Okay, I already know what your all gonna say: "We already have pirates, just play a rogue" "We just got a new class in legion" "Blizz are too busy with Allied Races", well I say to you, "I want a dedicated pirate CLASS, not a spec" "Doesn't mean we can't have another one" "maybe, but I don't care"
okay so I'll go over my ideas for a special class capital, special features and specs for them
So I think they could congregate in either Freehold or Plunder Isle, where they will be able to choose which crew they will be affiliated with from the Bloodsail Blackwater, Southsea Freebooters, Red Blade, and the 3 crews you encounter in the Freehold dungeoun Council O' Captains fight, and each crew would give you a bonus
Bloodsail; you can purchase blood red pirate themed clothing and are automatically friendly with the Bloodsail Buccaneers faction
Blackwater; you get bonus reputation with any goblin cartel
Southsea; you loot more junk off of enemies
Red Blade; you can choose to become a vampyr
Blacktooth; you are able to fight while disarmed
Bilge Rats; you can give your enemies rabies
Cutwater; you get 2% more gold from quests
Pirates will use leather armor, and be able to have pets in the form of crew members, which can be recruited from humanoid, undead, demons and aberrations, and possibly giants
Each spec focuses on a different form of pirate combat
Buccaneer(tank); you are a brutal brawler experienced with 2 handed combat and are able to stun enemies with swift kicks and punches, as well as a good helping of knockbacks
Gunner(damage); you use explosive shots, and spread explosives around the battlefield which explode after a short duration ,you are able to call upon your ship to unleash sweeping cannon fire as a powerful CD
Privateer(damage); you use 1 handed weapons to strategically hinder your opponents and give you and your allies an advantage
Sea Priest(healing);(thank you @CreatureLives for your suggestion) a melee oriented healer using one 1 hander, and using the power of water to heal your allies
Edit; moving a more fleshed and thought out concept here so those new to the thread can find it
Class; Privateer Captain
Customization; able to have peg legs, can choose a permanent eyepatch, series of sailor tattoos
Story(AKA, Wall of Text)
you are the Quartermaster on a Irontide crew, from when you were "commissioned" as a powder monkey, you are called into the captain's quarters to speak with Captain Crushjaw(an elderly Orc) and First Mate Squiggly(a Goblin in a mech), you are told that they have been called to rendezvous with Harlan Sweete on a nearby island, while on the way you are told to handle a few chores and to make sure no ones takes the ship or anything on it, you go round making sure the powder monkeys(who are mostly Hozen) are ready and alert, count cannonballs, kill a few sneaky Gilblins, and polish the Captains skull collection when you arrive at the island Harlan wishes to meet the captain at, he tells you of a problem he is having with a deserter who has convinced the local Murlocs of the Island to protect him, and will give a chest in exchange for aid in eliminating the Traitor, you go around killing murlocs and interrogating murlocs to tell you where the traitor is, you eventually learn that he is holed up in a cave nearby, and you go and eliminate him, he is guarded by Ogre thugs and is named Wimble Gearsail(a Gnome), you go and collect the chest from Harlan, and he wishes you Fairwell and be safe, you take the chest to the captain and Squiggly demands to open it now and once the captain opens the chest it is revealed to be booby trapped and the resulting explosion kills the Captain and Squiggly and leaves you unconscious, once you awake you are told that you are the new captain, and realizing Harlan set you up, demand all the Irontide flags be torn down and thrown off the ship, you decide that while you will not attempt to kill Harlan until the time is right, and sail to Freehold to dock your ship, and you decide to go where the real money is at, Mercenary work
Gear; mail armor, one handed weapons, 2 handed weapons, polearms, guns, crossbows, and bows, fist weapons, and glaives
Specs based on the Council O' Captains members
General abilities; abilities al specs can use
Summon Crewman; summon a member of ye crew to fight with you
Recruit; recruit a humanoid, undead, aberration, or giant to join you crew
Size up; judge nearby humanoid, undead, aberration, or giant to see if they'd be a good addition to your crew
Maroon; leave a crewman to their fate
Get back up!; tell your current crewman to get back up
Buccaneer;(tank spec) a master at brawling, strong and knows when to call in reinforcements uses masters of duel wielding, and fist weapons
Skeletal Crew; summon 3 skeletons to fight your enemies
Weigh anchor; swing around an anchor hitting enemies around you 3 times
Rock the Boat; stomp, knocking anyone within 6 meters around you up
Need a drink; shove a grog barrel onto your targets head, confusing them for 4 seconds, and making them tipsy
Dirty fighting; kick your current target, stunning them for 2 seconds and dealing X physical damage
Keelhaul; throw your anchor at your current target, and pulling them towards you
Gunner; (dps spec) a master of grenades and cannons, and different types of magical powder, best with guns, crossbows, and bows
Mortar; shoot a basic mortar doing X fire damage
Freeze grenade; throw a grenade of Ice Powder, slowing and dealing X damage to anyone in the radius
Arcane Salvo; take position and launch rapid fire Arcane Powder rounds in a given 7 meter radius
Shrapnel grenades; throw several Shrapnel grenades in a 5 meter radius zone, each exploding 3 seconds after they land and dealing X damage to anyone in it's blast range, and applying a bleed effect for X damage
Shadow Barrage; call your crew, ordering them to blast Shadow imbued cannonfire in a 10 meter radius for 5 seconds dealing X damage to anyone standing in the radius each second
Stock Hit; hit your opponent in the head with the stock of your gun, dealing X damage and interrupting any casts
Professional; (dps spec) you are a master of trickery and dealing with your enemies smoothly and efficiently, best with polearms and 2 handed weapons
Flogging; whip an enemy for 4 seconds, applying a bleed stack for X damage each stack, but only while their in range of the whip(2 meters)
Puzzling maneuver; you randomly leap to a currently engaged enemy 3 times, not quite knowing where you'll end up
Skewer; wind up a stab, and if anyone is in the way they are hit for X physical damage, and have a Bleed for X damage applied to them
Chum the waters; throw a bucket of bloody bait at your enemy, causing a local predator to attack them for 5 seconds
Molotov; throw a bottle of flaming Cocktail, setting a 8 meter radius on fire which deals X damage each second to any enemies standing in it until it dissipates after 10 seconds
Dead Men; silence your current target for 4 seconds
Crews; once you get to Freehold you are able to choose a new crew to affiliate with, each giving a different bonus, and purchasable pets and clothing inspired by that crew
Bloodsail; DoTs bleeds you cause do slightly more damage, Bloodsail Parrot(uses new model with eyepatch and hook)
Bilge Rats; your crew occasionally use different potions to increase their potential, Bilge Rat Rat(rat using mount model)
Blacktooth; stuns last for a second longer, Blacktooth Dog(uses mastiff model with an eyepatch)
Cutwater; you get more gold from quests, Cutwater Monkey(based on Monkey!Jack from Pirates of the Caribbean, wears a hat)
Red Blade; DoTs you've applied to enemies now heal you for 50% of damage dealt, Red Blade Vampire Bat(vampire bat with a pirate hat)
TBC(Feel free to ask questions or express your opinions in the comments, seriously I think this is the only thread I've ever created that hasn't gotten it's first comment in the first few minutes)