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  1. #1

    Dragonsworn Class Concept + General 10.0 Expansion Overview Idea

    Hey guys! I know these are a dime-a-dozen these days, but I've been working on my own concept for the past two years. I've got no artistic capabilities (at least digitally) so this is going to be all text (aside from the mock talent trees using old icons I made using a talent tree creator.)

    I've been so happy to see people speculating about a "dragon knight class" moreso than ever before and even though it's obviously too late to influence development in that regard, I'm all for getting the community more interested in the idea.

    Now, on to the concepts!

    10.0 Overview (Era of Dragons...? I hadn't thought of a name. I like Empire of Dragons as far as ones that are floating around. I had Dawn of the Aspects until I realized the abbreviation was awkward. But I thought with the theme of re-empowering the Dragonflights to save Azeroth it fit? I don't know.)

    The Jailer's assault on Azeroth has left the planet wounded yet again, this time the damage was dealt directly to the budding worldsoul itself. As a result of this, the mysterious Dragon Isles reappear in Azeroth's seas, much like Pandaria post-Cataclysm. However, as the leaders of the Dragonflights (along with Wrathion and Ebonhorn) go to reclaim their mythical homeland, reality itself bends as Nozdormu reappears, now transformed into Murozond, the inevitable fate of the Timless One. Empowered in his long absence, Murozond reveals his trump card, a ressurected Galakrond. Galakrond, enhanced by the twisted temporal magics, shatters Azeroth's timeways and wrecks havoc upon the world of Azeroth. (My original idea here is that various zones would move forward *or* backward in time, but it came off a bit ambitious so that idea's on the backburner for now.)

    In order to stop Galakrond and save Azeroth, the Aspects, intrinsically tied to the fate of their world, must find a way to reclaim their full strength, a secret that lies within the Titan vault Uldaz, long-dormant on the Dragon Isles. However, as the Dragons are much weaker than the mortal champions at this point, they've banded together to use what power they have to empower a number of champions to carry out their will as envoys. In addition, the leaders of the Dragonflights find a flight of pure Chromatic Dragons, perfect amalgamations of all major Dragonflights untainted by the touch of Deathwing or the Old Gods, who they see as a another key to saving their race and their world.

    New Class: Dragonsworn

    Armor type: Mail (All Dragonscale armor is Mail, it absolutely has to be Mail)

    Available Races: All

    Available weapons: Two-Handed Axes, Two-Handed Maces, Polearms, Staves, One-Handed Maces, One-Handed Axes, Daggers


    Dragonsworn are chosen knights of the Dragonflights. These gifted individuals are bestowed with power by the leaders of six different flights (Red, Green, Blue, Bronze, Black, Chromatic) and hardened through combat to become beacons of hope for Azeroth. They are the dragonflights’ best hope to combat the darkness of Murozond and his new master Galakrond and restore the fabric of Azeroth’s timeways and save the worldsoul itself. Versatile and resilient, the Dragonsworn, utilizing aspects of each flight, can fill any role needed with impunity

    Shared Abilities (All numbers are purely hypothetical and easy to tune, just trying to ascribe values to abilities based on how powerful I think they are)

    Dragon Lash - Lash out with your weapon, dealing (70% of Attack/Spell Power) Physical Damage. Dragon Lash has 2 charges. 7 second recharge time.

    Sand Blast - Build up a ball of temporal sand, before launching it in a straight line up to 40 yards. 1.5 second cast time. Deals moderate damage. Targets hit have their movement speed reduced by 25%.

    Verdant Vault - Leap into the air, descending into the target with your weapon 2 seconds later, dealing 110% of attack power as Nature damage.

    Rewind - Rewind time around the target ally (or self) for 5 seconds, resetting any damage or healing to the value they were set to when the spell was cast. 12% of mana. Cannot be used on players you are not in a party or raid with. 3 minute CD

    Breath of Life - Breathe out healing flame in a cone in front of you, healing yourself and allies for (60% of Spell Power/Attack Power) and an additional (40%) over 3 seconds. 15 second cooldown. 20% of mana.

