PATCH 11.2 AND SEASON 3 NOW LIVE - BANK CHANGES, NEW M+ DUNGEONS, ETC. - THE GUIDE IS NOW ONE YEAR OLD! (as of August 25th)
This section is based off personal experience and other's experiences, in no particular order. Instead, I will list popular options and explain their popularity and how effective they are. This can change as the specs themselves change. This discusses these classes primarily in NORMAL dungeon content. For Timewalking content, please also take what is written here into account.
For a more detailed write up on attributes (aka stats) in general, please refer to warcraft.wiki.gg's article. For more specifics regarding stats and level 10 characters, please refer to Pokspell's sheet featuring a list of the base stats of all races along and exact numbers. This section aims to simplify MY THOUGHTS on the matters. Some questions relevant to best stats and races will be found in the FAQ (I don't feel like moving them over here).
There are four secondary stats: versatility, haste, critical strike, and mastery. These stats are found on gear alongside the primary and other attributes of gear on items, and signified with a green font. This is a general breakdown in relation to 10s twinking, and my perception of how they perform. All secondary stat categories will start to diminish returns (give less % per stat) at 30% stat value*, with a max cap of 126%.
VERSATILITY
Increases damage done by the given % value and reduces damage taken by 1/2 the % value
👍Consistent increase in damage, keeps you healthier.
👎 You need a lot of rating to make a dent in your %.
~4 Versatility = 1%
HASTE
Increases rate of attacks and tick rate of over-time abilities, lowers global cooldown, etc.
👍Makes you do things faster and thus more attacks faster.
👎Using abilities faster doesn't always mean more damage.
~3 Haste = 1%
CRITICAL STRIKE
Increases the chance your ability will do double the damage or healing in one cast.
👍It's double damage! Double healing! It's more! Gamba!
👎If you don't happen to crit, then the stat does nothing.**
~3 Critical Strike = 1%
MASTERY
This is dependent on your class specialization, and thus can be many things.
👍If your Mastery leads to a flat damage increase, hooray!
👎Most Masteries are only good at higher level or for healing.
Depends on your spec...
Regarding stat priorities, you want to focus on your primary stat over your secondary stats, but you will want to take an item with both primary and secondary stats instead of an item with only primary stat. A stat being equal to another stat is not saying the stats themselves should be proportionate as much as you should regard them equally, and a stat being greater than another stat means you should care about getting it more. (Q.E.D, if A>B=C, A is more important than B or C, but B makes about the same amount of impact as C.)
DPS Focused Option - Best for Speed Clearing
(note: use Arms loot spec to exclude 1H weapons from loot pool)
Fury Warrior, at level 11+, is a standout. Whirlwind with double Lifestealing on dual-wielded two handers, combined with War Machine, produces a force of nature that leaves behind a trail of destruction. They gain even more DPS when they have their Battle Shout up. Fury Warrior makes for an effective first twink if you're willing to spend the time and gold on setup.
Two Two-Handed Weapons with Lifestealing
Lifestealing procs more on slower weapons
STAT PRIORITY:
Haste > Versatility = Critical Strike > Mastery
Can easily outspeed many classes while in combat, and clear dungeons with ease.
Lifestealing produces immense self healing, with Bloodthirst as a pocket heal when needed.
Great AOE damage, with recent changes to Slam improving its Single Target toolkit.
If you're not in combat, you will be slower. Supplement with speed gems and engineering.
If you don't have access to Lifestealing, you will struggle to a point where it's not worth playing Fury.
Fragile when not hitting things, need to supplement with healing gems and avoid getting stunned.
Rounded option - Insane caster DPS
(note: use Elemental loot spec to include DPS trinkets into loot pool)
Restoration Shaman was not doing very well in M+, so Restoration Shaman had their base abilities' damage buff. This means that Restoration Shaman has some of the highest DPS out of any low level twink, while still putting out enough healing output to keep a group alive. Lightning Shield is powerful at low level as well. While RSham can't quickly clear huge packs like a Fury Warrior or a Mistweaver Monk, it's a menace otherwise.
One One-Handed Weapon + Offhand/Shield
Two-handed weapon works fine too.
STAT PRIORITY:
Versatility > Critical Strike > Haste > Mastery
Extremely deadly single target damage with Lightning Bolt, Flame Shock, and Lava Burst.
Chain Heal makes it easy to top off a group to full, and Healing Surge/Riptide (at 11) are also great.
Mass resurrection at level 10 - just in case someone decides to die.
Chain Lightning, despite its good damage, is capped to three total targets. Not as good for AOE.
Have to choose between Chain Lightning, an Interrupt, and a Defensive ability for talents.
Cannot cast while moving, so have to choose between attacking and moving.
Rounded Option - Great for solo content
The Mistweaver Monk has proven to be one of the most popular options for 10s twinking in the past few expansions, to the point where they are the modern archetype for this playstyle. Spinning Crane Kick has a lot of synergy with the Lifestealing enchantment, and with recent buffs to their damage and healing, make Mistweaver Monk a self-sustaining powerhouse.
Two Handed Intellect Stave with Lifestealing
Lifestealing procs more on slower weapons
STAT PRIORITY:
Haste until 23.5% > Versatility = Critical Strike > Mastery
(Haste value related to SCK channel breakpoints)
Can self-heal for large amounts with Expel Harm, their mastery, and Lifestealing
Rising Sun Kick and their other single target abilities help annihilate bosses.
Spinning Crane Kick does a sizeable amount of AOE damage with little mana cost.
More frail than it used to be - need to stay on your toes and keep an eye on your health bar.
No resurrection at level 10, its best level, without going into engineering and using engie rezzes.
Can't interrupt outside of Leg Sweep, and you need to choose between speed and damage talents.
Rounded Option - Tanky
(note: use Feral loot spec to include DPS trinkets into loot pool)
Guardian Druids took a step down from the meta for a while, but with Restoration Druid nerfs and Guardian Druid buffs, they are back. You can stick to bear form, or enter Cat form for some extra speed and abilities. It's suggested to go 11 for Maul, a single-target ability, but you can roll as 10 if desired. Additionally, the current changes to the loot pools mean easier access to higher mastery (specifically for rings), a boon for sure.
One Two-Handed Weapon
STAT PRIORITY:
Mastery > Versatility > Critical Strike > Haste
(Mastery buffs your attack power)
Guardian has strong defensive abilities and self heals, and can talent into further tankiness.
You can use Moonfire without leaving Bear form, which means holding aggro via DoTs is easy.
Druids are notably quick due to cat form, and if they level to 13, they can also learn Prowl.
You have to build rage to use some abilities (not hard to pull off but still), and have no interrupt.
Druids have a lot of buttons, even at low levels, and you can accidentally knock yourself out of a form.
No resurrection spell until level 12 outside of engineering resurrections.
Balanced Option - Glass Cannon
(note: use Shadow loot spec to include DPS trinkets into loot pool)
Holy Priest has access to Holy Nova, which is like Arcane Explosion but it heals as well. This is further buffed at level 12 via Rhapsody. With these talents, Holy Priest can dominate meters. That said, as a cloth class, Holy Priest still suffers when they draw aggro, so it's much easier to play once you have accumulated enough gear.
One One-Handed Weapon + Offhand
Two-handed weapon works fine too.
STAT PRIORITY:
Versatility = Critical Strike > Mastery > Haste
Holy Nova does a lot of AOE damage and AOE healing, once you are geared enough.
Power Word: Fortitude is good to have up, as it increases party stamina - something you will need.
Power Word: Shield has fun scaling, which helps both your party members and yourself.
Notoriously flimsy, your chance at dying is very high. Relies on external healing, armor spells, and leech.
When Holy Nova does a lot of damage, you get a lot of aggro - when you get a lot of aggro, it's not fun.
Almost all of your spells are the same spell school, so you're not in a good spot if interrupted.
DPS Focused Option - Meme Dungeon Skips
The concept of the 10/11 Demon Hunter twink used to be a pipe dream, due to the starting zone they're locked to. However, after Gear Updating was introduced, this dream could finally be realized. Low level Demon Hunters are known for their ability to defy physics instead of their battling outputs - but with the changes to gearing, they might be able to catch up with others. Eye Beam is also cracked right now, so that helps.
Two One-Handed Weapons
STAT PRIORITY:
Havoc: Mastery > Critical Strike > Versatility > Haste
Vengeance: Versatility > Crit > Haste > Mastery
Demon Hunters can clip through walls and get to unreachable areas in dungeons.
Outside of terrain weirdness, has a lot of mobility and built in slow-fall. Never know when you fall.
Has either Good Single Target (Havoc at 11 specifically) or Good AOE (Vengeance).
Until other methods reveal themselves, takes two months to even get one out of starting zone. Not available for F2P accts.
Super squishy, relies a lot on self-healing. Vengeance mastery alleviates that somewhat.
