I know the topic has been beaten to death, but I feel like it's a good discussion to have when considering the options for the next expansion. WoD had the model updates, which are great, but come the next expansion people are going to start wanting something fresh and new. Usually, this comes in the form of a new race, or a new class, but honestly I think any new class that Blizzard adds to the game is going to feel forced and there aren't any real good candidates for a new race, other than Ogres for the Horde and Arrakoa for the Alliance.
That's why I am suggesting that for the 6th WoW expansion, Blizzard introduces a 4th specialization to each class, excluding Druids because they are already special snowflakes. We are already seeing Blizzard push the boundaries of some specializations when you look at what is planned for the Warrior for WoD, they are getting a Gladiator stance that will allow them to viably sword and board DPS. I say, take it one step further, and implement it all as a new, 4th spec.
An point to note is that with WoD implementing the new armor system, where the primary stats change based on your specialization, this means that no matter what primary stat the fourth spec uses, there will be no change in gear competitiveness compared to pre-4th spec.
Here are my suggestions:
Warrior - Gladiator: Sword and Board DPS, based on the Gladiator Stance introduced in Warlords of Draenor. Damage is based on a modified Protection rotation, with Shield Block being replaced by Shield Charge.
Hunter - Primal: Dual Wield Melee DPS, based on Rexxar and the Warcraft RPG Beastmasters, are fighters who battle in close quarters alongside their animal companions. As ranged weapons are not equipped, Primal Hunters gain a set of melee abilities, while retaining the ability to tame and make use of exotic pets.
Druid - N/A
Rogue - Ranger: Ranged DPS, based on the Warcraft RPG Rangers and Sentinels, are stealthy fighters who wait in the shadow for the perfect moment to fire an arrow into their enemies heart. Still capable of stealth, but incapable of using their melee attacks, Rangers gain a set of ranged abilities but still retain their core themes, such as poisoning their arrows and firing incapacitating shots.
Warlock - Demon Hunter: Tank, based on the Glyph of Demon Hunting, which grants Warlocks with the ability Dark Apotheosis, which allows Warlocks to tank. The usual Dark Apotheosis abilities and rotations remain, but gain a set of defensive and threat increasing abilities as well as proper taunts.
Shaman - Geomancy: Tank, based on the Earth elemental which acts as a tank, utilizes earth based abilities, such as Rockbiter weapon to increase threat. Geomancers gain a set of defensive abilities and taunts in order to effectively tank.
Mage - Abjuration: Damage mitigation Healer, based on the Warcraft description of Abjuration "Abjuration is the study of protective magic and one of the most important schools for a young mage to study." Mages apply wards and shields on their allies in order to prevent damage, as well as weaving time to undo damage done to their targets.
Priest - Inquisitor: Melee DPS, based on the Scarlet Inquisitors, these priests twist the holy light to torment its foes, using melee weapons to attack the flesh and holy magic to destroy the mind, Inquisitors gain a set of holy based melee abilities, while continuing to use existing abilities such as Smite.
Paladin - Exorcist: Ranged DPS, based on goold old Shockadins. Not much explaining to do here, holy shock, denounce, judgement, offensive word of glory, hammer of wrath, the abilities are already here, simply create beneficial masteries and make small modifications to make a functioning rotation.
Death Knight - Necromancer: Ranged DPS, based on the Necromancers of the Scourge. These death knights seek to enhance their domination over lesser undead, and master the dark art of necromancy. While continuing to use existing DK abilities such as Frost Fever/Blood Plague, death coil, death and decay, and army of the dead, Necromancers choose from an array of undead minions to summon, such as Abominations, Bone Golems and Crypt Fiends. Instead of melee attacks, they channel their dark magic through staves.
Monk - Firedancer: Ranged DPS, based on the celestial Chi-ji. Those who learn the fighting style and teachings of the Red Crane become Firedancers, Monks who can channel powerful fire based attacks from a distance. Abilities include spells such as Firestorm, Blazing Song and Crane Rush.
Any feedback is appreciated. I know plate wearing necromancers seems kind of weird, but I think it could be pretty cool. Other than that I think it all feels pretty dang solid. Crossposted here.