---
title: 'The Complete WoW Midnight CLASS Picking Guide (What To Play in 2026?)'
source: 'https://youtube.com/watch?v=u_Y85XVKh6Y'
video_id: 'u_Y85XVKh6Y'
date: 2026-06-16
duration_sec: 0
---

# The Complete WoW Midnight CLASS Picking Guide (What To Play in 2026?)

> Source: [The Complete WoW Midnight CLASS Picking Guide (What To Play in 2026?)](https://youtube.com/watch?v=u_Y85XVKh6Y)

## Summary

This video is a comprehensive guide to choosing a main class for the upcoming World of Warcraft: Midnight expansion. The host, Sky, reviews all 13 classes, detailing their strengths, spec changes, new Apex talents, and skill curves to help players decide which class to main. The guide covers Paladin, Druid, Priest, Hunter, Rogue, Mage, Warlock, Warrior, Shaman, Death Knight, Monk, Demon Hunter, and Evoker.

### Key Points

- **Paladin Strengths** [0:55] — Paladins have high utility with blessings, auras, off-healing, and combat resurrection. They can play tank, healer, or DPS.
- **Paladin Spec Changes & Apex Talents** [1:34] — Retribution's Apex talent is passive, adding extra damage to Blade of Justice and Holy Power spenders. Protection's Apex talent makes Judgment trigger Avenger's Shield echo. Holy's Apex talent adds an automatic beacon on the lowest health ally.
- **Druid Strengths** [4:56] — Druids are the most versatile class with four specs (Feral, Balance, Guardian, Restoration) and three roles. They have battle resurrection and shapeshifting.
- **Druid Spec Changes & Apex Talents** [5:43] — Feral's bleed snapshotting is easier. Balance's Eclipse is now an active button. Guardian shifted from passive to active mitigation. Restoration is more reactive. Feral's Apex talent is considered weak.
- **Priest Strengths** [9:02] — Priests have two healing specs (Holy and Discipline) and a DPS spec (Shadow). They bring Power Infusion and other support abilities.
- **Priest Spec Changes & Apex Talents** [9:39] — Shadow Priest's theme changed from void to Old God. Holy Priest is now a beginner healer with passive Renew. Discipline's Penance has two charges. Holy's Apex talent upgrades Flash Heal to Benediction.
- **Hunter Strengths & Changes** [12:50] — Hunters have three DPS specs. Survival is reworked around explosives. Marksmanship is a slow, hard-hitting sniper. Beast Mastery is pet-focused. All Apex talents are straightforward damage increases.
- **Rogue Strengths & Changes** [16:07] — Rogues have three DPS specs. Subtlety is now easier with shadow clones. Outlaw is about big burst windows. Assassination spreads bleeds. Rogues have low group utility.
- **Mage Strengths & Changes** [20:03] — Mages have three DPS specs. Fire is bursty but slower outside cooldowns. Frost has a new shatter mechanic. Arcane is simpler. Mages are advanced and fragile.
- **Warlock Strengths & Changes** [23:52] — Warlocks have three DPS specs. Affliction is back to a damage-over-time spec. Demonology is easier. Destruction is unchanged. Warlocks are hard to master but have great class fantasy.
- **Warrior Strengths & Changes** [27:27] — Warriors have tank and DPS specs. Arms is slower but heavier. Fury is fast-paced. Protection is a simple tank. Warriors are straightforward and durable.
- **Shaman Strengths & Changes** [30:56] — Shamans have DPS and healer specs. Enhancement is pruned. Elemental has a new overload mechanic. Restoration lost some totems. Shamans have great utility.
- **Death Knight Strengths & Changes** [34:16] — Death Knights have tank and DPS specs. Unholy is reworked around summoning minions. Frost is unchanged. Blood is pruned. Death Knights are tanky.
- **Monk Strengths & Changes** [37:04] — Monks have tank, healer, and DPS specs. Windwalker lost some cooldowns. Mistweaver has a new healing build. Brewmaster is simplified. Monks are advanced.
- **Demon Hunter Strengths & Changes** [40:46] — Demon Hunters have tank and DPS specs. The new Devourer spec is a ranged DPS. Havoc is unchanged. Vengeance has a powerful Apex talent. Demon Hunters are beginner-friendly.
- **Evoker Strengths & Changes** [43:38] — Evokers have DPS, healer, and support specs. Augmentation is a buffer. Devastation is tightened. Preservation has buffed abilities. Evokers have unique gameplay.

## Transcript

Welcome to the channel, ladies and
gentlemen. My name is Sky, and today
we're going to be looking at all 13
classes in depth for the latest Midnight
World of Warcraft expansion and helping
you find the perfect class to main.
We're going to be going over the
strengths of each class and spec
individually, all the biggest changes
for each spec heading into Midnight, all
the brand new Apex talents and what they
do, the skill curve, and if the spec is
easy or hard to play, and more.
Hopefully, by doing so, we can steer you
in the right direction to selecting a
class that is perfect for you. This is
the ultimate class picking guide for
Midnight World of Warcraft. The call of
the paladin is to protect the weak,
bring justice to the unjust, and
vanquish evil from all corners of the
world. Paladins are equipped with plate
armor to confront the toughest foes, and
the blessing of the light allows them to
heal wounds for their allies and even
some cases restore life to the dead.
When it comes to the strengths of the
Paladin, you easily have some of the
highest utility in the game. You bring
powerful blessings to keep your allies
alive, aura buffs, which are passive
buffs to enhance your allies in combat,
very strong offhealing capabilities,
incredibly powerful cooldowns that can
save your raid and group in just a
moment, and one of the few classes in
all of World of Warcraft who can
resurrect an ally in combat. As a
paladin, you have access to all three
role types being tank, healer, and DPS.
And overall, you're just very versatile.
And if you enjoy playing multiple role
types, this easily has to be one of the
biggest benefits of a paladin. Moving on
to some spec changes for retribution.
