This is a companion to my Emerald Legacy expansion concept thread. Travel and preparing to move saw me push a rough, disorganized version out. This is an attempt to make it much more orderly.
Also, forget anything about the class name that comes from non-WoW sources.
Dragonsworn are plate-wearing, mana using soldiers with specializations in melee DPS, caster DPS, and healing. They are available to the original World of Warcraft races: humans, dwarves, gnomes, night elves, orcs, trolls, tauren, and forsaken.
For centuries, the great dragonflights have noted the potential of younger races. In a few select cases, they choose a creature of another race to be one of a select few with the privilege of directly serving a dragon or an entire group of dragons. Such devotees dedicate their lives to the protection and service of their dragonflights, and reap the benefits of the great knowledge and power that their draconic masters share.
Dragonsworn, like Death Knights, begin at level 55. Their questing experience will be significantly longer, but they will finish at level 85. The DS's story will play out in chapters, and weave in parts of the regular questing experience in the zones he visits, supplemented with class specific quests and solo scenarios.
Specs and Base Abilities
Time Breaker: Melee dragonsworn empowered by the Bronze Dragonflgiht, Time Breakers are fast moving dual-wielders, who compliment swift weapon attacks with arcane and nature spells. With both disengage and charge type abilities, and several ranged spells, the TB can be a danger to any enemy, in any moment.
Dreamstate: Schooled in the power of the Green Dragonflight, these dragonsworn have a constant sense of the Emerald Dream. Wielding great power of nature, they use powerful debuffs to control their enemies, and synergistic procs to unleash devastating damage.
Life Binder: A healer following the Red Dragons, the Binder uses the powers of nature and cleansing flame to heal allies and consume enemies.
All Dragonsworn have a base compliment of melee attacks, offensive spells, and heals. Individual specs get expanded options to fulfill their role. DS do not have a direct secondary resource like soul shards or holy power, but build and consume buffs or debuffs unique to each spec.
Central to Dragonsworn combat is a set of short-term buffs called Charges. These spells improve the Dragonsworn for thirty seconds. An off-GCD spell called Discharge will consume the current charge to unleash it on the DS's target. (This concept is modeled on the vanilla/BC era paladin seal and judgment system.)
Charge of Time – Increases haste and movement speed.
Charge of the Dream – Increases crit chance and slightly reduces damage taken.
Charge of Life – Increases mastery, and damage and healing abilities heal the DS for a small amount.
Discharge (40 yard range, 8 second cooldown, off GCD) – Consume your current charge spell to damage an enemy or heal an ally, and cause an additional effect based on the current charge.
Time Discharge – Captures the target in a moment of time, slowing an enemy or increasing an ally's movement speed for three seconds.
Dream Discharge – Refreshes your damage- or heal-over-time effects on the target.
Life Discharge – Absorbs healing cast on an enemy target, or shields a friendly target.
Other baseline abilities:
Swift Strike (instant) – Basic melee attack.
Kill Strike (instant, 8 second cooldown) – An extremely heavy melee attack.
Flame Bolt (2.5 second cast, 40 yard range) – Launch a bolt of fire at your target.
Healing (2.5 second cast) – Heal your target for a modest amount.
Searing Wrath (40 yard range, 6 second cooldown) – Fire a bolt of flame at a target, dealing X damage and jumping to an additional nearby enemy. Hits up to five enemies, but damage is reduced on each jump.
Cleansing Fire (instant, 40 yard range, 8 second cooldown) – Purges poisons and diseases from a friendly target.
Blitz (.5 second cast, 35 yard range, 20 second cooldown) – Rush toward your enemy, knocking them to the ground.
Break (instant, 20 second cooldown) – Leap up and jump backwards off your enemy, traveling 15 yards back and knocking your enemy 15 yards into the opposite direction. Your travel distance is doubled if the enemy is immune to knock back effects.
Echoing Assault (instant, 20 second duration, 3 minute cooldown) – All damage and healing you do is duplicated .5 seconds later for 25% of initial effect.
Dreamshift (instant, 90 second cooldown) – You shift partially into the Emerald Dream, reducing damage taken by 30%.
Quantum Leap (instant, 5 minute cooldown) – Your party and raid members shift into a faster state of existence, increasing their melee, ranged, and spell haste by 30% for 40 seconds.
Allies receiving this effect will become unstuck in time, and be unable to benefit from Bloodlust, Heroism, Time Warp, or Quantum Leap again for 10 min.
The Time Breaker is a unique combatant who mixes melee and ranged abilities to maximize his damage and keep his enemies off balance. As a baseline, Time Breaker spells are slower and weaker than the other specs, while melee abilities are much more powerful. He enhances his damage by building two stacking buffs:
Acceleration – Your melee critical strikes generate charges of acceleration, which reduce the cast time of your next magic spell by 1 second per stack. Spell damage is doubled if your target is more than 15 yards away. Each spell cast under Acceleration generates a stack of Mass.
Mass – Your blitz ability deals x damage per stack of Mass. Mass caps at 10 stacks.
The Time Breaker's mastery is Force – increases the damage of Accelerated spells and of blitzes made with the Mass effect.
In PVE a Time Breaker could build Acceleration stacks for specific phases of a fight, or use Break to get beyond 15 yards, unload his spells, and the use a Massed Blitz for another large burst of damage. In PVP he will be able to harry nearly any enemy, frequently keeping them at their least desired range.
These Dragonsworn tap the fundamental power of the Dream to shape and bend the physical world to debuff and destroy their enemies. The Dreamstate's spells place a stack debuff on his enemy:
Warp – Your cast time nature and arcane spells stack the warp debuff on your target. Discharge detonates the debuff, dealing x damage per stack to the target, and 20% of that damage to all nearby targets, detonating their stacks of warp as well.
The Dreamstate's mastery is Destabilize – increases the damage of your nature spells and your warp detonation.
In PVE the Dreamstater will hold off on Discharges to stack up Warp, saving the detonations for procs or when there's a chance for damage to adds. In PVP they'll work hard to slow and control their opponents.
This Dragonsworn uses the living flame of the red dragonflight to heal allies and burn enemies. The Lifebinder's heals leave behind a special buff on his allies:
Living Ember – A spark of living flame lingers on your friendly target, enabling you to consume them for additional healing effects. This ability is left by healing spells, and your offensive fire spells will add embers to nearby friendly targets. Embers stack up to five times.
The Lifebinder's mastery is Lifespark – your offensive and AoE healing fire spells have a chance to create additional Living Embers, and the healing of your Ember abilities is increased.
Embers essentially work like combo points on a friendly target. Ideally, a Lifebinder will bank embers on friendlies during low damage phases, to consume in high damage moments. The Binder will gain several additional heals, and can stack embers quickly using single target heals for strong tank healing.