Choosing a WoW Forever Class You WON'T Regret

Brief Summary

The video discusses the nine playable classes in "Forever," emphasizing their unique attributes, play styles, and suitability for different players. Key points include:

  • Choosing a class significantly impacts the gameplay experience, especially given the long journey to max level.
  • Classes are designed for different types of fun rather than purely for their endgame strength, each offering distinct play styles and mechanics.

Choosing your main

The decision to choose a class in "Forever" significantly affects gameplay, involving a considerable time commitment to reach max level. The video emphasizes the importance of aligning class choice with personal playstyle preferences for an enjoyable experience. It mentions the balancing approach taken by the developers, focusing on fun rather than solely strength in endgame content.

Hunter

Hunters are the most popular class, ideal for solo play with a unique mechanic allowing players to tame animals. At level 10, hunters gain a pet that acts as both a damage dealer and a damage sponge. While primarily a ranged class, they have tools for melee combat, making them versatile. Their ability to handle elite mobs makes them appealing. However, hunters face downsides like the need for an ammo pouch and less viability in group content due to a lack of major team utility. They are a strong choice for solo players who enjoy exploration with their pets.

Warrior

Warriors offer a straightforward combat style focused on dealing damage and tanking, with a rich fantasy of being a master of warfare. Initially slow and forced to take damage, they excel once they acquire better gear, leading to immense power scaling. Warriors are valued in group play for their threat generation and mob control but may find themselves often required to tank. This class is suited for players preferring an uncomplicated yet fulfilling experience.

Paladin

Paladins blend warrior and priest attributes, providing versatility in roles like DPS, healing, and tanking. They are durable and equipped with numerous emergency abilities that make them resilient in battles. However, their playstyle may feel monotonous during solo leveling. Paladins receive a free mount at level 40, enhancing their appeal. They are strong choices for players who enjoy a balanced class capable of excelling in various scenarios.

Druid

Druids act as the ultimate jack of all trades, capable of fulfilling multiple roles through their shapeshifting abilities. While their early levels can be challenging, particularly up to level 20, druids eventually allow players to experience diverse gameplay patterns. They can switch between tanking, damage, and healing roles, though they might not outperform specialized classes in specific areas. Druids are ideal for players seeking variety in their playstyle and flexibility in group scenarios.

Shaman

Shamans offer a unique gameplay style that combines elemental magic with melee combat. Enhancement shamans stand out with abilities that allow rapid damage application, while they can engage in potent crowd control. They also exhibit flexibility as early dungeons and well-geared levels enhance their survivability. Shamans are desirable for group content due to their strong support capabilities, including the Windfury totem.

Mage

Mages focus on magical DPS and crowd control, requiring strategic thinking and careful resource management. They can disable enemies with spells like Polymorph, making encounters easier. However, early leveling involves frequent downtime to regenerate mana through drinking. While nerfs in area damage may have reduced their dominance in some areas, mages remain effective DPS with valuable utility in groups, making them appealing to players who enjoy problem-solving through magic.

Rogue

Rogues excel in single-target damage and control through stealth and stuns, making them formidable in PvP and PvE combat. Their high burst damage potential is countered by their vulnerability to multiple enemies. Rogues are the most self-reliant class, focusing primarily on damage output while contributing little else to group dynamics. This class suits players who prefer a solitary combat playstyle with a focus on personal prowess.

Priest

Priests prioritize healing, but their early leveling stage can be slow and difficult. They can switch between healing and shadow damage, but the initial experience is unremarkable until reaching mid-levels. Although they are the only class with two healing specializations, making them versatile in groups, players must have patience for early struggles. Players who enjoy the healer role and character transformations may find priests rewarding despite the challenging start.

Warlock

Warlocks combine spellcasting with demon-summoning mechanics, allowing for effective solo play with minion support. The Voidwalker serves as a strong tank early in the game, facilitating freecasting without resource issues, which can be corrected with abilities like Drain Life. Warlocks possess unique control over enemies, using fear spells effectively. They also manage soul shards to unlock powerful abilities, making them a compelling class for those who favor darker themes and mechanics, transitioning fluidly between solo and group play.

Outro

The video concludes by reiterating the importance of class choice for long-term engagement in "Forever." It emphasizes that while some classes may seem less appealing, each has unique strengths that players will come to appreciate over extended gameplay. Finally, the creator suggests further exploration into the best graphics settings for optimal performance in the game.