Overall, the gameplay and vibe is very
similar to what it was in the war
within. They made a couple changes to
their hero talent tree. Hammer of wrath
is no longer a separate ability. It
upgrades judgment whenever you pop
wings, so you could just deal more
damage. And they combined executioner
sentence with final reckoning into one
ability. For retribution's apex talent,
it's an entirely passive talent that
adds extra damage to your blade of
justice and your holy power spenders. It
gives you a chance to unleash a wave of
holy light to deal extra damage to
enemies in an area. It's not the
flashiest ability ever, but it's free
damage and it keeps retribution simple.
For protection paladins, eye of tier and
moment of glory are gone. But replacing
that, your passive damage mitigation is
much higher with your brand new rework
talent tree. Your self-healing and
sustain is substantially better with
Word of Glory, and your damage is still
very high as a protection paladin
overall, even for a tank. For
protection's Apex talent, it's an
entirely passive talent called Glory of
the Vanguard. It makes it to where your
judgment has a chance to cause your
Avengers shield to echo light damage
across enemies and increases the damage
of your shield of the righteous. Again,
not a new play style type of talent, but
it makes protection hit harder and
that's always a win for them. And
lastly, for holy paladin, they
completely overhauled their talent tree.
Additionally, they rework the light of
dawn ability to heal anyone in a circle
around you in a 40 radius as well. aura
mastery and your powerful defensive
cooldowns feel more impactful. Holy
shock and judgment had have a ton of
talent points centered around them to
make them feel powerful and weighted
again. So overall, things feel really
great from a gameplay perspective for
holy. When it comes to their apex
talent, it's called beacon of the
savior. Think of it as having an
additional beacon on a lowest health
ally within 30 yards automatically. Any
healing you do onto others, 30% of that
healing will replicate to this target.
Not only that, whenever a target
receives this beacon, they gain an
absorb shield and some damage
mitigation. The only issue we need is
some better UI clarity to know who has
this absorb shield and beacon so we can
actually tell who it is. But overall,
this is a very strong direction for
Holy. Listen guys, when it comes to the
star ratings, overall for Paladin,
they're one of the easier classes you
can play in World of Warcraft. They
don't get nuclear changes like some
other classes, but they got cleaned up
very well to the point where all three
specs seem like they're in a really good
spot at the moment. But if you're
somebody who loves multiple role types,
build variety is fantastic for Paladin
as you can play DPS, tank, and healer.
So, there's a lot of flexibility out
there. Now, if you only like one
specific roles, for example, like DPS,
you are very limited with only having
one spec on this class. When it comes to
their Apex talents overall, I would say
they're pretty decent at best. There are
definitely some other Apex talent
options in the game out there that
perform better and feel a lot more
impactful through a rotation, but
Paladins's Apex talents across the board
are almost entirely passive. They don't
impede on the rotation. If you're
looking for something simple that
actually help, these are some good apex
talents for you. Druids harness the vast
power of nature to preserve balance and
protect life. Druids can unleash
nature's raw energy against your enemies
by reigning celestial fury on them from
a great distance, binding them with
vines or even shapeshifting to powerful
creatures to deal relentless attacks.
Druids are the most versatile combatants
in all of World of Warcraft, and they
can fulfill every single role. When it
comes to the strengths of the druid, you
are easily the most versatile class in
the game by having access to four specs
and three different role types being
DPS, tank, and healer. You're also one
of the very few classes in all of WoW
who have access to a battle resurrection
which allows you to resurrect allies
during combat. You can shapeshift into
multiple forms to cater to whatever
situation you're in. Whether you need
more mobility with travel form, more
defensive capabilities with bear form,
or even the option to stealth past
enemies in cat form. You bring great
utility with your Mark of the Wild raid
buff, battle resurrection, good crowd
control, as well as your intervate
ability to help your healers cast more
spells. When it comes to specs and all
of their big changes for feral druid
heading into midnight, bleed
snapshotting did get substantially
easier than before. You're not juggling
so many things at once, and you have a
couple new tools in your kit, such as
frantic frenzy, which is a cool little
AoE ability, as well as Chomp, a single
target bite ability whenever you're low
on energy. They did get some pruning
with thrash being gone, but when it
comes to their apex talent, Unseen
Predator, it's entirely passive and it
pretty much just has a chance to flicker
and deal some extra damage whenever you
ferocious bite. Balance druid. When it
comes to them, their biggest change is
that eclipse as a system got reworked
and it's now a button that you actively
press. The gameplay for balance now is
trying to stay in eclipse state as long
as you can to deal substantially more
damage. Not only that, your mastery got
buffed and it's now just flat arcane and
nature damage increase overall. For the
apex talent, it's called ascendant
eclipses and it makes it to where
whenever you activate an eclipse, you
immediately deal damage to enemies. It
makes your star surge and starfall hit
harder and your critical strikes deal
additional damage over time to enemies
during eclipse, which feel really good.
For guardian druid, they got a lot of
changes in midnight. Thorns of iron as a
passive got removed and there's no more
iron fur spam style of gameplay. It's
now a major shift toward active
decision-making and it is a bit harder
to play overall. Their apex talent is
called wild guardian where after you pop
incarnation, you gain access to another
ability called wild guardian. This
causes the next two cast of iron for
maul or frenzied regen to be echoed
again which offers some good variety for
restoration druid. drastically reduce
the amount of ramp needed to get off
some powerful heals like lifeloom and
your other heal overtime effects as they
drastically deal more healing faster and
it's become overall a more reactive
healer. Restoration's apex talent ever
bloom drastically increases the power of
your lifeler
healing that stacks over time and have
powerful ondemand healing whenever you
consume soul of the forest making it
easily one of the best healer apex
talents in the entire game. Listen guys,
when it comes to star ratings for druid,
they are one of the harder classes to
play in World of Warcraft. Between, you
know, weaving in and out of different
forms to capitalize on certain
situations, knowing when to use your
battle res and intervate abilities
properly, they're, you know, also having
four different specs you can learn and
master. I'm not going to lie, druid
easily has to be one of the harder
classes to play in WoW, but their
ceiling is quite literally limitless.
