Part 0: Introduction:
Let's face it, everyone loves a monk class. In early WoW, Discipline priests were supposed to take that role, unfortunately Blizzard decided to take them in a different direction. Six years later, WoW still lacks a real monk-style class. Enhancement Shaman are pretty close, but its one spec of one tree, and Enhancement Shaman are more battle mage than a traditional monk. The recent introduction of a Monk class in Diablo 3 rekindled the interest in a Monk class for WoW, and that's where we see ourselves today. Chances are the next class will be a hybrid that will be able to tank, heal, and DPS. Runemasters fit that bill in terms of flexibility, and lore. Also Monk ranks as one of the most popular class types in RPGs, which gives Blizzard plenty of incentive to implement in an aging MMO. Finally, unlike Deathknights which were very expansion-specific, you can apply Runemasters to virtually any expansion and they'll fit right in.
What are Runemasters? Link
Why I think Runemasters will be the next class: Link
Differences between Runemasters and DK?
(Yes, I can smell trolls from miles away....)
1.Runemasters use cloth or leather armor.
2.Runemasters place runes on themselves instead of on weapons.
3.Death Knights use Scourge magic, Runemasters use Ley Lines and Nature Magic.
4.Death Knight wield 2-handed weapons. Runemasters would use fist weapons.
5.Blood, Unholy, and Frost runes aren't the type of Runes Runemasters would use. Even the Runes used by Runeforging wouldn't be the type of Runes used by Runemasters.
Part 2: The Basics
Premise: Melee fighter capable of utilizing arcane and nature magic. Able to deconstruct weapons and armor into runes that can be placed on the body.
All races could technically be Runemasters. However, these would be the main candidates:
Races: Tauren, Orc, Troll, Blood Elves
Alliance: Dwarves, Night Elves, Worgen,
Armor type: Cloth or Leather. Runemasters aren't fans of large amounts of armor.
Weapons: Runemasters can technically use several types of weapons, however weapons are absorbed through a process called Deconstruction. The only weapons that can be used outside of deconstruction is fist and staff weapons. They cannont equip Bows, guns, two-handed axes, maces, or swords. They also can't equip shields.
Part 3: Class Schools, Abilities, and talents
Like all classes, the Runemaster will have 3 schools; Rune, Deconstruct, and Naturalist. A brief synopsis of each school is located below;
Grants unique Runes to the runemaster, allowing them to swing battles in their favor. These Runes damage and cause chaos among enemies, while increasing the power of the runemaster. In talents, this is a DPS tree.
Increases the power of your deconstructed items, improving your survivability and weapon damage. Less flashy than the Rune and Naturalist school, but just as powerful. In talents, this is the DPS/Tanking tree.
Prioritizes your buffing and healing abilities through a mixture of arcane and nature magic, making you capable of doing moderate damage, but also keeping your allies alive. Unlike most healers that are casters who stay out on the sidelines, runemasters are melee healers. In talents, this is the DPS/Healing tree.
Abilities and Talents:
Runemasters use Runes (obviously). Runes are divided into a few sections:
Body Runes: These are runes that are placed on the body (Head, Body, Feet, Hands). Only one type of each Rune can be placed on a target at a given time. These include buffs and debuffs that effect other players or enemies. There are talents that change this rule, but for the most part, its inflexible. You can't place Rune of Arcane Fury and Rune of the Broken Shell on the same target for example.
Earth Runes: These runes are placed upon Ley Lines in the ground, and have a variety of effects. Only one Earth Rune can be placed at a given time. These runes tend to have AoE effects.
Air Runes: These runes are unstable as the air itself, so they tend not to last long. These runes can be used on top of each other, either buffing the Runemaster and his allies, or severely hindering and hampering his enemies. Some air runes are cooldowns.
Deconstruct (ability) :
The Runemaster cannot equip standard weapons and armor. Instead, deconstruction takes any armor, or weapon equip and transforms it into a rune that the character inscribes on their body. Effected armor: Helmet, Wrists, Shoulders, Chest, Cloak, All weapon types except fist weapons. These runes look like tatoos, and glow whenever a Runemaster uses an ability that requires his/her resource.
Shield of Runes: Covers the caster in magic runes, absorbing a set amount of magical damage for 10 sec. When the shield expires, this damage is converted into a powerful burst of energy, increasing the caster's damage for 15 sec. based on amount absorbed.
