Retired Veteran Raider: [T14] 10/16H, [T15] 12/13H, [T16] 7/14H
Currently playing a Black Mage Scholar & Summoner Bard on FFXIV and crying that
RDMs don't exist yet SCHs are gimped WHMs and SMNs are gimped BLMs there's not enough to do in a week
I can't say i personally know much about the warcraft universe, so dunno how this could co-exist with the lore as it stands now, but i used to play RIFT and Skyrim at one point, and i feel the Harbinger soul ( dps spec) was implemented fairly well. For those that aren't familiar with the game it's basically a melee mage that does all damage in melee range, but with increased survivability in the form of attonement like healing with a small percentage of damage done copied as healing/absorbs and increased avoidance (dodge/parry). All that changed was a weapon imbue that transformed your staff or dagger/wand into a 2 Handed Sword (single target) or a Double bladed axe (AoE), with a lightning element as your main source of damage.
Thought maybe Bliz might be able to take a few ideas from the Harbinger RIFT class and maybe Skyrim's conjuration tree (turn weapon into swords/daggers etc) and make it work.
I cast spell \o/
Infracted for Trolling, Please be constructive when posting.
Last edited by mrgreenthump; 2014-01-09 at 01:12 AM.
As cool as it would be, it doesn't really "fit". Primarily, mages in the warcraft universe / existing lore don't tend to get up into the face of monsters to plunge spectral daggers into them as it were.
http://www.twitch.tv/mylilgoatse/ mage challenge modes and heroic raiding
Blizzard could very easily create a "battle-mage"-esque spec without creating a new class. I don't know how I feel about an arcane wielding mage that is up in the action fighting. They would basically be a retribution paladin with different colored spells. The thing about mages is that they have traditional defined by the long cast times and huge amounts of effort required to cast their spells. A melee needs to be able to move slightly quickly and can't stand still from huge amounts of time.
The best way to create a heavy armor weilding mage would be to create a fully realized shockadin. The first healer I ever rolled was a paladin since I loved the idea of wearing plate armor and being able to heal the crap load out of a single target(this was during wotlk). A shockadin could very easily be the heavily armored caster who is able to heal themselves.
Well, at least Critique has a signature now.
Could just create an arcane infusion mechanic where your spells charge up your weapon. Could provide a neat alternate resource and force you to cast spells like a current arcane mage then simply add some abilities that make use of expending the arcane infusions.
I think armor should remain cloth. But maybe open up some more weapon options.