When it comes to build variety, it goes
without saying druid is amongst the best
in the entire game. If you're somebody
who likes to play multiple role types,
there's no better class in World of
Warcraft than Druid. And then lastly,
when it comes to the Druid Apex talents,
overall, I would say they're actually in
a pretty good spot, except for Pharaoh
Druid. Ferro Druid's Apex is probably
one of the worst in the entire game.
Just how boring and unimpactful it
feels. But because of how strong, you
know, Guardian, Restoration, and Balance
Druid feels, it definitely even things
out to push them into a solid category.
The priests are devoted to the spiritual
realm and express their unwavering faith
by serving the people. In the midst of
terrible conflict, no hero questions the
value of the priestly order. They use
powerful healing magic to fortify
themselves and allies and also wield
powerful offensive abilities from a
distance through dark practices. When it
comes to the strengths of the priest,
one of the biggest strengths is that you
have access to multiple different healer
specializations. and you are the only
class in World of Warcraft that has two
healer options. This typically means one
of them is going to be performing very
well in a content type, rather it be
PvP, Mythic Plus, or raiding. The class
overall has many high impact support
abilities such as power infusion, power
ward fortitude, and leap of faith to
really aid their party and raid.
Overall, you're a very flexible healer
and you have a strong DPS class with
Shadow Priest that brings fantastic
utility and off healing as well. With
Shadow Priest, the biggest changes for
them heading into Midnight is that their
entire theme has swapped from void to
now the old god theme. Visually, they're
pretty much changed top to bottom, but
the gameplay is very similar. Their
offensive cooldowns got simplified and
the talent tree is more streamlined and
focused more on void apparitions. The
apex talent, like I said, is void
apparitions, and it makes it to where
whenever you activate one of your idle
effects from your talent tree, you
summon shadowy apparitions to go toward
your target. You also summon them
automatically whenever you tentacle
slam. And these apparitions have a
chance to spawn as void apparitions that
shoot dark magic at enemies. Now, when
it comes to holy priest, they got some
of the biggest changes out of any healer
in the game. Tons of spells are gone and
it's now being known as one of the
easiest and beginner healers in all of
WoW. Renew is a passive ability you
don't need to manually upkeep. And other
drastic changes happen through the tree.
The biggest one being the ultimate
serenity talent near the end of the tree
that replaces sanctify as a core strong
singlet target hero option that also
splashes for AoE healing. For their apex
talent, it's called Benediction. It
causes your prayer of mending to have a
chance to upgrade your flash heal to
benediction to heal your target for more
and cause a cosmic ripple healing
effect. This cosmic ripple is like a
mini splash heal effect with a cool
visual and can even activate during each
pulse of divine hymn. And during
apotheiois flash heal is automatically
replaced by benediction for the
duration. For discipline priests, their
gameplay style really did not change
much. penance gains two charges and it's
heavily damage focused now to result
into more healing and overall your
atonement healing is substantially
stronger than before. Their apex talent
is called master the darkness where your
penance has a chance to upgrade power
ward shield into void shield which is an
AoE shield that applies to your party.
Not only that, this void shield will
reflect 15% of damage taken back to
enemies and cause atonement healing,
which feels great. Listen guys, when it
comes to the star ratings, I think for
priest, they aren't as difficult to play
as some people may think. Holy priest is
known as one of the easier healers to
pick up in WoW. While discipline priest
still is rather straightforward, I think
their apex talents are strong across the
board. And always, holy priest or
discipline priest are going to perform
substantially well in one form of
content or another, whether it be
raiding, PvP, or mythic plus. If you're
looking for a class that isn't too
complicated as a caster or healer DPS,
Priest is a very good option for you.
When it comes to build variety, if
you're enjoying healing, you have a ton
of different options and choice here,
and you're the only class in the game
with two different healer specs.
Overall, I really enjoy priest for what
they are. I love the game variety and
the styles of all three specs. And I
think this class in general is in a very
good spot heading into Midnight WoW.
From an early age, the Call of the Wild
draws some adventurers from their
comfort of their homes into the
unforgiving primal world outside. Those
who endure this eventually become
hunters, masters of the environment.
They're able to slip like ghosts through
the trees and lay traps in the path of
their enemies while guarding beastial
allies. When it comes to the strengths
of the hunter, they have three very
different DPS specs that can all fit
different niches. Not only that, because
they have three different specs. one of
them typically becomes very strong
compared to the rest, meaning it's very
safe option for a class if you only like
the damage. The hunter is also very easy
to learn. Having access to a pet, you
makes it easier to solo content compared
to some other classes, and it's easy to
avoid raid mechanics as a marksman or
beast mastery due to being as mobile as
you are. When it comes to each spec and
their biggest changes, starting off with
survival, pretty much top to bottom, it
got reworked in terms of class theme and
fantasy. Now it's based off of
explosives, shotguns, and Molotov
cocktails with abilities being core to
their kit like boomstick, which is a
frontal cone channel in front of you.
Their apex talent is called raptor
swipe, where whenever you raptor strike,
it improves itself then afterward to
raptor swipe, which damages enemies
around you in a nearby radius, which is
great for their consistent DPS increase.
For marksmanship hunter, Blizzard pushed
them in a direction to where their aim
shot hits substantially harder, but with
that the cast time of it is increased
and streamline was also removed from the
game. Killshot is now also exclusive to
marksmanship hunter and overall the
class has now a slower gameplay style of
pace. Think of it like a backline sniper
turret style of play. Marksmanship apex
talent amplifies this with the take aim
passive. It makes it to where aimshot
will always critically strike. The
damage of it is increased and whenever
you rapid fire, it reduces the cooldown
of aimshot. For beast mastery hunter,
overall the gameplay is very similar.
Multi-shot is replaced by a new pet AoE
called wild thrash. Beastial wrath is
now on a flat 30 second cooldown and the
miniame of juggling barb shot as a buff
is now removed. Your apex talent is
called nature's ally to where whenever
you activate beastial wrath, you summon
an animal companion along your side to
help you in combat. Beastial Wrath will
now strike four targets in an AoE and
you get more kill commands while you're
doing your rotation. I think when it
comes to a star rating system, guys, I
think the skill curve of Hunter, you got
to know they're one of the easiest
classes to play in the entire game. for
all three specs. They're very
straightforward, relatively easy to
play, and they're all very effective in
dealing damage no matter what content
type they're in. The reason for that is
being because, yes, you are a pure DPS
class. So, your versatility when it
comes to roll types and utility, yes, it
may not be that high, but I will say,
however, when it comes to a DPS class,
you have a very wide variety of dealing
damage. Three different DPS specs that
all have multiple build types. So, the
build variety is definitely there for
hunter on that end for pure DPS. When it
comes to their Apex talents for Hunter,
I gotta say all three of them feel like
they're in a really good spot. They're
all straightforward enough to
understand. They elevate the class to
deal simply more damage, and they're
effective to where they amplify your
abilities that all feel good to press.
For example, like aim shot for
marksmanship and kill command for beast
mastery. For rogues, the only code is
the contract, and their honor is
purchased in gold. Free from the
constraints of a conscious, these
mercenaries rely on brutal and efficient
tactics. There are lethal assassins and
masters of stealth who approach their
marks from behind, piercing a vital
organ and vanish back into the shadows
before the victim even hits the ground.
When it comes to the strengths of the
rogue, they have three very different
DPS specs that all fill very different
niches. Not only that, because they have
three different DPS specs, one of them
typically becomes very strong and at
least meta in one form of content. The
rogue has very flexible DPS for any
situation. Whether you want more AoE or
single target, you have great
survivability in raids with faint as
well as cheat death. And you also have
access to stealth and you can put your
allies in stealth for a short period of
time with Shroud of Concealment. Not
only that, of course, we all know Rogue
is one of the best PvP classes in the
entire game and is a fantastic dualist.
When it comes to changes, subtlety rogue
heading into Midnight probably received
the most out of all rogue specs. This
spec got substantially pruned with
things like flagagillation, symbols of
death, and rupture all being removed.
Subrogue is now known as being one of
the most easy specs you can play in the
game. You have a brand new talent tree
focused on shadow clones with their apex
talent, ancient arts, amplifying this as
well. If you've ever played Zed from
League of Legends, it's very similar to
how he plays. Your damage attacks that
expend shadow techniques have a chance
to summon a shadow clone to deal
additional damage for you. So, visually
and from a class fantasy perspective,
Subtlety Rogue has definitely seen some
incredible improvements heading into the
new expansion. When it comes to Outlaw
Rogue, the Roll the Bones has been
simplified and reworked a bit. It's not
as RNG reliant, but there's still that
aspect tied to it. Between the Eyes now
gives you a flat percentage damage
increase to all your abilities when you
use it. And the spec is now all about
big setups and big ginormous burst
windows rather than being super speed
spammy melee like it was before. Their
Apex talent, Gravedigger, makes it to
where whenever you dispatch, you have a
chance to build a bullet in your sleeve
and then every so often it'll give you a
free charge between the eyes and reset
its cool down. This is perfect for
lining up those big burst damage windows
into then using heavy-hitting abilities
like killing spree. For Assassination
Rogue, they reworked Crimson Tempest to
where it's now an ability that spreads
your bleeds to nearby targets. So, gone
are the days of requiring you to be in
stealth to spread your gross and
ruptures in an AoE setting. This spec
now has the fantasy of spreading your
bleeds effectively and then preparing
big chain and venom windows with big
rewards if you pull it off properly.
Your apex talent and plaable makes it to
where each invenum you chain backto back
increases your energy generation
drastically when it runs out. Your
king's bane also deals substantially
more damage and generates you full combo
points. Listen, when it comes to a class
star ratings perspective, I think with
skill curve for rogue, it is one of the
more complicated classes you can play in
the entire game. Whether it be for PvE
or PvP, this class is not easy by all
means. For build variety, if you enjoy a
pure DPS class, you do have a very wide
variety of build options for each spec
individually for rogue. Overall, I think
Apex talents for rogues surprisingly are
in a good spot. They at least feel very
thematic toward each spec individually.
And of course, they see some good
improvements in damage when you unlock
them, which is a good thing. My biggest
concern for Rogue is always going to be
the fact that they have very, very
little utility for a group. And in
general, they're a very selfish class
overall. So, if Rogue isn't dealing very
good damage compared to everybody else,
it's going to be difficult sometimes to
find a group, whether it be for Mythic
Plus or Raid, because of how selfish
rogue is. Mages are gifted with a keen
intellect and unwavering discipline. The
arcane magic available to the Magi is
both great and dangerous, and thus is
revealed only to the most devoted
practitioners. The mage only wear cloth,
but arcane shields and enchantments give
them additional protection. They use
fire, frost, and arcane magic. And yes,
they may be fragile, but they are
absolutely deadly from afar. When it
comes to the strengths of the mage, they
have three very different DPS specs that
can all fill different niches. Not only
that, because they have three different
DPS specs, one of them typically becomes
very strong compared to the rest,
meaning it's a very safe option for a
class if you only like DPS. You're very
flexible when it comes to build variety,
whether it be for single target or
cleave through three specs. You're a
very mobile caster that is one of the
only classes in the game that has a
cheap death mechanic to avoid getting
one-shotted if you are playing fire. You
have great utility and control inside of
mythic plus and raids and even time warp
to massively increase your allies
damage. You're an incredible PvP class
if you know what you're doing and you're
skilled enough to play the mage. And not
only that, you bring portals to summon
the capital cities, as well as food,
water, and more. When it comes to each
spec and their biggest changes for fire
mage, they definitely saw the most
drastic changes heading into Midnight.
Phoenix Flames has been removed, and a
lot of very key talents for what made
Fire Mage great have been pruned. During
combustion windows, you're still very
high damage and nuclear on the DPS
meters, but outside of this, things are
slowed down maybe too much. Your apex
talent is called fire up where consuming
hot streak has a chance to increase your
fire damage and now fired up increases
the duration of your combustion while
not only that reducing the cooldown of
your fire blast ability. So it really
helps you in your combustion window. For
frost mage heading into midnight, you
have a brand new freezing and shattering
debuff mechanic system. Now some of your
spells apply a debuff to a target which
you shatter by using icecelance or comet
storm. Not only that, Icy Veins is now
removed and replaced with the ray of
frost ability, and overall the talent
tree has been reworked for frost mage
for substantially better improvement.