Rotation lacks cohesion, as it was originally a hero class and thus most abilities are at later levels.
DPS Focused Option - Glass Cannon
Arcane Mage is very lucky in that its mastery is a simple scale of their Arcane damage. This means that Arcane Explosion is absurd AOE damage and Arcane Blast is absurd single target damage. However, this damage output attracts threat, so unless you get a lot of self healing, you might find yourself dying a LOT. Remember: get their health to 0, keep yours above 0!
One One-Handed Weapon + Offhand
Two-handed weapon works fine too.
STAT PRIORITY:
Mastery > Versatility = Critical Strike > Haste
Arcane Mage's Arcane Explosion delivers a spammable nuke, allowing fast clears.
Arcane Intellect is a great buff for yourself and your party members. More intellect = more dakka.
Has access to Slow Fall and Blink, which makes navigation down cliffs easier.
Notoriously flimsy, your chance at dying is very high. Relies on external healing, armor spells, and leech.
At 10, Only gets the class hall and Boralus/Dazar'alor teleports for respective allied races.
Arcane mage charges' are buggy and can get stuck, preventing you from getting four stacks.
Rounded Option - Tanky
Blood Death Knight is a bit of a black sheep in this line-up: its preferred level is 13, and it's no speed-runner. However, its AOE, single target damage, and self-sustain is remarkable. Almost everything it does leads to self-healing, and while it doesn't go fast, it can't be slowed below 70% movement speed. If you want to play a tank that feels like a tank, this option is a true underdog amongst popular picks.
One Two-Handed Weapon
STAT PRIORITY:
Haste > Mastery > Versatility > Critical Strike
Blood Boil, Death and Decay, and Cleaving Strikes all lend Blood DK powerful AOE and Cleave.
Death Strike and Blood Plague do a lot of passive healing, and Lichborne is a powerful utility.
Raise Dead gives you a strong pet with a decent uptime (up for 1 minute, 2 minute cooldown).
Famously known for being a wheelchair class - you will never be the speed of ol' Fury Warrior.
Lacks a real interrupt due to it being on the wrong side of the tree. Has to cope with Death Grip.
Racial options limited - you either have to use Gear Update or choose an Allied Race/Pandaren.
Brewmaster and Windwalker Monk. Windwalker has high damage output but is equally squishy as Mistweaver. Brewmaster is not squishy, but clearing content takes twice as long due to embarrassingly low damage. These classes do better in Timewalking, though. For both I suggest level 11.
Strength Paladin specs. The main issue with paladin isn't low damage or low resilience, as much as current instability. I would go 11.
Arms and Prot Warrior. Protection Warrior received buffs to their low level abilities that make it strong, but it won't clear at the same speed as Fury. Arms is similar to Protection in this respect. Both seem most promising at level 13, but still are great at level 11.
Destruction Warlock's changes to Chaos Bolt make it incredibly threatening, with the major downside being the soul shard regeneration at low levels. Regardless, I see Destruction Warlock as good at either 10 or 11.
Restoration Druid was a major standout in early The War Within, and while the damage it does was nerfed considerably, it is still a powerful spec at low levels with high burst. You have what you need at level 10, but level 11 is still recommended.
If you managed to create an Evoker during Mists of Pandaria Remix and never leveled it: congratulations! Evoker 10-11 twinks are incredibly powerful, and have only been moved down here because you literally cannot make one anymore, outside of shenanigans. You are also limited to exclusively mail armor due to it having an Armor Specialization - unless you are gearing it for Timewalking and want to lower your overall intellect.
Elemental Shaman is in a bad spot in low tiers - a big issue with DPS classes is that their later level abilities are usually the ones getting buffed, and especially with Ele, their lower level abilities are the first to face nerfs. The only advantage Elemental Shaman has over Restoration is that Chain Lightning hits more targets. Enhancement doesn't really have anything special, either.
The biggest issue with the ranged Hunters is that Beast Mastery has no AOE at low level, and while Marksmanship does get Multi-Shot at level 10 now, your biggest attacking move (Aimed Shot) has a cast time. This is fine for dungeons, but Hunters are already squishy, and have little defensive recourse. This class feels the most complete at 13-15, but at that point, what are you doing?
Rogue hasn't seen a good day in a long while. I would have skipped putting agility daggers on this website if it weren't for the fact that people would ask about them anyway. Avoid unless you want to suffer.
Every other spec is okay or meh.
Don't play Fury at 10. You don't get Titan's Grip until level 11. I mean, you can but your weapon options are massively limited.