
Originally Posted by
Hitei
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.