    Nexus Fury - Let loose a blast of arcane energy with both hands, channeling a beam at the target dealing 80% of Attack/Spell power over 3 seconds. 18% of mana. If a target is hit with the full duration, their movement speed is reduced by 50% for 5 seconds. 40 yard range. 45 second cooldown. May still dodge and parry while channeling.

    Obsidian Scales - Embrace the power of the Black Price, granting 20% reduced damage and resistance to crowd control effects for 5 seconds. 10% of mana, 1 minute cooldown. Can be cast while stunned

    Wing Buffet - Unfurl draconic wings, blowing targets in front of you back 10 yards. 30 second CD.

    Specs (I went with four because I wanted to demonstrate how varied and interesting the potential of a class like this could be, and allows them to fill any spot)

    The general idea with each spec was not to focus on a specific Dragonflight, but to use their specific elements wherever I thought they worked best. For instance, the tank spec, Scalewarder, is primarily Black+Red focused, but utilizes all flights in some way.)

    Scalewarder - Tank

    Visual inspiration is human form Deathwing; imposing two-handed weapon, explosive firepower and sharp, angry armor plates.

    Uses 2H weapons/Agility

    Resources: Mana, Armor Plating

    Stalwart defenders granted great powers of protection by the dragonflights, Scalewarder Dragonsworn shrug off attacks with armor plates thick as dragonscales, and strikes back with martial might and the fury of earth and flame.

    Mastery: Bladed Scales - Increases damage dealt by 30% of total active damage reduction. Damage dealt increased by Mastery (Kind of a WIP as I feel it's lacking something. I originally had a flat damage reduction baked in as well, but thought the Armor Plates were more thematic)

    Sample Abilities:

    Adamantium Plating (Passive) - Scalewarders have 3 Armor Plates. (In a UI underneath their mana bar) Each plate increases armor and magic damage reduction by 5%. If the Dragonsworn takes more than 30% health in a single hit, they lose one plate. Plates have a 30 second recharge time, reduced by 10 seconds every time they use Dragon Lash, Obsidian Strike, Worldbreaker or Stalagmite.

    Worldbreaker - Swing your weapon in a blazing arc in front of you, hitting all enemies in front of you for 50% of attack power as fire damage and setting them off balance, giving their next attacks a 50% chance to knock them over. Knockdown does not work on boss enemies.

    Stalagmite - A stalagmite bursts from the ground into the target, dealing 60% of attack power as physical damage and causing the target to bleed for 5 seconds

    Magma Trap - Place a pool of molten magma at the target location, which will erupt when an enemy touches it. Deals 65% of Attack Power as fire damage, and 50% of attack power over the next 5 seconds. Also roots enemies that set it off.

    Primal Cry - Primal Cry - Let loose a draconic roar, dealing (20% of attack power) damage to all enemies in a 10 yard radius, and taunting them if possible. 2 minute cooldown.

    Draconic Bulwark - 3 charges. Grants 15% additional armor, increases parry chance by 20% of Agility. Lasts 12 seconds. Periodic damage ticks (Magma Trap fire, Stalagmite bleed, flame gout, nexus fury) reduce cooldown by 1 second per tick. 1.30 minute recharge. 10% mana.


    Ascend (Destroyer) - Transform into an armored black dragon, increasing armor by 15%, refreshing all Armor Plates and granting a charge of Draconic Bulwark. Reflects 10% of physical damage taken up to 30% of player’s health. Auto-attacks deal 15% more as fire damage. Changes Worldbreaker into Flame Breath, a devastating breath attack that deals 150% of attack power in a cone over 3 seconds and reduces damage targets deal to the Dragonsworn by 20% for 8 seconds. Also changes Dragon Lash into Tail Lash, allowing the Dragonsworn to swipe their tail outward, dealing 70% of attack power as damage and knocking enemies back 5 yards and slowing them 35%. Lasts 25 seconds. 5 minute cooldown.

    Talents

    Sample Talents

    Repulsor Ray: Increases Nexus Fury damage by 30%. Each time Nexus Fury deals damage, gain an absorb shield equal to 40% of the damage.

    Stonedark Gift: 1 second cast. Summon up a stone that will move you through the ground to the target location. 30 yard range. 1 minute cooldown

    Blessing of the Red: Flame Gout damage reduces the cooldown of Breath of Life by 1 second per hit and increases the self-healing of the next Breath of Life by 30% per hit up to 5 times.

