-The class will have 5 specs that represent each Dragon Aspect: Red, Blue, Bronze, Black and Green.
Weapon skills: polearms, one-handed swords, off hands
Armor restriction- mail with mainly intellect and spirit, but agility instead of spirit for bronze spec, and stamina for tank spec/ Hit values will also benefit the bronze and green spec more than usual, since they need it for a core part of their spells rotation to work.
Requirement:Have a druid, a shaman and a priest at lvl 50
Resource: Mana overall plus special resources for each spec.
+ Red: Healing spec, limited to 4 target healing, with no aoe; has high cost but very efficient and capable of recycling overheals. Uses fire based spells, both for healing and damaging. It has 4 Living Flames below the mana bar(secondary resource), which will be fueled by spending mana in damage and healing spells, and each flame will provide one target with renewed healing, or increased healing effectiveness or other special buffs, as long as it is fueled.
+ Black: Tanking spec, shrugs off damage by effectively reusing damage suffered into special abilities. Uses shadow and earth spells. Dark Hunger is the special resource for this spec. It starts at max and has 1/3 of the mana bar value. It is generated by receiving attacks, and the more powerful they are, the more it generates. Spec specific spells will spend this and one of the unique mechanics of this spec is it can use mana to fill the missing proportion of Dark Hunger a spell requires, if there is none. If it gets completely full, the player will suffer from damage buffs, but protection debuffs, while if it reaches zero, it suffers damage debuffs and defensive buffs. Each 2% of Dark Hunger adds 0,5% of AP and takes 0,5% of stamina, and vice-versa. This means that when with full Dark Hunger, the DS has 25% increased AP but no stamina bonus, and if with no Dark Hunger, the benifits switch.
+ Green: dps spec, very slow damage build, yet very powerful. Has access to some unique cc abilities by manipulating dreams and is capable of minor healing. Uses nature and poison spells. The special resource is depicted as a brain with 2 sides with Zeal starting at the axis 0 that can tend to a top of 100 from either side. The right green side is used for healing spells, and the purple left side for damage abilities. It is generated when using special abilities which will fill either side, depending if they are damaging abilities or healing ones. More powerful abilities will require a certain amount of Zeal from one, or in some cases, both sides. It will passively return to 0 over time and increase the generation of green Zeal when out of combat or purple Zeal when in combat by 30%. NOTE: Sleep manipulating spells will have a very high chance to break whenever the target receives damage, which will then benefit from hit to become effective.
+Bronze: support spec, with a cool mix of cc and buffs and debuffs by manipulating time. Very useful, since it can provide with various melee support abilities and one unique off healing ability. Uses normal and lightning abilities. The special resource used is the Temporal Rift bar. It starts at 0 and goes to 50, but the safe limit is until 25. Each time manipulating ability will add an X number of seconds to this bar, which will reset over time slowly based on haste. If the player crosses the 25 second threshold, the spells become unpredictable and will have a 50% chance to produce undesirable side effects.
+ Blue: Support role, high range and provides powerful magical buffs and debuffs. Has a very dynamic resource system, which provides an almost constant resource. Uses frost and arcane spells. Its special resource is the Frozen Wisdom bar. It starts at 0, is generated through mana spending spells and it has half the values of the mana bar. It is then spent instead of mana when in DA and does not reset to 0 over time.
The background of a Dragonsworn is of a natural adventure hero, used to the hardships of mother nature and who has seen much of the world on his own. His mind is tuned to be sharp and functional, and he is capable of adapting to any sort of situations, always getting out of predicaments with such grace that it suits well with the Dragonflight's recruiting trials.
+ Similar to any other class’s stance or presence, Dragonsworns utilize "Paths", which will have a cost of 10% base mana, unrecoverable:
Superior Mission-Each damaging spell with a base mana cost higher than 8% has a chance based on spirit to return 5% of its damage as mana to the DS over 15 sec. Can only occur once every 16 sec.
Divine Instincts- Each critical hit suffered has a chance based on spirit to make the next spell instant cast within 5 sec. Can only occur once every 12 sec.
Blessed Destiny-The DS gains a passive chance to dodge based on dodge + spirit, in this order, scaling. This effect can only happen once every 20 sec and only on attacks that would otherwise kill the DS.
Whenever the DS hits the full cap of its secondary resource, being the red aspect having 4 fully grown flames, the bronze spec having reached 100 seconds, the black spec having no Dark Hunger, the Green spec having full Zeal on both sides and the Blue spec having full Frozen Wisdom, an almost apotheotic empowerment fills him, gracing the DS with the ability to overuse the secondary resource without suffering any negative effects. This effect can only occur when in combat once every 2 min and will always last for 30 sec:
Red Spec- Living Flames do not drain mana
Black Spec- Receives the attack power benefit as if with full Dark Hunger
Green Spec- Allows the use of whatever colour of Zeal in abilities
Bronze Spec-Abilities cast over 25 sec in the TR bar no longer have negative effects
Blue Spec- Abilities will split in half their cost on mana and FW
Draconian Skeleton:Now this is one of the classes shared traits, and basically consists of increasing the size of a DS by what in scale should be 1 dm every 2 lvls. By size I mean height and body structure, making the DS the toughest and hulkiest of all classes. This also comes with a special perk to make it worth in battle, and DS will have an initial chance of 15% to resist knockbacks, which will then increase by 0,5% every 2 lvls.
Reptilian Longevity: The heart of a DS is so big in size and continues to grow that every over healing received by him will increase his health pool up to a max of 25%. This is also a passive ability shared by all specs. However, each 1% of extra health will force the DS to lose 1% movement speed.
Talent Tree ID:31003
Some similar looks: