Originally Posted by
Lady Dragonheart
Mage: Blood
Role: Mid-Range Healing
Resource: Mana and Blood (Blood is accumulated by either dealing damage, by taking damage, or by having minions or allies taking damage within a medium range of yourself)
Theme: Deal moderate damage in order heal yourself and allies, storing damage taken by enemies that you've damaged as well as damage that you and your nearby allies have taken in order to heal.
Warlock: Harbinger
Role: Far-Range Tank
Resource: Control (Control is established by mitigating the demon's willpower by forcing them into combat and using specific attacks assigning to Control)
Theme: Summon and control a single, large, powerful (and notable) demon for the purpose of tanking for a group/raid. This demon has an astounding Health Pool, and wouldn't need to be healed except in rare instances. However, Controlling the demon is incredibly taxing to the Warlock, often impairing them or even damaging them depending on the case. If control is lost or the warlock dies, the demon is unleashed... Depending on the location, fight, and damage that it has sustained, it will either immediately unsummon, or attack the Warlock and his/her allies for a short duration until Control reestablished or being Summoned again.
Rogue: Dancer
Role: Melee Tank
Resource: Energy
Theme: Using evasion styled abilities to reduce the chances of being hit by either physical attacks or magic attacks as well as advanced cheat death styled mechanics, they would be a more "spiky" styled tank that takes high damage, but takes damage very rarely due to mitigating miss chances of enemy attacks and spells.
Shaman: Earthwarder
Role: Short-Range Tank
Resource: Mana
Theme: Modifying the actual environment, they could create raises and walls to place for either themselves or allies to avoid enemies and draw threat. Aside from traditional shamanist abilities and spell, they would also become a sort or "move on the go" tank, creating personalized environments in combat to suit themselves and the group. For example, utilizing Line of Sight by creating breakable walls or creating breakable temporary raises giving them or their allies evasion from ground based area-of-effect abilities.
Priest: Oracle
Role: Melee Tank
Resource: Mana and Concentration (Concentration being the ability to continue the assumed holy visage, gained by using no active abilities or channeling Concentrate (an ability that lowers your own defenses and make you able to move in order to restore Concentration). Losing all Concentration forces you to channel the entire duration of Concentrate.)
Theme: The priest takes on a holy visage of their deity (different appearance by race / belief system / glyph ) becoming a towering creature of light that protects their allies and assails their foes. This visage would have abilities suiting of the deity or divine creature utilized.
Death Knight: Specter (Spectral)
Role: Melee Healing
Resource: (Spirit) Runes and Runic Power (Runes only recharge by discovering Spirits and consuming Spirit Essence from the living)
Theme: You become a spirit, capable of seeing into the realm between life and death moreso than ever before. As such, you discover the spirits and souls of those all around, scattered throughout space and time through your adventures, having them aid you in healing yourself and your allies, fastening their spirits to their bodies and keeping them alive. Spirits and spirit essence activate your runes, and can be found all around as well as from damaged enemies or allies. This makes the healing process more of a move-find function, reaching spirits that only they can see (and will speak or interact with them before recovering runes for the Death Knight), as well as moving to and from allies and enemies to collect spirit essence from damage that they have taken (even if they are healed, the essence will remain for a time). Spectral Death Knight, due to the specialization, have several movement enhancing abilities compared to their other specializations, but are still considered melee.