Your apex talent is called a hand of
frost, where whenever you shatter an
enemy, you have a chance to summon a
hand of frost to pursue them and deal
AoE damage. Not only that, your ray of
frost will summon Hand of Frost over its
duration and it will gain an additional
charge as well. For Arcane Mage, they
got changed and it's become way more
simple than it was before. You have a
brand new Arcane Pulse ability, which is
like Arcane Blast, but instead deals AoE
damage consistently with a complete
change to their talent tree with very
unique build and variety. Now, your Apex
talent is called Touch of the Ark Mage,
and it makes your Touch of the Magi
increase the damage your target
receives. and increases your damage
overall and makes your touch of the magi
deal more damage in an AoE on the floor
after it expires. Listen, when it comes
to the star ratings for skill curve on
mage, you have to know that the mage is
a very advanced class to play. Your
defensive capabilities are quite low for
the most part now due to the pruning and
they don't have any self- sustain with
any real healing. So, so you're going to
be very reliant on your healer. Not only
that, some of the rotations can be quite
difficult to master, even after the
pruning and rotations, making them at
least slightly hard to play. If you like
a pure DPS class, Mage has a ton of
build variety with all three specs. Of
course, yes, you are stuck as one role,
but there are always one or two mage
specs that are dominating on the meters,
making it a very safe choice to play if
you purely like the DPS. When it comes
to their Apex talents, I actually think
mage has some of the best designs in the
entire game across the board. The only
spec I don't necessarily love is fire
mage, as all it does is feed into more
combustion reliance. But overall, all
three of these specs are incredibly
thematic with their apex talents and
will help them deal substantially more
damage, which I do enjoy. In the face of
demonic power, most heroes see death.
Warlocks only see opportunity. Dominance
is their aim, and they found a path to
the dark arts. These voracious
spellcasters summon demons and minions
to fight beside them and toss out dark
magic to deal massive damage to enemies
through shadow, chaos, and fire. When it
comes to the strengths of the warlock,
they have three very different DPS specs
that can fill different niches. Not only
that, because there's three different
specs, one of them typically becomes
very strong and at least close to meta
compared to everybody else. They're one
of the few classes in the game that have
access to pets, so solo content could
become much easier for them. They have
good utility for raids by bringing
health stones, soul stones as a battle
resurrection, and demonic gateways for
mobility to avoid mechanics for their
raid and party. Warlock does have access
to some of the most powerful offensive
cooldowns in the game. They can summon
their teammates from across realms, and
in my opinion, they have one of the
coolest class fantasies in all of World
of Warcraft. When it comes to each spec
and their biggest changes for
destruction warlock, they really didn't
see much change heading into Midnight.
They're kind of a onetoone copy of what
they have been other than some minor
talent changes and adjustments. You're
still seeing massive damage with rain of
fire and chaos bolt and that's not going
to change here. Their apex talent is
called embers of nihilm and it causes
your incinerate to occasionally invoke
the power of the dark titans to deal
damage to enemies in an area. Also, when
you chaos bolt in Reign of Fire, it will
automatically cast this ability as well.
For Affliction Warlock, you're seeing a
toptobottom rework of the spec. Overall,
it's being reverted back to a spec being
all about damage overtime effects while
removing malefic rapture entirely. You
have soulshard spenders now, such as
unstable affliction and seed of
corruption back, and a ton of new
abilities in your kit. So now for
affliction, you're officially back to
being that slow damage overtime rot spec
yet again. Your apex talent is called
shadow of nathrazi where where your
haunt's ability damage has a chance to
summon a demonic soul from the twisting
nether to deal damage to your target and
enemies around them. For demonology,
they also drastically reduce the skill
required to play this spec. Your
dreadstalkers now are instant and free
cast and they also automatically summon
your charhound for you. So, just one
ability, you have a ton of pets out
instantly attacking enemies. Not only
that, they completely reworked their
entire talent tree and brought back a
ton of new abilities, including a
Doomguard as a 2-minute cooldown pet
that you can summon. Your Apex talent is
called Dominion of Argus, and it summons
additional minions whenever you pop your
Demonic Tyrant from the home world of
the Legion, flooding the battlefield
with minions. Listen, from a star rating
system, I think it's pretty well known
throughout history that Warlock is one
of the hardest caster DPS to play in the
game. Affliction and demonology are not
easy to learn and master at all. But if
you do, you'll definitely end up
separating yourself from the rest of the
pack very easily. If you like a pure DPS
class, then Warlock can absolutely be an
option for you. You have three different
specs that all have great variety in
terms of AoE and single target damage
with three different hero talents and
great apex talent tree design across the
board. This class is very far from
boring and everything is very thematic
and fun for their apex talents and class
trees in general, easily making them one
of the best numerically and class
fantasy-wise in the game. If you can
master this class, for as long as war
has raged, heroes from every race has
aimed to master the art of battle.
Warriors combine strength, leadership,
and a vast knowledge of arms and armor
to wreak havoc and glorious combat. Some
protect the front lines with shields,
and others forego the shield and unleash
their rage at the closest threat with a
variety of deadly weapons and attacks.
When it comes to the strengths of the
warrior, they do have access to two
different role types, being tank or DPS.
Between Arms and Fury, they have a very
wide variety of flexible DPS toolkits to
fill just about any need out there.
Because you are a warrior wearing plate
armor, you are very durable and tanky
compared to some other classes in the
game. And not only that, you bring your
attack power buff for your raid with
your battle shout and even some more
durability with the new and improved
rallying cry. When it comes to their
biggest class changes for Arms Warrior
heading into Midnight, they reworked
their talent tree for the better. Not
only that, Colossus Smash is now AoE
baseline and affects [music] everybody
around you when you use the ability.
