Dragonsworn Fan Class Concept
Possible Lore: With the Aspects removal of their immortality they seem to feel as if they have little or no purpose in the world. When a new threat emerges the Aspects still believe it is the mortals duties to protect the world. However they now bestow powers among those chosen of the mortal races. These chosen are known as the Dragonsworn. Even though each Dragonsworn may represent the interest of the Horde or Alliance as individuals prior to becoming Dragonsworn, they share a common goal and unite against the new threat to defeat it. Much like Deathwing and the Lich King. Both Horde and Alliance have common enemies, and that’s why the Dragonsworn exist. To help the mortal races defeat common enemies, which may threaten them or the world.
Armour Proficiency: Mail
Secondary Resource: Essence – Behaves similar to runic power. Except it isn’t a requirement for abilities, instead it boosts the damage or healing of certain abilities. Think something similar to arcane mages mastery. You’ll need to manage your essence gaining abilities with those that expel it.
Empowerments (Behaves similar to a Death Knights Presence’s or a warrior’s stances)
Ruby Empowerment: Increase to healing & crit
Amber Empowerment: Reduces damage taken and increases armor.
Emerald Empowerment: Increases damage done and haste.
Mainly uses the fire of the Red Dragonflight to heal friendly targets.
Weapons proficiencies: DW Daggers, DW 1H Swords, Polearms
Dreamer (Melee DPS):
Mainly uses nature based damage abilities of the Green Dragonflight along with some fire to deal damage to enemy targets. Possess some utility.
Weapon proficiencies: 2H Sword, Polearms
Mainly uses the temporal forces of the Bronze Dragonflight to alter time to it’s benefit of mitigating damage.
Weapon proficiencies: Shield & 1H Sword, Shield & Polearm
Sample Class Abilities.
Dream Funnel – Project a cone of healing energy, healing up to 6 of the most injured targets in your party or raid within 30 yards for (x amount). (x long) cool down.
Touch of Nightmare – Causes the enemy target to flee in fear for 3 secs. Damage caused may interrupt the effect. (x long) cast time (x long) cool down.
Deep Slumber – Lulls an enemy into a deep sleep for 8 sec., rendering it unable to act, but also making it invulnerable. (x amount) cast time.
Draconic Poison (passive) – Your weapon strikes have x% chance of applying Draconic poison to your target, causing (x amount) of damage over (x secs). Stacks up to 5 times.
Draconic Acid – Deals (x amount) of damage plus (x amount) over 20 secs, and causing 3 applications of weakened armour debuff.
Temporal Rift – Damage you receive will be redirected into the Temporal Rift.
Time Stop - Sends a temporal force wave in front of you stopping time, stunning all targets within 10 yards for 4 secs.
Searing Wrath – An instant strike that deals 150% weapon damage as fire damage. 8 sec cooldown.
Healing Flame – Heals the target for x amount 1.5 sec cast time. (A quick small mana efficient heal.)
Class Specific Summonable Armoured Drake (Just a basic idea or concept of what it could look like)