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Transcript

Full transcript of “Choosing a WoW Forever Class You WON'T Regret”. Click a timestamp to open the video at that moment. Need another video? Use the YouTube transcript generator.

0:01 Your class in Forever is probably one of the most impactful decisions you're going to make in years, at least within gaming. But it's a 200-hour journey to max level with countless hours after that, and you don't want to end up 100 hours in and maybe feeling like you're regretting the choice that you made. So, let me help you out in that. All nine classes are drastically different. And with Forever's team dead set on balancing classes a bit more for the endgame, well, picking a class has became more about what type of fun you want to have rather than how strong you're going to be at endame, which basically means there's a lot more options now. So, let's start. I'm going to try and sell you on each class by showing you what makes each one of them special. We'll go from the most played in the beta way to the least. And don't worry, any pitfalls, big problems, you will find out about those, too.

0:51 Hunter is the most played and usually the most recommended. It's a very unique class. It's perfect for solo play, and it's the least lonely because at level 10, you learn to tame animals. From then on, you'll have a pet, so a second source of damage, the second health bar that takes all the damage for you, and a companion that you'll grow surprisingly attached to. And while your pet is tanking for you, taking all the damage, you can just sit back and relax. As the only class with autoshot, you can literally stand at a distance and fire either bullets or arrows into your target effortlessly. Now, your abilities are mostly instant cast shots as well. You get aim shot at level 20, and even then that's just a 2- second cast duration. Most of your time then when you're playing the game will look pretty much like this. Your pet handles everything while you are safe and sound in the backline. When things do go

1:38 wrong, you'll find you've got more than enough tools to salvage the situation. If your pet gets low, you've got mend pet to heal your pet back up. If your pet dies, well, you can handle the rest of the fight yourself and just revive your pet afterwards. Now, that could be tricky. Your ranged attacks have got a minimum distance. So, your worst nightmare is somebody right up in your face, but even then, you are far from helpless as a hunter. You can use melee abilities like wing clip or drop traps like frost trap and simply outrun your enemy. Then, when you're back at range, you can slow them down and shoot them until they die from it. And even when things do go wrong, well, hunters wear leather armor and then eventually male armor, which does mean they are pretty durable in melee combat anyway. And if you'd rather fight up close, there is the survival talent tree. Now, most people just go into beast mastery to

2:25 massively buff up their pet or marksmanship for a hell of a lot of range damage. But the survival tree focuses on boosting your melee power so that you can stand shoulder-to-shoulder with your pet. So, at their best, hunters are pretty much just machines. They rarely need to eat or drink. They do plenty of damage with not that much setup, and they're rarely in any real form of danger. Even elite mobs can pose little threat to a hunter who knows what they're doing. And what people love about hunter goes beyond combat. The pet that you choose actually matters, and not just aesthetically. That's because taming is a whole other system that other classes can't access. Pet families have each got different abilities, and there are even rare pets in the game with unique models. Nobody else gets to flex having a rare tame or maybe surprise their enemy in PvP with a healing reduction ability. Now, of

3:14 course, there are always downsides, and there are some for the hunter. You lose one bag slot compared to other classes. That's because you need an ammo pouch, and well, you've got to pay gold to keep that ammo pouch full. Late game ammo can actually get pretty expensive. Then there is your pet who you're going to have to feed though only whenever you're taming a new one or if you get your pet killed. Now managing the pet itself can actually push up the skill ceiling a little bit if you want to get really sweaty and like actually micromanage your pet. So overall then hunter is an amazing solo class. It's strong, it's fun, and just roaming the wilds alone with your pet is pretty much well, it's a top five human fantasy, so it fits that it's really fun and woow. It's also

4:00 perfectly fine in dungeons and raids, though it is far from a top pick, and that's mostly because hunters don't bring anything that really makes them special in a team setting. They've got no major buffs and no major survivor utility except for their slows and their traps. And almost everyone has suffered wipes to a hunter accidentally shooting the wrong mob. Hunters then are built for the world first. So if that's your priority, it is hard to go wrong with them. If group play is entirely your thing, though, well, Hunter could be worth avoiding because that's not particularly its strong suit, though it certainly will be serviceable. And either way, Hunter is a deep and enjoyable class. It's an easy recommendation. If you like big swords, plate gear, and making lots of noise, warrior is for

