharpen every spell.
  • Its threads hold a ward of frost.
  • Its weave hastens the next spell.
  • Lighter than air, and precise as a blink.
  • The arcane mends its wearer between spells.
  • Enchanted to endure what would fell lesser magi.
  • Spells loosed on the move, and loosed hard.
  • Its blizzards fall wider and bite deeper.
WarlockCurses and fire. Damage over time stacks up on everything that chases you.

Set order for Warlock: Novice's, Dreadmist, Felheart, Nemesis, Plagueheart.

  • Fel runes along its seams hunger for the kill.
  • Bound with a demon's hide.
  • The pact grants life, and spells that return sooner.
  • Shadow hastens its wearer and guides the curse home.
  • Life siphoned from the dying mends its wearer.
  • Its wearer's life is anchored by a bound soul.
  • Felhunter leather, made for the chase.
  • Its shadowflame spreads far and burns deep.
DruidMoon, storm and growth. Roots, hurricanes and the steadiest self-healing.

Set order for Druid: Thicket, Wildheart, Cenarion, Stormrage, Dreamwalker.

  • Sharp as the great cat's claws.
  • Thick as the hide of the great bear.
  • Nature's gifts return swiftly to its wearer.
  • Swift as the stag, sure as the claw.
  • Wise as the moonkin; nature mends between spells.
  • The Emerald Dream sustains its wearer.
  • Made for the hunt, at the pace of the pack.
  • Nature's wrath reaches far and strikes true.

Two stated starting spells

Mage capstones replace Fireball with Arcane Missiles or Frostbolt, so Fireball is the starting spell.

Druid cat and bear capstones replace Wrath with Shred, so Wrath is the starting spell.

The other seven classes do not swap their starting spell.

Capstone. You start every run with Arcane Missiles instead of Fireball, and your spells strike twice {v}% more often. Your echoes cascade: a spell that strikes twice by chance rolls again to strike once more, up to 3 more times in a row.
Capstone. You start every run with Frostbolt instead of Fireball. A Water Elemental fights at your side, hurling Frostbolts, and a free Frost Nova bursts from you every 8 sec.
Capstone. You fight in Dire Bear Form: 25% more maximum health and 10% less damage taken. A free Swipe tears around you every 3 sec, and every enemy Swipe hits heals you for 0.3% of your maximum health. You start every run with Shred instead of Wrath. You can't also learn Cat Form.
Capstone. You fight in Cat Form: 10% more damage, 10% more critical strike chance and 15% faster movement, and Shred's cooldown is 20% shorter. You start every run with Shred instead of Wrath. You can't also learn Dire Bear Form.

How to read a class

Each class opens with its blurb. Five set names follow in armory tier order, and those names do not include piece stats.

Capstone lines that replace the opening spell, in Warrior, Paladin, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Druid order: 0, 0, 0, 0, 0, 0, 2, 0, 2.
Opening-spell capstone lines. Mage and Druid have two. The other seven classes have none.

Sources