Sweeping Strikes is reworked to a fixed
set number of attacks again, and your
mastery increases your damage by a flat
amount. So, Arms Warrior feels a bit
slower, but your attacks feel a lot more
weighted and heavy-hitting, making them
deal more damage. Your Apex talent is
called Master of Warfare, where whenever
you attack an enemy, your slam has a
chance to upgrade to heroic strike. This
will have you deal more damage, reduce
the enemy's armor, and reduce the
cooldown of your Colossus Smash ability
whenever you use it, making it great for
your rotation overall. When it comes to
Fury Warrior, their core rotation is
very similar. It's still all about that
Bloodthirst, Ravager, and Rampage
rotation. They just simply got some nice
talent tree updates, which has done
wonders for them. Not only that, they
have one of the best Apex talents in the
entire game with Rampaging Berserker.
This makes it to where whenever you pop
recklessness, your damage is further
increased substantially. Your rampage
cost is reduced drastically. And
whenever you cast rampage, you get an
increase of your strength by a flat
percentage amount. For protection
warrior, they solve very minimal
gameplay changes, and overall, they're
still a straightforward, simple tank you
can play. They're still all about strong
physical damage reduction, but still
being rather weak to magical attacks.
Your apex talent is called failinsx and
it causes your thunder clap to increase
the damage of your next shield slam and
cause AoE damage in front of you. And
then while your shield block is active,
your active shield slam deals more
damage, giving you a nice little back
and forth between using thunderclap and
shield slam while also upkeeping your
defensives, which is a great form of
gameplay. When it comes to the skill
curve for the warrior, for the most
part, this class is very straightforward
to play. If you've ever had an
experience in MMO RPGs, you can probably
pick up all three of their specs in
their rotations very quickly and learn
the class very easily. I will say,
however, when it comes to build variety,
you don't have much room for
interchangeability and flexibility here.
Arms and fury, very straightforward DPS
specs with like one or two builds max.
And at the end of the day, a warrior is
always going to feel like a warrior
where you charge in there, you swing
your weapon, and you hit stuff. When it
comes to their apex talent,
surprisingly, I can't believe I'm saying
this. I actually really enjoy all three
warrior specs, apex talents across the
board. For fury, it's one of my
favorites, if not my favorite in the
entire game with rampaging berserker.
And I think protection warrior
incentivizes you to deal more damage
while upkeeping your defensive
capability, which is a great way to
design a class. Shamans are spiritual
guides and practitioners, not of the
divine, but of the very elements of the
world themselves. Unlike some of their
mystics, shamans commune with forces
that are not strictly benevolent. The
elements are chaotic and left to their
own devices. They rage against one
another in unending primal fury. It is
the call of the shaman to bring balance
to this chaos, acting as moderators
among earth, fire, water, and air. When
it comes to the strength of the shaman,
you have the option to DPS or heal,
having access to two different role
types. And with their DPS specs, you
have a range spellcaster with elemental
and an uplose fighter with enhancement.
All three of their specs offer a very
wide range of gameplay. They have some
of the best utility in the entire game
with all of their totems and of course
their new sky fury buff and the blood
lust ability to massively increase all
your allies' damage. Now, when we're
talking about each spec and their
biggest changes for enhancement, they
got pruned and polished drastically
heading into the new expansion. This was
one of the classes that had an insane
amount of button bloat in War Within and
they tightened it up and made it so much
better heading into Midnight. Not only
that, they updated their talent tree and
bought some nice quality of life to
them. So overall, things are looking
good for enhancement. The Apex talent is
called Storm Unleash to where each
maelstrom you spend has a chance to
cause your next Crash Lightning to
ignore its cooldown and deal additional
damage in an area. When it comes to
elemental shaman, voltaic blaze is the
latest addition to the spec, and it
causes flame shock to hit enemies in an
AoE and causes your next lava burst to
hit all of them on a very consistent
basis. Not only that, they updated their
talent tree substantially, improved the
spec without them feeling gutted. For
elemental's apex talent, it's called
feedback loop. This causes your
elemental overload damage to be higher,
and cause elemental overloads to guess
what? have a 25% chance to cause an
additional elemental overload where
you're pretty much shooting out spells
like a machine gun. For restoration
shaman heading into midnight, they got
substantially pruned. Healing surge is
gone. You don't get both healing tide
and ascendants anymore. Cloudburst, earn
wall, and other niche totems were also
removed as well. Their apex talent is
called storm stream totem and it makes
it to where whatever you rip tide, you
have a chance to upgrade your next
healing stream totem into storm stream
which heals for a substantial amount of
health to all allies in your party. From
a raw number perspective, this is easily
one of the best apex talents in the
entire game. I will say from a star
ratings perspective, shaman and
difficulty makes it a bit more
complicated than other classes out
there. there in WoW, you do have a lot
of utility options. So, to really make
use of a good shaman player, you got to
know how to help your party. When it
comes to build variety, I will say,
however, there is a ton of build variety
for each spec that you can pretty much
just fill any spot possible. If you need
more range DPS, you play elemental. If
you need more melee, cleave, on demand,
burst DPS, you play enhancement. If you
need more support, of course, you play
restoration. All these specs have
fantastic variety. And not only that,
their apex talents and hero talents
offer more variety as well. So, a lot of
flexibility here. Now, when it comes to
their Apex talent design, surprisingly,
I'm not the biggest fan of Shaman's apex
talent. I think buffing Crash Lightning
is pretty boring on enhancement, and I
think simply having another elemental
overload is pretty boring on elemental
in my opinion. Now, I don't mind healing
stream totem getting buffed into storm
stream for restoration as it does
perform really well numerically, but I
feel like they could have done better
overall. When the Lich King's control
over his death knights was broken, his
former champions found their new purpose
as the knights of the Ebban Blade. Death
Knights engaged their foes up close,
supplementing swings of their weapon
with dark magic that renders enemies
vulnerable or damage them with unholy
power. When it comes to the strengths of
the death knight, you have the option to
tank or DPS, having two different role
types. It's universally known as for
being the most tanky class in the entire
game, making you incredibly durable and
difficult to kill. Both of your DPS
specs are very different in terms of
gameplay, with one being about minions
and summoning pets, and the other being
about explosive frost damage and
heavyhitting attacks. You're one of the
few classes in the game that have access
to battle resurrection to resurrect your
fallen allies in combat, and you easily
have one of the coolest class fantasies
in the game. Now, heading into Midnight,
the biggest changes for Unholy, they got
completely reworked top to bottom.
