Warlock healing spec. Just to annoy those that keep crying for a warlock tank spec.
Warlock healing spec. Just to annoy those that keep crying for a warlock tank spec.
I, instead, would create a PvP mode activation. All the specs would convert over to any restrictions necessary for PvP and would prevent PvE fun nerfing for the balancing of PvP (such as less instants, CC, movement damage, etc). This would be done automatically for BGs and Arenas. It would be the way you activate resilience, pvp power, etc; so when in a PvP world zone, like the upcoming Ashran, it would be highly advantageous (or planning to engage in any world PvP) to be in the PvP versions of the spec.
I think the separation of PvP and PvE balancing is a necessity for the overall enjoyment of both parts of the game. PvE balancing is more based on throughput in the current fights; PvP balancing is based on how they interact with and compete with other classes both as allies and enemies (paper, rock, scissors). PvE needs lots of CC, movement, instants to give creative freedom to raid designers as well as the feel and fun of the specs; PvP needs to minimize the same things to prevent issues with balance and feel.
All of the specs have become so thematically muddled over the years (or were in the first place) that I think it'd be a mistake to add any more.
Enhancement shamans with wolves up are pretty much Rexxar. Fury warriors are already berserkers, so you couldn't move enhancement back in that direction to differentiate the two. Melee mages and caster paladins are variations on a near-identical concept that really ought to go to one class only, and atonement healing is so well-established at this point that a holy DPS spec for priests would feel redundant unless you stripped disc of its DPS component.
There are a lot of classes that could easily justify another spec, but there'd be barely enough room within the limited amount of fantasy archetypes that Blizzard has chosen to work with to accommodate them all. At least not without running the risk of adding conceptually overcrowded, grasping-at-straws-to-be-original types of class concepts you see in games like ESO and Rift.
You're going to piss off a lot of people who play hybrids by limiting them to one spec for PVP.I think the separation of PvP and PvE balancing is a necessity for the overall enjoyment of both parts of the game. PvE balancing is more based on throughput in the current fights; PvP balancing is based on how they interact with and compete with other classes both as allies and enemies (paper, rock, scissors). PvE needs lots of CC, movement, instants to give creative freedom to raid designers as well as the feel and fun of the specs; PvP needs to minimize the same things to prevent issues with balance and feel.
Last edited by moosifer; 2014-05-28 at 11:32 AM.
Class Name: Shaman, Earthwarden
Weapon: One-handed weapon, and shield.
School: Nature
Statistics: Agility and Stamina
Role: Tank
Dynamic: Melee
Description: An agile elemental warder, using his/her evasiveness to dodge enemy attacks, and utilizes the power of the Earth to protect himself/herself and his/her allies.
Ideology: A mixture between the very weak, but absorption-reliant Monk (will use Earth absorption) and the anti-magic Paladin via spell damage reduction and totems.
Rockbiter Weapon (Earthwarden): Imbue the Shaman's weapon with earth, reducing all damage taken by 10%. Each hit causes (1 +50% of Spell power) weapon damage as Nature damage and heals the Shaman. Lasts 60 minutes.
Glyph of Rockbiter Weapon (Earthwarden): Instead of healing the Shaman, Rockbiter Weapon's heal effect now creates an absorption shield, but the amount is reduced by 50%.
Earthquake is now baseline.
Stalwart Defender: Increases your total Stamina by 15%. Reduces the chance you will be critically hit by melee attacks by 6%. Increases your armor value from items by 50%. Reduces the cooldown and cast time of Earthquake by 100%.
Elemental Warder (Mastery): Increases your dodge chance, and spell damage reduction by 6%, and increases the amount of damage your Earthen shields can absorb by 4%. Mastery increases by 1.5% per 1%.
Last edited by Blithe; 2014-05-28 at 11:34 AM.
Mage: Mender. Heals with cauterizing fire, shields of ice and rewinding time to undo wounds.
Warlock: Apotheosis. Tank.
Priest: Inquisition. Holy-based DPS.
Rogue: Duelist. Tank.
Druid: Already have four.
Monk: Cranedancer. Bow-wielding fire magic ranged DPS.
Shaman: Earthwarder. Tank.
Hunter: Conservation. Healer, using herbal remedies.
Warrior: Gladiator. Shield-based DPS.
Death Knight: Deathweaver. Ranged spell DPS.
Paladin: Zealot. Ranged Holy DPS
Steve Irwin died the same way he lived. With animals in his heart.
-Class: Rouge, Pirate
- Weapon: Dual wield guns
- base stats: Agi
- role: dps
- ranged
Can't really think of any different mechanic.