    Deep Breath: Instant. Rear back. After 3 seconds, unleash a massive breath attack dealing 200% of AP Shadowflame damage to all targets in a cone. Heals caster for 20% of maximum health. 2 minute cooldown.

    Elementium Bolt: Launches your molten armor plates at the target, dealing 100% AP per Armor Plate as Shadowflame damage and reducing damage dealt by the enemies impacted by 15%. 1 minute CD. Expends all available armor plates.

    Dragonlord: Ascend (Dragon form) casts a free, automatic Primal Cry. In addition, damage dealt with Flame Breath or Tail Lash reduce the cooldown of Dragon Form by 2 second per hit, up to 10 seconds per attack.

    Warpmender - Healer

    Uses 1H/2H Intellect weapons and off-hands

    Resource: Mana

    Primarily pulls from Bronze, Green and Red Dragonflights

    Blessed manipulators of the flow of time and the gifts of life and dreams, the Warpmender Dragonsworn uses these great draconic energies to befuddle foes and renew allies.

    Mastery: Temporal Triage: Your healing spells heal for 30% more based on the amount of damage received by the target in the last 5 seconds. Improved by Mastery

    Sample Abilities:

    Dream Trance - Replaces Focus of the Iris. Close your eyes and focus. For the next 8 seconds, your healing spells heal for 25% more and after this expires, refund 40% of the mana spent. 3 min CD. Allows you to move while channeling Flow of Time.

    Flow of Time - 5 second channel time. Enemies in 20 yards around you are constantly warped through time, appearing in random locations in your channel radius with varying health, but always with less/more health than they started with if the channel is completed. If stopped early, enemies retain the existing health. All allies are healed for a massive burst of healing whenever the effect ends. 3 minute CD, 20% mana

    Life-Bind - Link yourself to two targets, channeling 10% of your maximum health over 5 seconds to each. 12% mana, 30 second CD

    Hard Reset - Bring a dead ally back to life 1.5 second cast. Battle rez. 5 minute CD (shares with Brez cooldowns in M+/Raid)

    Sands of Time - Set out an hourglass of time that allies can click on to revert their health to the amount it was 5 seconds prior after 2 seconds. One use per ally. Mousing over the hourglass will indicate how much health the target will recieve. Re-activate to instead grant a pulse of healing to all targets near the hourglass. (Obviously Lightwell didn't work because it required too much interactivity from allies, but I think the flavor of the concept has merit if retooled)

    Ascend (Dreambound) - Transform into a Dreambound Dragon, granting you 15% increased healing, 30% armor, causing Breath of Life to heal 2 additional targets for an additional 20% over time, and turning Flame Gout into Healing Gout, able to be cast on allies and burst into a big heal 2 seconds later. Lasts 25 seconds. 5 minute CD.

    Talents

    [img] https://keep.google.com/u/0/media/v2...2Cimage%2Fwebp [/img]

    Sample Talents:

    Correct Fate: Bend the timeways to heal the target for a moderate amount. 4 second cast. Can cast other healing spells while this is casting. 12% of mana. Each additional cast reduces the cast time by .5 seconds, up to 2.

    Time Stop: Target enemy is slowed by 60% for 3 seconds. When this expires, they and all allies in 10 yards are stunned for 3 seconds. Re-activate to immediately trigger stun effect. 2 minute cooldown.

    Timeways: Replaces Life-Bind. Channel the sands of time on 3 nearby allies, prioritizing lower health. 10% of damage they've taken in the past 5 seconds is healed and they are healed for an additional 60% of spell power over 5 seconds. 1.5 minute CD reduced by 2 seconds for every direct heal cast. Activate to manipulate the timeways, healing them all for the full amount immediately but increasing the cooldown by 40 seconds.

    The World Trembles: Dream Trance casts a free untalented Breath of Life at the start and a free untalent Dream Pulse at the end on the caster and two nearby allies. CD increased by 25 seconds.

    Waking Dream:Ascend unleashes a burst of healing to instantly heal all allies for a small amount,and increases your healing and mana costs by 50% for 10 seconds. Shares a cooldown with Dream Trance.