You're now a class that's all about
summoning minions to flood the
battlefield and do your bidding while
dealing necrotic, shadow, and disease
damage to your enemies. This is easily
one of the most fun specs you can play
in all of World of Warcraft right now,
and the changes will definitely surprise
you as it is very fun. Their Apex talent
is called Forbidden Knowledge, and
whenever you cast your Army of the Dead,
it transforms your death coil and
epidemic abilities into stronger
abilities and making you summon
additional minions at an increased rate,
flooding the battlefield with the dead.
With Frost Death Knight, they stayed
exactly the same heading into Midnight.
So, nothing has really changed here.
When it comes to the Apex Talent, it's
called Chosen of the Frost Brood. Your
Frostworm's fury deals more damage and
grants you haste for a certain amount of
time. Additionally, you can activate the
ability again to call Craosa back to
deal more damage to enemies. And for
Blood Death Knight, they saw some major
ability pruning heading into Midnight.
Your core abilities are heavier and more
weighted and more impactful than ever,
which feels kind of good. But the
biggest change is your dancing rune
weapon is now on a set cooldown rather
than being able to be reduced by
expending bone shield charges. For your
apex talent, it's called dance of
midnight where whenever you consume a
rune, you have a chance to call a
dancing rune weapon to your aid.
Additionally, while dancing rune weapon
is active, your heart strike will deal
more damage and your overall combat
abilities will greatly be enhanced.
Listen, when it comes to their star
ratings, I will say for Death Knight,
they are very straightforward to play.
other than maybe unholy death knight now
being reworked. All of their rotations
when it comes to a DPS or tanking
perspective are not that difficult to
pick up. When it comes to build variety,
you have a pretty decent amount for
death knight. Overall, it really just
depends if you like the other specs
between the class overall or not. You
just have to understand the gameplay
variance is drastically different
compared to unholy, frost death knight,
and even blood death knight. When it
comes to their apex talents, personally,
I'm not a big fan of all of them. The
only other one I seem to enjoy is unholy
death knight. But man, I really dislike
blood death knight's apex talent being
focused about dancing rune weapon and
then of course frost death knight. I I
just don't love it. I think it could
have been improved. So hopefully we get
some changes there. Now whatever your
combat role may be, monks rely mainly on
their hands and feet to do the talking.
With a strong connection to their inner
chi to power their abilities, it's the
monks who brought hope to a seemingly
dim future. and they're here to do it
yet again in Midnight WoW. Monk's
talents focus on directing theirQi
energy to control the battlefield by
enhancing their movement and restricting
their their enemies and even healing
their allies in the party. You're one of
the only classes in the game that has
access to three different role types
being DPS, tank, and healer. Each
specialization for monk brings a special
aura for the raid, which is great. And
you also bring Mystic Touch, which
brings a 3% debuff to have everyone deal
additional 3% melee physical damage.
You're also one of the most mobile
classes in the game. And easily amongst
all of their specs, there's a very
unique gameplay style across the board,
which is very cool. Heading into
Midnight, Windalker got some updates.
One of them being Storm, Earth, and Fire
is gone. And a lot of their micro burst
cooldowns have been removed as well.
Their talent tree got completely
reworked, and their hero talent trees
got updated as well. So, there were a
lot of changes. Overall, you have a
brand new cooldown called Zenith, and a
lot of your damage is based around fist
of fury. Now, their apex talent is
called Tiger's Eye Brew. Pretty much
whenever you activate your new cooldown
called Zenith, your critical strike
chance is increased. Not only that, your
fist of fury deals additional damage
based off your critical strike chance as
well. For Mistw Weaver, they saw some
improvements to their talent tree, and
one of those is Vivify being replaced
with Shaun's gift, which is a splash
heavy healing ability. Not only that,
you have the opportunity to play the new
and improved caster soothing mist build
on a mistw weaver. And overall, your
healing amplification effects were
trimmed. For Apex talent, it's called
Spirit Font, where your Rising Sunkick
and Vivify have a chance to activate
Spirit Font, causing your next
enveloping mist to channel soothing mist
onto five nearby allies around you. Not
only that, when you pop Thunder Focus
Tea, it'll automatically activate this
effect and apply Chica Cocoons at 30%
effectiveness to all allies around your
target, making it a phenomenal healer
apex ability. For Brew Master Monk, they
got heavy pruning and rotation
simplification across the board. Your
stagger interactions are cleaned up,
talent trees were improved, and they
drastically lean fully into the brew
master-like theme. Your Apex talent is
bring me another, where whenever you
cast one of your brews, it leaves you
with an empty barrel. These stock up and
are tied to your next keg smash to deal
additional damage to enemies in front of
you. Listen, when it comes to star
ratings for difficulty for monk, I'm not
going to lie, this class is very
advanced to play for the average player,
but I think if you spend time on it, you
can learn the class. you can perform
very well. I think across the board, the
only class that's re the only spec
that's really in question still just
numerically is wind walker as they
definitely need some buffs right now.
When it comes to build variety, this
class entirely depends on if you enjoy
playing multiple roles or not. The fact
that they have one spec of each roll
type can either limit or expand your
build variety greatly depending on how
you play. When it comes to their apex
talents, personally, I'm not the biggest
fan of them on the monk. Overall, I will
say I really love Mistw Weavers and I
think it's one of the best in the entire
game. However, Wind Walker and Brew
Master Monks seem to be falling flat a
little bit in my opinion in terms of
interacting with your rotation and
making it a bit more fun. Demon Hunters
are the disciples of Illan Storm Rage.
They embrace fell and chaotic magic to
challenge the Burning Legion and enemies
who wish to destroy their allies. They
capitalize on speed, closing the
distance quickly to strike enemies with
one-handed weapons, and even range
demonic voidlike attacks. When it comes
to the strengths of the demon hunter,
you now have access to two different ro
types, being DPS or tank. You're easily
one of the most mobile classes in the
game, and you have incredibly strong
offensive cooldowns like metamorphosis
to vastly increase your damage and
defensive capabilities for duration.