Warlock :
Demon Hunter
Pretty much stealing this from rift because I loved the concept:
- Class: Rogue
- Spec: Nightblade
- Weapons/school of magic used : Hybrid. One handed melee weapons (daggers, swords ect) + Fire and Arcane magic. Possibly shadow damage too.
- Base stats used (STR/INT/AGI/STAM) : Agility (no spell power)
- Role (healer, dps, or tank): Hybrid Range/Melee DPS
- Melee or ranged : Primarily melee, but still effective at long range.
-General ideology behind the spec: Melee auto attacks with instant cast magic based combo point generator + and finisher, which are useable in melee range and up to 40 yards away.
"Simple footsteps settle for a dagger of iron or steel. Those who understand the true calling of the night wreath their blades in fire and leave only ashes and death in their wake!"
http://rift.wikia.com/wiki/Nightblade
-Spec abilities if you have any drawn up :
No point in trying to make up numbers or copy paste another class. This spec is unique because it is primarily a melee class, which remains lethal at long range, just without the auto attacks.
You can theoretically do this already if you were to use shruiken toss and deadly throw only (and use them in melee range). I'm kind of suggesting a spec where the damage is fire instead of physical, and a spec if based around this.
I don't think it's as absurd as some of things people come up with. It fits in neatly alongside what rogues can already do, it doesn't take up extra resources either.
I like the idea of using 4th specs to give classes either something they used to have as hybrid specs, or something completely new.
Paladin: Crusader, holy spell DPS.
Priest: Inquisitor, holy spell DPS.
Mage: Warmage, melee DPS (wield spellblades in main hand, staves in offhand with stat penalty).
Hunter: Beastmaster, melee DPS (dual wield one-hand swords, axes)
Rogue: Scout, ranged DPS (dual wield guns and crossbows)
Warrior: Vanguard, melee/ranged DPS (wield swords in main hand, guns and crossbows in offhand)
Warlock: Demon Hunter, melee DPS (dual wield spellblades)
Shaman: Defender, melee tank (specializes in Earth elemental abilities)
Death Knight: ???
Monk: Wardancer, melee/ranged DPS (crane stance)
Just some ideas off the top of my head.
I'd love a "Ranger" spec for hunters (maybe sacrificing your pet for a ranged/melee hybrid spec, think Lor'themar Theron) and a Shockadin spec for paladins.
War-mage/battle-mage would be great for mages.
Warlock
Spec- Doomlord ~tank
Cloth: whatever they want to give it... since any piece can have any stats now...
Knowing full well that you cannot summon such a powerful burning legion lieutenant without subcombing to the legions influence or being killed by it, you use your body as host, to act as prison for the demon lord. This act morphs your body, into its body, and you fully control it, and take its power into your own. Only the most powerful warlocks can ever do such a thing.
Doomlord Form, similar to bear form, acts as "tank form." If you have a staff as a weapon, in doomlord form it becomes a large 2 handed weapon, or a 1 h and off, it becomes duel large weapons. The weapons are set, but able to use the glyph of felguard minor to change your weapons into whatever you have in your bags.
Single target: Fel Strike
Aoe: Shadow Bolt Volley
Dot1: Curse of Doom
Dot2: Anguish
Cleave/spreads dots: Demonic Slash
Active mit 1: Fury Ward: Blocks X amount of damage
Active mit 2: Demonic Blood: Increases health Regeneration by X
Defence cd 1: Void Call: Shieldwall
Defence cd 2: Rain of Chaos- Summons infernals from the sky: Army of the Dead
Defence cd 3: Fel Infusion: 1 min cd on damage reduction
~ The reason I made this rather than Demon hunter is because I think demon hunter can be a class to stand on its own. This fits into lore, with a warlock controlling a powerful demon, and using it to its advantage.
Last edited by Skayth; 2014-05-28 at 07:00 PM.
Warrior - Gladiator: Melee Str/Plate Sword and Board Physical DD
Paladin - Exorcist: Ranged Int/Plate Magical DD
Hunter - Warden: Melee Agi/Mail Duo Tank w/ Pet
Rogue - Harbinger: Ranged Agi/Leather Physical DD
Shaman - Geomancer: Melee Agi/Mail Tank
Mage - Blood Alchemy: Ranged Int/Cloth Healer
Priest - Conjuration: Ranged Int/Cloth Pet DPS (Lightspawns)
Warlock - Demon Hunter: Melee Int/Cloth Tank
Death Knight - Necromancy: Melee Str/Plate Pet DD
Monk - Firedancer: Ranged Int/Leather Magical DD
Druid - Guardian: ...
For something fun and thought-provoking, there sure are a lot of restrictions. >.>