It would honestly be lame if only Naaru-raised Forsaken can be paladins, the idea that the old ones could do it but it really hurts them is cool. It means they suffer but are still devout in their faith.
This actually brings up a good point: are we even sure they WILL make new Forsaken? Sylvanas did it post-Wrath to support the Jailer... why would Calia do it?
I can see her offering the choice to the people that Sylvanas killed in Before the Storm, but outside why would she be rezzing random corpses? Her character isn’t very developed yet but she doesn’t seem crazy or manipulative.
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I would be shocked if they touched Pandaria or Northrend graphically. If anything it would be a reason for Bolvar to disappear to Northrend to help defend the people off screen.
Teriz is pretty chill, if anyone triggers people more it's me. But I'm just speaking the truth, why it triggers people so much is beyond me.
But if they read the terrain like I do instead of going off of personal desires then they'd understand and wouldn't get their jimmies rustled. Again, I have no intention of maining a tinker, I just know with 100% certainty that they're wow's next playable class. It's so God damn obvious all things considered.
If that triggers people then oh well.
Last edited by Varx; 2022-03-25 at 11:49 PM.
Personally I don't find Lich at all likely. It's like a hybrid of mage and necromancer, leaning much closer to mage. Given how robust death and spirit associated magic has become in the last two expansions, the class is in a very comfortable place to get the Monk treatment--where they amalgamize a bunch core archetype features and bits of WC3 with a fresh aesthetic and tone.
Put aside Kyrian and Night Fae, which lean heavily into Paladin/Light and Druidic themes, and Shadowlands has given you three perfectly ideal thematics that line up fantastically with spec differentiation and classic necromancer themes.
Plague
Draws on Maldraxxus. Uses the teal/slime/protoplasm look of that zone and BfA Necromancy. Poison themed caster DPS, heavy AoE/"skill shot" kit. Poison pools and rain, conal/line splashes of corrosive liquid. Summoned oozes and slime-skeletons. Floating spores and toxic mushrooms. Slime bolts. Empowering anima crystals.
Harvest
Draws on Revendreth. Uses red and black look of that zone and BfA's blood troll necromancers. Health pool managing healer. Maintains draining effects on enemies to fuel secondary resource bar, which is then infused back into friendly targets as direct bolts of flash healing, multi-target channeled healing, or long-lasting slow hots. Niche is dampening incoming damage by managing and redirecting the whole group's hp as a collective with miniature spirit-link "drain" effects, like pulling a small % of hp from (or healing absorption on) the 3 highest % group members to heal the targeted group member, CD redistributing a couple seconds of damage on a specific target to multiple party members.
Domination
Draws on the Maw. Uses the shadowy black and orange smokey aesthetic found there. Hybrid minion and caster DPS. Primary pet mechanic is normalized raised minions--i.e. you use [Subjugate Will] on a corpse, any corpse, and it brings that dead enemy/ally back to life but with a normalized attack/hp--not permanent but long duration (several hours), summons maw shades/fighters if no corpses are present. Up to five or so of them. Mawsworn/Jailer inspired chain attack debuffs, the pain spike and conal desecrate maw casters use. Torghast-aesthetic spikes in the ground that summon the desecrated ground effect that enemies in torghast/the maw use, doing slow Dot on enemies and HoT on pets/caster. Slow building secondary resource Torment that is then used to summon larger maw enemies like mini Terragrues, or the lich-like big maw casters as DPS cooldowns. Where other pet specs are about buffing damage into a single minion(unholy, BM) or swarming(demo, unholy) or actively attacking via that minion (Survival), and pet-using non-pet specs (MM, destro, affli, sometimes frost) just summon and forget--this spec will be a middle ground, you don't need to micro your pets, but you need to keep an eye on their status/number and help them stay topped up or summon replacements for fallen ones while your primary rotation focuses on your own DPS output.
This both delivers a fresh aesthetic and gameplay styles, and also has significant callbacks to the traditional scourge necromancers with plague/toxic/minion themes.
Last edited by Hitei; 2022-03-25 at 11:50 PM.
Yes. They're the ones that came up with gunpowder based guns, and cannons, and tanks. They even have their own flying machines separate from the Gnomes' flying machines.
There are numerous races out there that would work as Tinkers, not just "Goblins and Gnomes". That would be the stupidest waste of a class Blizzard came up with, because with Demon Hunters, at least elves are popular.
Could be interesting enough. Not sure if it would be wise to base a whole class on a poorly-received expansion—and I do apologize if I come off as obstinate. I legitimately would love a Necromancer class, even if I've come off as opposed to it. I have actually been thinking about changing my mind on it and at least coming up with a concept to justify it—I really like your idea, but I also don't know if it would be wise to base a class on a bygone expansion, much less one like Shadowlands.
