From my experience, throughout the course of leveling, necro is consistently the most fool-proof. I also enjoyed this one of the most. All the control with snare, fear, root, mez, and FD as a get out of jail free card just feels so powerful. Necro power level felt pretty good at the lower levels, but it really felt like it took off starting in the 30s after getting the upgraded lich.
Shaman leveling is pretty meh from 1-33, but when they hit 34, they begin to pick up steam from finally having access to the wolf pet and getting some much needed dot upgrades. There are some options though in the lower levels. Just straight up tanking/meleeing with a dot or two works well enough, especially if you have the funds to buy some starting armor and a spear of blunt weapon with a decent ratio. Once root stops being a big drain on the mana pool you can do some jousting with dots as a sort of modified root/rot. Pop in for a little stabby stabby and back out and sit in time for the med tick.
Mage was the opposite from shaman for the feel of solo power for me. Pets solo'd things easily through the 20s (still have fond memories of fire pet soloing red giants at warsliks woods giant fort with only the aid of 2-3 pet heals. That fire DS is too OP), but getting into the late 30's, pet power level compared to mob damage isn't as good and requires a transition to pet chaining. The main drawback for mage is the lack of CC which means even a single add can me death or forcing you you gate/zone causing a significant disruption to xp/hr.
Wizard is fine, blow things up and sit down for 5 minutes. From the 30s, give or take depending on mana pool, you can quad using the aoe snare you get at 29 or 30 or whatever. Boring, but good for people that take constant afk's.
Druid is flexible. Druid root/rot is ass compared to shaman or necro. Don't bother with it as a primary method of xp gain. Animal charm is good. I leveled my blue druid from 14-34 almost exclusively animal charming, then shifted to quadding from 34-low 50s, then back to charming to cap. Druid quadding is a lot more comfortable than wizard due to access to sow and the flexibility of individual snares prior to rounding the mobs up.
Enchanters are the gold standard of late game power, but that power also comes with risk. Expect to die a lot if you charm, but also have fun soloing camps that usually would require a group. This is the one class in this list that I don't have the experience of leveling myself, so I'll leave comments on strategy for those that know.
Edit: Forgot to add bard. If you learn how to swarm effectively, you can do that from 2-60 and feel like a god. Then you can transition to being a resist/mana song bot in raids.
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