Rune of Power: (Earth Rune) Inscribes a large Rune on the ground. Rune of Power increases the damage of everybody who stands on it by 30%. Lasts 1 minute
Rune of Arcane Fury: (Body Rune) Places a Rune on a target, increasing Arcane damage taken by X% for 10 sec. Also silences target for 2 seconds.
Runic Fist: Blasts the target with Arcane energy, causing damage and knocking them backwards, dazing them.
Rune of Moonlight: (Head Rune) Places a rune on the head of a target, reducing their spell power by a moderate amount for X seconds.
Rune of the Broken Shell: (Body Rune) Places a rune on a target, reducing their armor by X%
Runic Overload: The Runemaster's Runes explode in a flash of light, blinding the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect.
Runic Synthesis: Allows the Runemaster to inscribe multiple Runes at once to allow more efficient combat. (Think Call of the Elements)
Gaea Fist: A strong blow that heals the Runemaster based on damage done.
Crippling Blows: Unleashes a barrage of punches on a target, ending with a powerful blow that hits for increased damage. Reduces movement speed for 4 seconds.
Ley Blast: Strikes an enemy at melee range, damaging it for full damage, and any enemies standing behind it for reduced damage.
Snap Kick: Kicks an enemy for 10% weapon damage, interrupting the spell being cast for 2 sec.
Rune of Perfect Steel: (Hand Rune) Increases the damage of melee attacks of yourself, or your allies for 30 minutes.
Rune of the Oaks: (Body Rune) Increases the natural armor of the Runemaster by X amount. This Rune also grants a low chance to reflect physical damage back onto an attacker.
Rune of the Expanding fist: (Earth Rune) Summons a rune beneath the Runemaster. 15% of all damage inflicted by the Runemaster is transferred to all targets within 10 yards of the Rune. 45 seconds.
Rune of the long fist: (Air Rune) Grants your melee attacks a 20 yard range for 20 seconds.
Runic Smash: Dashes towards an opponent along a ley line, smashing into them causing moderate damage.
Rune of Interlocking Chains: (Air Rune) Allows the Runemaster to chain cast up to 3 melee abilities (Gaea Fist, Ley Blast, Crippling Blows, etc.)
Unified Fist: Sends a wave of energy towards a target, healing them for a small amount. Can also be sent towards an enemy, doing low damage (requires Rune of Unification)
Unified Wave: Sends a wave of energy in all directions, healing all friendly targets and damaging enemy targets within 30 yards. (requires Rune of Unification)
Unified Armor: Places 3 Runic buffs (i.e. Rune of the Mangrove) on the target, or places 3 Runic debuffs (i.e. Rune of Arcane Fury) on an enemy target. These Runes are more powerful than their normal versions, and they last for 15 seconds. Runic Buffs or Debuffs already on the target are removed. (requires all 5 stacks of Rune of Unification)
Supercharge: Unleashes a burst of energy towards a caster, increasing spell damage by 25% for X seconds
Hands of Restoration: (passive) Your melee attacks heal you based on weapon damage.
Rune of Starlight: (Earth Rune) Heals you receive is dispersed among the party or raid at a reduced amount.
Rune of the moving stream: (Earth Rune) Heals your allies for a small amount as they move.
Rune of Unification: (Body Rune) Increases your armor and the effects of your Runes (through talents). In addition, your attacks store Healing energy. This energy can be used for unique abilities. Up to 5 stacks can be stored.
Rune of Transformation: (Air Rune) Reduces damage, and attacks against you have a chance to heal you for a 50% of the damage. Last 8 seconds.
Rune of the Mangrove: (Air Rune) Places a rune on a target, healing them over time for 10 seconds.
Part 4: Resource system
The resource system could be magic, a changed Runic system, or a type of focus/energy system. The choices are endless.
Q: There's too many Hero threads on this forum!
A: Yeah, so one more isn't going to hurt anything.
Q:You used pics from the game!
A: I realize that. I used the drawings just for the purpose of a theorycrafting thread.
Q:Runemaster is a horrible class!
A: Thanks for your input. I disagree so I made a thread about it. If you don't like it, don't waste your time responding.
Q:Where's the talent trees?
A: Its coming soon! Patience is a virtue.
Q: They're never going to implement Runemasters blah blah blah!
A: I realize that. I just did this for fun. Relax.
Q: Where's the Resource system?
A: Didn't feel like making one of those either.
Any constructive comments or discussion is more than welcome. Thanks for reading.