That shit sold me the moment I saw it years ago, I knew we'd get tinkers eventually right there and then. I just didn't know when with DRs, Necros still being possible candidates.
Then SL reveal happen with shit for features, that's when I knew for 10.0.
Then the mech dragonling from the Anni event solidified it for me with recently finding about about gallywix in Tazavesh further enforcing it.
Less than a month to go... I'll be working during the day and won't find out until I get home since my wife will kill me if I watch the reveal without her, but I fully expect my personal box filled with apologies.
Well the thing is that the previous expansion classes (DKs, Monks, and Demon Hunters) stuck pretty closely to their WC3 roots. Sure concepts were expanded upon, but in general, it's very easy to see the roots of each expansion class.
Death Knights had the same armor, swords, mounts, etc of their WC3 counterparts. The only thing that was really expanded on were the races available.
Monks were still heavily based on Pandaren Brewmasters, with Pandaren iconography on their abilities, armor that resembled Chen Stormstout, and each spec having unique brews to concoct.
Demon Hunters were elves only, getting the tattoos, blindfolds, wings, and even horns of their archetypal lore character/hero Illidan.
Tinkers are going to follow a similar line. You're going to get the claw pack. You're going to get the abilities from WC3 and HotS. You're going to get the wild stuff from Goblin and Gnome technology. The onus is on Blizzard to either spread the concept out, or limit the concept to its core. I feel that it can go either way. Even limiting it to Goblin and Gnome tech gives you a pretty robust 3 spec hybrid class.
Fair enough, I suppose there still exists the threat of the Feral Scourge. Nevertheless, it seems like Quel'Thalas is handling the problem pretty well and it's sort of tapered out. Again, not against the concept, just really unsure if there is any room for it.
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I do agree that it would be rather insufficient to waste a class on only two races—I think there's room for Dwarves, Dark Iron, Mechagnomes, Mag'har and maybe Draenei, but they'd have to do really good to synthesize the Draenei into the concept.
Fair enough—I was thinking more about it being a bygone expansion, though, not just a single expansion. Whereas the Monk was introduced where it was relevant as a selling point, a Necromancer could probably only be a selling point in a Lordaeron expansion, which also means they'd probably have to make it as classical as possible.
If I were to give my proposal – and forgive me for the general brevity, because I'm a little tired and distracted, so I can't go into full details with the idea nor refine it much, so some of these may also seem like poor ideas – I would probably actually center it around the Lich theme and make it be all about fueling a transformation. Think a mix of Metamorphosis and Insanity for a Shadow Priest. That would allow them to use their summons in a way that's distinct from both Warlocks and Death Knights and give them something to build their attacks around. Plus, people do seem to like the "build up to a powerful transformation" gameplay since Shadow Priest remains a class that seems conceptually well-received.
I suppose I'd make one specialization based around Necromantic summoning, which would be differentiated by Demonology by sort of creating more of a "squad" than a "legion" by making your Undead longer-lasting and feel more like an array of distinct and powerful bodyguards than abilities communicated through the summoning, or possibly by going the opposite direction and leaving it as only a single type of Undead that you simply summon massive swarms of that grow with your abilities, though that latter version strikes me as very redundant with Death Knights. Another would be based on Frost-based DoTs where your goal is to gradually cast increasingly powerful spells that make hypothermia gradually take hold, as opposed to a melee juggernaut who uses his frost spells to supplement his attacks and which would sort of be also based around building-up, just like the overall Lich transformation. The building-up of the DoTs would specifically be based around a mechanic which would cause your main DoT to increase in its power and the damage it deals (as opposed to just stacking it, which would be a bit redundant with Affliction Warlocks or Death Knights).
The last specialization I can't make anything up for—we already have two classes (Warlock and Death Knights) with plague-focused specializations, so I can't make much with that. I suppose I could see a sort of Tank specialization, especially since we have plenty of DPS-only specializations already. This is going to sound possibly a little retarded of me, but I suppose one thing that would be cool, if really unwieldy, is a tank-based pet specialization. We have aspects of this in Beast Mastery, but even then they don't strictly tank and you'll usually get mocked if you use a tanking pet in any environment save for leveling—in this case, it does leave a bit of a vacancy, but it would require a lot of direct control over the summon and would definitely be very difficult to balance and properly design. It could work, though, and would fill a niche that isn't filled that would give Necromancers some uniqueness.
I've never really designed a class before, but I figured it would be worthwhile just to come up with a vague concept to see what I could think of that would fit with a Lordaeron-based expansion.
There's a difference between obviousness and certainty. I believe that while the Tinker has obvious inroads towards becoming a class in WoW, It isn't a certainty that it's going to happen. I do believe though that if there is a next class, it's going to be the Tinker. Lack of a new class in Shadowlands pretty much confirmed that, because the only class really rivalling the Tinker concept was Dark Rangers.