little note to previous or first time readers: This class is not a one off and needs to be put in context because there are many other classes I made that respectively fill their intended purpose for the game. Like the Demon Hunter, this class is also intended to use mail and like my Tinker class, they both have support designed specs. I tried to make all my classes taking in consideration what benefits the game more and what players like the most. Hope u enjoy and hope to hear from you =)
-The class will have 5 specs that represent each Dragon Aspect:
Red, Blue, Bronze, Black and Green.
Weapon skills: pole arms, one-handed swords, one handed maces, one handed axes, off hands
Armor restriction- mail with mainly intellect and spirit, but agility instead of intellect for bronze spec and black specs/ Hit values will also benefit the bronze and green spec more than usual, since they need it for a lot of their spells to work properly.
Races: PANDAREN: I didn't think about how pandarens would meet the dragonflights so I just added them to the green spec out of a request and because I think they would make sense. I would like to ask those who are interested in such a silly matter to telm what would be your choices =)
Green spec-Night Elves/Tauren/Trolls/Worgen/Forsaken/Gnomes/Pandaren
Red spec-Tauren/Worgen/Night Elves/Blood Elves/Dwarves/Draenei/Trolls
Blue spec-Orcs/Trolls/Dwarves/Gnomes/Draenei/Blood Elves/Goblins/Humans
Bronze spec-Orcs/Blood Elves/Draenei/Gnomes/Forsaken/Humans/Goblins/Night Elves
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 over heals. 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 DE buffs, while if it reaches zero, it suffers damage DE buffs 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 benefits 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 Synapse starting at the axis 0 that can tend to a top of 100 from either side. The right green side is the Chemical Synapse and is used for healing spells, and the purple left side is the Electrical Synapse and is used 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 Synapse from one, or in some cases, both sides. It will passively return to 0 over time and increase the generation of Chemical Synapses when out of combat and Electrical Synapses 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 DE buffs by manipulating time. Very useful, since it can provide with various melee support abilities and one unique off healing ability. Uses normal and lightning powers. 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 DE buffs. 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 Dragon Sworn 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, Dragon Sworn 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 color 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 decimeter every 2 levels. By size I mean height and body structure, making the DS the toughest and bulkiest 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 levels.
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.
I’m going to start with the hardest specs.
this spec is a very unique dps spec because I wanted to play with the idea of treading both the sides of damage dealing and healing that represent the green dragonflight. Of course I had to do this very carefully because it can only be one role and not two (like feral druids used to) so it is definitely a dps spec. But I wanted to give it a twist and give them access to perform heals without overlapping dps nor turning them overpowered. The way I think I managed to do was by placing healing abilities that will be a part of the dps rotation so the player will want to be healing to build up one side of their secondary resource. In practice, a green spec will use normal dps skills and generate green Zeal which will in turn allow you to use healing abilities which in turn generate purple zeal used for the most powerful damaging abilities.
Now this spec is, rightfully, the spec with the second hardest resource. The TR bar is first of all not a resource at all, it’s there to help the player effectively perform whether in pve or pvp or solo. If you go pve and there your role would be support, then you need to control your TR bar so it doesn’t exceeds the threshold. In pvp and solo it’s a question of collecting Time charges effectively to ensure the effectiveness of your abilities. The funny bit is that these charges are only generated when under the Eternal Aura which is not an aura you would normally choose when in pve. In solo play, being prepared to use counter measures if the spells backfire and use your Turn the Hourglass spell in the right will help you to be on your way nice and easy =).
This one is the simplest of resources, basically granting a second stream of mana when in DA.
This one is very simple to understand. Dark Hunger has two main & different purposes, both pvp and pve. In pvp, Dark Matter balances your power by improving your AP but lowering your defences when you have a lot of it. This happens when you use mostly attacking abilities. If you start using defensive abilities, like tank specific ones, your Dark hunger lowers, increasing your defences but reducing AP. This is so that you don’t get OP in both defence and offense.
In pve, you will mainly use tank abilities, spending your Dark Hunger to improve your defence will not be a big trouble. But if you want to activate the ultimate tanking skill which is the Dragon form, you will need to have a certain amount of Dark Hunger collected and a certain amount of mana spent. This is when the real fun begins =).
I’ve been told that this spec is kind of similar to the mistweaver spec. I have never played a monk so perhaps my judgement can be a bit off. Anyway, here is how it works.
First of all, this is a very powerful healing spec so I decided to limit its most powerful heals to only 4 targets at its full power. You start with average to weak heals until you get enough mana to fuel a Living Flame. When that happens, it is time to place it on your ally, so that it can be receiving powerful healing buffs whilst healing nearby allies with the wasted healing received or returning mana back to the DS. There is no combat required from the DS in order to gain more mana so at least in this it is different from mistweavers.
BLUE DRAGON FLIGHT:
MAGIC SUPPORT SEC
MELEE SUPPORT SPEC
please tell me what u think!