You're relatively a straightforward
class to pick up but difficult to master
and one of the best AoE damage toolkits
in the game, making them great for
mythic plus. They bring the chaos touch
debuff to your target, which increases
the magic damage they take by 3%, which
is great for a raid. And they have
fantastic self- sustain with their
natural leech. When it comes to each
spec and their changes, Devourer is the
brand new spec heading into Midnight
WoW. and it's all about collecting the
souls ripped from your enemies and
consuming them to turn you into a
metamorphosis state to deal
substantially increased damage. It's
going to be one of the easier classes
you can pick up in World of Warcraft,
but also incredibly unique and difficult
to master. Your Apex talent is called
Midnight. This drastically increases the
damage of your collapsing star, making
it automatically critically strike and
have you collect more soul fragments
whenever you enter Metamorphosis. For
Vengeance, they did see minor changes
heading into the new expansion. Fiery
Brand and Spirit Bomb got reworked and
updated, and your damage profile is
still incredibly high as a tank. For
their apex talent, Untethered Rage, it
makes your abilities have a chance to
allow Metamorphosis to be cast without
incurring its cooldown. This is easily
amongst one of the best Apex talents in
the entire game, as it drastically
increases your damage, survivability,
and just overall levels of fun whenever
you proc this. When it comes to Havoc
Demon Hunter, they overall stayed very
similar heading into Midnight. They just
got some minor talent tree updates and
changes to some of their previous
abilities. They do have better defensive
capabilities with blur. And overall,
their rotation is simple and still
tight-knit. Their apex talent is called
Eternal Hunt, where fully channeling
I-beam makes your next blade dance
refresh its own cooldown after you use
it. Not only that, it increases the
damage of your hunt, i-beam, and blade
dance abilities. When it comes to a star
rating system, I will say Demon Hunter
is a very straightforward beginner class
to play. Even today, across all three
specs heading into Midnight, they're
very straightforward, beginner friendly.
So, if you're looking for a class that's
relatively, you know, easy to pick up,
Demon Hunter can be for you. Now, when
it comes to build variety, you do now
have three specs with Devourer being
added. There's a good amount of build
variety here. You have a range DPS spec
with Devourer, melee DPS with Havoc, and
a tank spec with Vengeance. And all of
them are performing exceptionally well.
When it comes to Apex talents across the
board for Devour, they're among some of
the best in the game. I think
personally, Vengeance has the best Apex
talent for tanks, while Havoc has one of
the best in the entire game for DPS.
Overall, Apex talents look good. I think
Demon Hunter in general is in a great
spot right now and a great class you
could pick up for anybody in the game.
As an evoker, you possess special
empowered abilities that you can use to
change the strength of a spell. Evokers
take advantage of these empowered spells
and fight from moderate range. They
demolish their foes with fiery attacks
or restore allies to keep them in the
fight. You focus on the power of the
red, blue, and green dragon flights to
deal devastating damage or preserve your
allies. When it comes to the strengths
of the evoker, as the evoker, you have
access to three different
specializations that include a DPS, a
healer, and a support buffer DPS, which
is the one and only spec that can do
this in the entire game. You are one of
the few classes in the game that bring a
blood lust effect which vastly increases
your allies damage for a short duration.
And easily Evoker has one of, if not the
best hero and apex talent tree designs
in the game, leaving your creativity and
build design pretty much limitless
across the board. When it comes to the
biggest changes heading into the
expansion, augmentation has stayed very
similar. You're still going to be that
support class that's buffing your allies
to increase their damage overall. Eban
might is now raidwide and the baseline
buff has been increased as well. With
your apex talent duplicate, Breath of
Eons now summons a time version of you
to assist you in battle. It duplicates
your abilities and anytime you extend
your eb and might, your duplicate is
also extended as well, increasing your
stats overall. For Devastation, they
didn't see drastic changes, but they did
get tightened up. Shattering Star is now
a passive tied to Eternity Surge. Their
hero talent trees got changed
drastically and they're much more
effective than previously before. Your
apex talent is called rising fury where
whenever you activate dragon's rage, you
increase your haste. Then when dragon
rage ends, it grants you damage and
haste bonuses and generates you essence
burst for you as well. And then finally,
you have preservation where they did see
some changes. Spirit bloom was removed.
Dream breath has become substantially
buffed and more core to your rotation.
and Ekko's and Verdant Embrace were
drastically buffed as well. Your Apex
talent is called Merithra's Blessing.
Your essence abilities have a chance to
infuse your next reversion, upgrading it
to Meithra's blessing, which shoots out
healing to allies in a five target area
around you. Not only that, this apex
also increases Dream Breath's instant
healing, and Dream Breath will
automatically proc this effect, giving
you this ability whenever you need,
making a very good apex talent. When it
comes to star ratings for skill curve
for Evoker, they can be a little bit
complicated. I'm not going to lie. Being
the brand new class in World of War
being one of the brand new classes in
World of Warcraft over the last few
years, it's something a lot of players
have never experienced before. So, it is
something they'll have to pick up from
scratch. For the most part, each evoker
spec has a very wide variety of builds
they can run because all their hero
talent trees and Apex talents provide
really good support for their role type
and things are looking really good for
them from a build variety perspective.
But yes, ladies and gentlemen, that is
going to wrap up our massive video on
Midnight World of Warcraft. This took me
months to make, so if you guys can
please like, comment, shout it out,
whatever you can, it would really,
really appreciate it. We're on our goal
to hitting 100,000 subscribers this
year, and I'd really appreciate it. We
only have one question left to ask for
you. Which class is going to be your
main? Let us know down in the comment
section below, and we would love to talk
about it. Hey everybody, thanks for
watching. If you enjoyed the content,
consider subscribing or check out one of
the videos you see on screen here to
stay up to date on all things Warcraft.
My name is Sky for the Comeback Kids.
It's an absolute pleasure to make
content for you all. I'll see you in the
next one. Peace.