4:47 you. But WoW's idea of a warrior isn't just being a big dumb brute. A warrior is more a master of warfare with tons of options. Now, it starts off as a slow-paced auto attack class, but warrior was eventually considered one of the most engaging classes to play back in classic. Now, unfortunately, warriors can kind of suck solo, and that's mostly because it's one of the few classes that is forced to play the game honestly. You hit a mob and the mob gets to hit you back. Regardless of what you do, you're going to take damage, and that does lead to a ton of downtime doing things like eating after fights that, say, a hunter wouldn't really have to do. Warriors are also painfully slow. They've got no major move speed boosts, and that means that well, if you're in a tight spot,

5:33 you're pretty much stuck in it. Now, that means you need to pick your fights carefully. And in the early levels, warriors don't have that many tools to deal with multiple enemies, especially casters. They also rely on auto attacks, meaning that raw weapon damage and gear matters to them more than really any other class. And that means they have a miserable time fighting against yellow level enemies. Sometimes you got to squeeze out every ounce of damage to win a fight that say a hunter would not bat an eyelid at. But that situation does eventually flip because warriors scale with gear and level so hard that by the time they're in their 30s, well, they basically just feel like complete machines. Most importantly, this is because weapons and gear ramp up your power drastically. Getting a weapon like the whirlwind axe in classic basically

6:21 marked your ascension into Gigachad and forever. The good news is there are many more powerful weapons to get along the way as you level and a lot of those downsides only exist in solo play too. Brought warriors are in constant demand for groups and for dungeon runs mostly because of their amazing threat generation and mob control. Those really outclass the other tanks. Paladins can also heal which is nice and druids have got their other forms but warriors entire budget goes into doing warrior stuff. So the life of the warrior is a simple one. suffer at low levels, auto attack a hell of a lot, but focus on gear and eventually outscale others. Warrior is ultimately then a safe choice if you want to be valued. But a word of warning, you are probably going to be

7:07 wanted to tank more often than not. So, if you're purely wanting to be a DPS warrior, well, at least get ready for people asking you to tank. Not that tanking is a bad thing based on our beta experience, though. It's really quite fun. And it turns out that leveling as pro is really going to be well the fastest and the easiest anyway in many cases. Warrior then is perfect if you want to tank. If you want a deep class to master or just don't want to mess with any of that magic stuff that's for people with weird magic brains. Warrior basically fits its fantasy near perfectly. Paladin is half warrior, half priest, and all unkillable. To start with the most unique part, paladins are incredibly versatile. Stick on a

7:53 two-hander for solid damage. Keep a shield and maybe a healing mace in your bags and then you'll be able to heal or even tank dungeons with ease. They can just do everything. They're also very hard to play wrong. Hammer of Justice gives you plenty of time to say get a heal off during a fight. If that's not enough, well, you've got divine intervention, bubble, or blessing of protection. And then there's lay on hands, which will just get you right back up to full health. Really, the Paladin spell book is basically a clown car full of emergency buttons for you and your party. Now, the tradeoff is that when there's no fires to put out, yeah, Paladin can be one of the more one of the most maybe boring classes to play. Most of your play time, at least solo, will be spent pressing holy strike and judgment on single mobs until they

8:40 fall over, then healing yourself up and moving on to the next mob. And there's a reason why I didn't say stop for a mana drink. Because in our experience in beta really when you're leveling, you're never running into any meaningful issues with your mana. So if what you're looking for is a safe and relaxing auto attacker, then Paladin is an excellent class for you. The only major weakness paladins have is how slow they are. If you stand your ground and heal effectively, that's not a huge issue because even soloing elites can be child's play because you're just really good at surviving. So all that is to say that they really nail their fantasy. And by the way, if the paladin in modern World of Warcraft has you thinking it'll be a fastpaced class that's full of procs and a huge light show, no, it's really not going to be that in forever. But there is another draw to this class, and it's a huge one. Paladins get a

9:26 level 40 mount for free from their class quest, which saves them 20 gold. And the class quests are probably one of the best things about Paladin, especially if you play one of the new undead paladins. The vibes are just unmatched and the quests will get even better if the Forever team adds Ashbrer. Basically, the big Ashbrer quest line that they very much hinted at. Paladin then is an amazing choice for pretty much anyone, but especially if you want to have a good time soloing and be absolutely clutch within groups because you're able to drop a lay on hands on another player right before they're going to die. That's one of those cool moments that is uniquely Paladin. Druid is of course the furry class, but to be a bit more serious, what they really are is the ultimate jack of all trades, but of course also a master of

10:12 none. In bear form, you're a budget warrior. In cat form, you're a discount rogue. In caster form, you're both a knockoff mage and a recycled priest. That's a little painful sounding, but it is true. The unique thing about druids is that they're really not that unique. And that, of course, is what makes them actually unique. If you want a taster of what every class in WoW can do, or you don't like being sandboxed into one gameplay style, Druid's great. It lets you experience all of them as you level. You get bare form at level 10 and cat at 20, which gives you a good 12 or so hours of playing a caster before you actually get to switch things up. Let me be honest, though, it it is kind of tough. Some endgame focus changes that the Forever team have made to Druid have actually made the first 20 levels of Druid an extreme slog. But I will say

11:01 it's worth getting through those. That first fight in catform is probably one of the best feelings you can have in WoW. It's a great feeling of progress. Your kill times plummet. You get a 30% bonus to your movement speed and stealth to top all that off. And you don't lose any of your other power at all. Nature's grasp, self-healing, ranged pulling, those are all still there. Now, the more you specialize with gear and talents, certainly the less versatile you'll feel, but you'll never lose any of it. And it's that versatility that's the real cell of druids because you can shift out of a cat to heal for a bit and then into bear if you need to tank. Now, you'll probably never be the best at any of those roles, but for the journey, that type of thing almost never matters. It does look quite bad on Sims or technical things like that, but in the

11:49 real game, it does, I'd say, feel amazing. Now, that doesn't make Druid the easiest leveling experience of all, but it is a great way to get a huge cross-section of WoW gameplay, and it's the best way to play a flexible role across multiple groups of different people. Druid has almost always been in the top three of classes, and I would say for a pretty good reason. If you're indecisive or you just want to go with the flow, I think it's a really, really strong pick. And technically, I kind of lied about that master of none part earlier. It is true that catformm rarely beats a rogue and that bear form rarely beats a warrior, but resto druids are often incredible healers that people want at all levels. So if any of that sounds good, then druid is an easy pick.

12:38 Shaman, by comparison, is versatile in a bit of a different way. So instead of shifting between discount versions of other classes, shaman combines everything into a whole new form. Enhancement Shaman is probably WoW's most unique experience, and I really do mean that. It's pretty much an elemental spellblade that buffs itself and its weapons. Really, no other class can turn mana into damage in melee so fast or in so many different ways. You have your instant cast shocks, DPS totems, buff totems, fire nova, lightning shield. It's all quite cool. Now, the mana costs can lead to some additional downtime because you've got to drink to restore your mana. But the fun part is that you can usually alter your approach. You can spend less mana for slower kills, but of

13:25 course, you can also go full send on all of your abilities as fast as you can for as much DPS as is possible to make sure an elite dies before it kills you. Either way, Shaman is easily the most dynamic experience that there is while you're leveling. If you pull too many mobs, that's okay. You can kite while searing totem chips away at their health. Or you can drop stoneclaw totem to take aggro, which basically turns your fight into a 2v2 or at least buys you some time to heal. Now, the forever devs have said that they don't have plans to give shamans full tanking powers, but the fun part of the class is that they already have some tanking powers. In early dungeons, or at higher levels with enough gear and a good healer, they are remarkably beefy. Rockbiter gives damage and threat, and they can throw on a shield for some

14:14 extra armor and a bit of block chance, making them remarkably flexible. Now, playing them as a raw caster as elemental is also pretty damn good. It's a lot less special than enhancement shaman, I would say, but chain lightning is an iconic Warcraft spell for a reason. Healing vent as resto is pretty strong as well, but the first few hundred hours will I would say really make you fall in love with enhancement probably more than the other specs because it really is something unique and special. But no matter what way you want to play Shaman, you'll be guaranteed a raid or dungeon spot because you bring Windfury totem, which is one of the best buffs in the game. Oh, you you've also got ghost wolf, which is really nice to have. Nothing beats getting around the world fast. So, if you want a legitimately unique experience or to get massive two-handed wind fury one shots, that sounds cool to

15:04 you, then shaman is absolutely the way to go. They're pretty awesome. Mage is the thinking man's class. That's because you'll have a lot of time to think while you are sitting there drinking to regen your mana. But at least you can conjure your own mana drink, meaning that that is well, free. Jokes aside, though, it's a class that rewards being pretty damn sharp with how you play. Polymorph makes the impossible possible. Just disable the strongest mob in a pack and it's a cakewalk. Frost nova and your litany of slow stops any attempts at hitting you in melee. It's a tricky class really. It's less like a wizard turret and sometimes it plays more like a rogue wearing cloth, especially with the likes of blink and later your access to invisibility. Now, at low levels, you'll feel like a bit of an omniccaster, swapping between spells

15:50 as each one unlocks a new rank because, well, training up your spell ranks matters that much. But as you specialize, that omniccaster feeling kind of goes away. And to be honest, picking anything except Frost is kind of trolling. And that's not necessarily because Frost does so much more raw damage. No, it's because control of mobs and control of the fight is king in Forever. To a clothw wearer, the most dangerous things you'll face well need to be in your face in order to kill you. And having constant slowing effects and ice lance, which is handy for some damage in the move, that just makes sure that that never really happens. And you can always outrange your enemies. But to be honest, you are going to spend most of your time throwing out your most mana efficient spell at the enemy, then pausing to drink, then conjuring some

16:36 more water if you're running low on water. That bit is far from exciting. And really, it's when things go wrong and you actually get to flex your skills that that's really where the fun shines with mage, especially in world PVP. Though, one of Mage's strongest points from classic has actually been gutted, and that is AoE. The Forever devs watched mages ruin Classic's economy with insanely strong AoE damage and kiting potential. So, they decided to, well, put an end to that with hefty nerfs. Those nerfs do sting, but as a whole, Mage is still the raw DPSonly caster with a whole ton of options, including lovely things like teleports and portals, which are dead handy. You'll never really be broke as a mage because you can always sell your

17:25 conjured water and your portals in major cities to scrape up a few silver. So, if you love the fantasy of finding smart ways out of a tough spot and being a reliable DPS for any group, then Mage is hard to say no to. Just expect more sitting and drinking than you've ever seen before in your life. Rogues, rather famously, they do it from behind. Between stealth, sap, their many stuns, their self-crafted poisons, and their ability to run like hell, rogues are the kings of combat. They do a lot of upfront damage with the right build and a lot of sustained damage with another build. The Forever devs themselves have said that rogues will always have the highest possible singlet target damage, and that's pretty much because that's what rogues are made for.

18:11 Playing one then is often a dream come true. Evasion lets you go toe-to-toe with strong melee mobs, and your damage output can be obscene, especially with the right weapons. Now, multiple mobs and enemy casters can utterly ruin your day because you are just a squishy leather wearer, but you do at least have tools to get out of those tough spots. A good rogue is utterly terrifying to go up against, and that's what drove a lot of people to this class in WoW's past. With everything a rogue can do, you can absolutely make a name for yourself in world PvP. And like how mage rewards being tricky and clever, rogue rewards being aggressive and locking mobs and enemy players down. However, as strong as all that is, it does come at the cost of literally everything else. Rogue is

19:00 the most selfish class in World of Warcraft. They bring damage and stuns to a group, but very little else. Well, you can pick locks, which can occasionally be useful, but you are missing some of those big buffs that other classes enjoy. So, if you're that lone wolf type of player who wants to be selfish and just go out there and win, Rogue's really, really good for you. It's really fun to master in both PvE and PvP. And really, there's not much else to say. I think if this is for you, you'll just know it in your bones. It's time to talk about priests. Now, I've been pretty positive on every class so far. Outside of a few slow classes in early Druid, nothing was bad. But the early stages of leveling a priest in WoW Forever are a bit of a nightmare. It's a

19:48 healer first and foremost with the option, yes, the option of doing some damage when you are in shadow. Leveling it solo is disgustingly slow and even a bit dangerous. Yes, it can heal itself, but it's a clothy with no way to run fast and no way to well get rid of mobs. There is psychic scream that will help, but you unlock that later on. So early on, this thing is a godamn slog. Now, things like smart use of power word shield can stop, say, spell push back from happening, which does help you get your damage out. You can also buy a strong wand early on to avoid spell push back entirely when you're fighting mobs you'll be meleeing you. That can actually be a lifesaver, but it's a bit of a boring one. from our time in the beta, then I would say only pick priest

