You'd have racial abilities of the Venthyr.
Claiming one's argument is arbitrary because you're frustrated in your inability to prove me wrong, doesn't make you any righter.
That's what called an updated and modern iteration of a 20 year old unit.
Does Illidan in HotS have Evasion & Metamorphosis abilities and an Immolation talent? yes. He's only lacking Mana Burn, because it, probably, didn't fit much.
Foreigner is too general for me. It's like saying all classes come from Warcraft. We need more specific information if we'd want to predict classes.
A panda martial artist? Can only think of Po.
Though, it doesn't matter if characters are outsourced to older, historic ones, because this whole game is based on inspiration from other sources like mythologies, fantasy settings and RPG games. It's not specific for classes.
Sure thing, buddy. -_-
The Pandaren Brewmaster was, merely, a small tribute

That's why it appeared on the game box, cinematic trailer, in game, ushered in the Monk class and, basically, was the inspiration for the entire expansion. But, whatever you say...
Yes, it is. Early considerations are not as profound as those that are, actually, implemented. There are several stages for an expansion idea: brainstorming, drafts, pre-production and implementation.
Oh, yeah... i bet they fight like a drunken irish boxer -_-
It was, pretty, obvious. You're just trying to find excuses.
No shit, sherlock. -_-
Eredar Mages were called Wakeners.
There's nothing original about San'layn. They're vampiric Blood elves, like FelBlood elves. Venthyr don't need to suck blood. Their anima manipulation and consumption is enough to correlate them to vampirism. It's obvious when their castle is based on Dracula's castle and their use of Gargoyles and Carriages are a testimony to old vampire depictions.
Not all Hunters are rangers in lore.
Everything fits if you push it hard enough.
Point is, they would have been mentioned if they were rangers.
Wrong again.
Dark Rangers are not forsaken only, but undead High elves, Night elves and Humans, too.
This can be attributed to their ranger backgrounds in life.
Whatever you say...
*Literally backing up my argument with lore sources, but who cares, eh?*
I wouldn't be concerned about that as much as their exposure to light.
They could learn to sustain themselves on other things, like Blood elves and Nightborne learned to do.
If you're not using lore, than yes.
But, that's just shitty.
Exactly.
Much like how undead need to drain lives to sustain/repair themselves.
I'm not falling into that trap again.
This is the last time you try to shove the Tinker into my throat.
Actually, there are Dregmar Runebrand (Magnataur), Runemaster Molgeim (Iron Vrykul), Runmaster Skomjorn (Vrykul), Iron Rune Runemaster (Iron Dwarf) and Gorian Runemaster (Ogre).
They use abilities like:
Rune Shield — Protects the caster from all damage for 30 sec.
Shield of Runes — Covers the caster in magic runes, absorbing up to 20000 damage. If 20000 damage is absorbed, this damage in converted into a powerful burst of energy, increasing the caster's damage by 50% for 15 sec.
Rune of Power — Summons a Rune of Power under a random friendly target. This rune increases damage by 50% of all friendly and enemy targets within 5 yards.
Rune of Death — Summons a Rune of Death at a random enemy target's location. This rune deals 2750 Shadow damage every half-second to anyone within 13 yards of that location. Only available when under the affect of [Supercharge].
Rune of Summoning — Creates a Rune of Summoning near a random enemy. This rune will periodically summon Lightning Elementals, which will rush towards random enemies and explode. Only available with 2 stacks of Supercharge.
Lightning Blast — Unleashes a large blast of lightning, dealing 9425 to 10575 Nature damage to all enemies within 30 yards of the caster but killing the caster in the process. Only available with 2 stacks of Supercharge.
Rune of Destruction - Marks an enemy with destructive arcane energy, inflicting 18525 to 20475 Arcane damage to them and their allies within 6 yards for 15 sec.
Rune of Disintegration - Conjures a field of arcane energy that persists for 30 sec. Enemies within the field suffer 12500 Arcane damage every 0.5 sec.
Rune of Unmaking - Inflcits 17005 to 18795 Arcane damage to an enemy.
Rune of Destruction - Marks an enemy with destructive arcane energy, inflicting 18525 to 20475 Arcane damage to them and their allies within 6 yards for 15 sec.
Runemaster's Pauldrons
Item Level 910
Binds when picked up
Unique-Equipped: Legion Legendary (1)
Leather
Shoulder
301 Armor
+1786 Agility
+2680 Stamina
+827 Critical Strike
+459 Haste
Equip: Metamorphosis resets the remaining cooldown on all your Sigils and Empower Wards, and grants you 1 charge of Demon Spikes.
Durability 120 / 120
Classes: Demon Hunter
Requires Level 110
"Molgeim of the Assembly of Iron mastered the use of runes for a myriad of devastating effects."
As for the discussion going on here about Runemasters. Rune magic is not unique to Death Knights. Runemasters don't even portray a human, but mostly Tauren in the RPG sources and other non-Death Knight races in the game (like i listed above) except for maybe two (Vrykul and Ogre) which are, currently, not playable.
https://wowpedia.fandom.com/wiki/Rune_magic