20:35 if you've got a reliable group of people to play with out in the world or in dungeons or if you've got the patience to slowly but surely get your way up to level 20 for mind play and then level 40, which is when shadow finally starts to ramp up and give you damage that's well feeling useful. Early gameplay aside, the vibes of priest are absolutely excellent. A priest that secretly has knowledge of ancient darkness and can invoke it for psychic damage. Wearing a pure white robe and wielding a cleric staff only to hit someone with shadow word pain or mind flle. That's pretty cool. Maybe though you just want to play pure healer. Well, priest is the only class with two healing specs which guarantees you'll be able to switch things up as a healer without having to roll. Now, if you like the blasphemous theme of a holy man

21:22 turned evil or just want to be a simple healer, priest is really a solid class. It's just not as fun to level as pretty much any other class in the game. And that's why it is down here as the second least played on the beta. Warlock was the least played in beta. And honestly, I don't really know why. Almost everything I said about the hunter applies to the warlock, but it summons demons, which honestly give you almost all the same benefits. You start off with the imp, a tricky little dude who fires out fireballs. Then at level 10, the void walker becomes really your main bud for the rest of the game, and that's because he is an extremely effective tank. With him, you can just freecast all day long into almost any target, and he will hold aggro. Mana issues also don't exist because you've got life tap, which turns your health

22:11 into mana. Though, that can lead to health issues. But that's kind of okay because you can use drain life to turn your mana back into health while also doing damage. All the while then your damage overtime spells like bane of agony, corruption, and emolate will just be wrecking the mob that you're fighting as your happy little blueberry dude effortlessly tanks it. It works quite well, but you're not limited to that because you can also run around with the succubus pet from level 20 on. You know who you are. There's another thing Warlock does well. It's a fully evil feeling class. You feel horrible in a good way. And one of the best tools in your kit is fear, which will make an enemy run away. And unlike a mage's polymorph, it doesn't break and damage. So if a mob is tough, or if your void walker goes down for some reason, you've

22:58 got options. Fear a mob, apply a bunch of dots, and just run away and watch it die. Hopefully, of course, it will die before it reaches you. But if it does get back close to you again, you can recast fear and keep running away while your dots do the work. It is complete terrifying control. Now, like with Hunter, the pet management adds a layer that does make this feel a little special, a little different. And for a warlock, part of that is resource management. You see, warlocks have got to worry about soul shards. Some of your key spells need soul shards in order to be cast. You get these shards by killing a mob whilst actively draining the mob's soul out. Pretty cool. But amongst Warlock players, soul shards are a little bit controversial because, well, they live in your bags. So, you may need to sacrifice a lot of bag space to fully

23:49 be a warlock at maximum power. But most of what you can do with those shards, I would say, are are worth it. Health stones are a big part of that. They're a unique consumable that anyone can take and use. very good for getting your health back. But most importantly of all, there is ritual of summoning. Someone isn't at the dungeon or raid, no problem. If you've got at least two other people with you, you can pull any party or raid member right to you. It's an incredible quality of life feature that people will definitely love and appreciate, which is certainly good for you, but more importantly than that, they'll also pay you for your services and soul shard. So, Warlock then is pretty much the evil caster version of the Hunter, but instead of pets you can tame, you have fixed demon summons that you learn. You're draining souls,

24:37 cursing enemies, and transferring health around. It's all quite cool. Perfect for any form of solo play, and it does some pretty beefy damage in dungeons to boot. So, if playing the bad guy is up your alley, and you're maybe not feeling rogue, Warlock is an amazing choice. And also, just like with the paladins, well, at level 40, they get a mount. And that's actually it. Every class in WoW Forever and what makes each of them special and stand out. Now, there's almost definitely a lot changing over the next few months as most of us slowly journey our way to level 60. But today is, of course, the day to pick your main. I hope this list has helped. Whatever you choose, do remember you will probably come to love it over a few hundred hours of playing no matter what.

25:24 It is actually quite hard to make the wrong choice unless you do something like play a priest but be someone who just has no interest in healing, which realistically you probably won't do cuz you're not silly. So that's every class in the game, but one thing that will make any of them way less fun is shitty performance and the game feeling like trash. If you want to avoid that, check out this video next on the best graphics settings and how to tune them for your specific system so you get game performance that you're actually happy with.

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