    Spelltwister - Spell DPS

    Uses 1H/2H Intellect weapons and off-hands

    Resources: Mana, Spellweaving

    Pulls heavily from Blue and Bronze Dragonflights

    Masters of magic given ultimate dominion over the flow of ley energies, these champions wield great magical power as they tap into raw fonts of energy to blast their foes, unleash flurries of spells and manipulate the battlefield

    Mastery: Fate’s Course - Increases Arcane damage by 15%. Increased by Mastery. When spells are reset by abilities or effects and immediately cast, they gain double this bonus. (Totally radical clock/slowdown UI element will let you know when a spell will benefit from this)

    Sample Abilities:

    Arcanic Surge - Blast the target with a surge of arcane magic. Grants 1 stack of Spellweaving. Spellweaving grants 3% spell haste, stacks up to 3 times, and does not refresh with new stacks. Lasts 10 seconds. 1.5 second cast time. 8% of mana

    Draconic Burst - Instant. Fire a beam of arcane magic at the target. Consumes 1 Spellweaving stack. Does not trigger global cooldown. 12 second cooldown. Spell is instantly reset if 3 stacks of Spellweaving are reached.

    Sand Blast - Damage increased by 30%, now slows 40% but has a 5 second cooldown.

    Nexus Fury - Cooldown reduced by 50%, deals 20% additional damage per tick. Deals a massive burst of damage at the end of its full channel, consuming any stacks of Spellweaving and dealing increased damage per stack.

    Surge Needle - Instant. Summon a surge needle on the target location, which pulses for Arcane damage every second for 6 seconds. Benefits from Haste. 12% of mana. May only have 1 Surge Needle active at a time. If cast at 3 Spellweaving stacks, Surge Needle pulses 1 additional time. 6 second cooldown

    Spellbreak - Interrupt the target’s spellcast. Grants 1 stack of Spellweaving. 24 second CD.

    Leystorm - Channel the power of Azeroth’s leylines themselves for 4 seconds, casting a random assortment of 12 damage spells favoring more powerful spells. 5 minute CD.

    Ascend (Master of Magic) - Transform into a Coldarra Dragon, unleashing Draconic Burst in all directions and instantly gaining 3 Spellweaving stacks. Grants 15% increased spell damage and 30% armor. Arcanic Surge can now hit up to 3 targets, generating an additional Spellweaving stack per target hit. When not in Dragon form, Draconic Burst reduces the cooldown of this move by 3 seconds. 5 minute cooldown.

    Talents

    [img]https://keep.google.com/u/0/media/v2...2Cimage%2Fwebp[/img]

    Sample Talents:

    Reflections in the Sand - Casting Sand Blast creates a temporal copy of you near the point of impact that mimics your next Arcanic Surge, granting you an additional stack of Spellweaving and increasing haste by 1% for 10 seconds. Haste does not stack.

    Thread the Needle - Consuming Spellweaving stacks has a 5% chance per stack to reset the cooldown of Surge Needle, and deal 200% of normal damage and act as if it had 3 Spellweaving stacks.

    Temporal Void - Unleash a force field of time magic in an AoE around you, slowing targets affected by 40%. 45 second cooldown.

    Furious Fate - Draconic Burst resets have an 8% chance to reset Nexus Fury instead.

    Spellweaver’s Codex - Ascend now unleashes a free Leystorm when activated instead of Draconic Burst

    Paragon - Melee DPS

    Uses 2H Agility weapons

    Resource: Mana, Chromatic Essence

    Inspired heavily by Dragoons, but also meant to show off the melee prowess of all flights and push home a "Chromatic Champion" sort of angle. Polearms obviously my main weapon inspiration, but no reason others don't work as well.

    Unrivaled champions of the Dragonflights, Paragon Dragonsworn wield the powers of all flights to decimate their foes and deliver empowered strikes or feats of acrobatic skill.

    Mastery: Dragon Dance - Increases attack power and movement speed by 10% and increases the damage of Verdant Vault by 15%. Both values scale with Mastery. Also grants a 1% (scale with Mastery) to instantly reset a Chromatic Champion focus ability.

    Sample Abilities:

    Skewer - Stab forward, dealing moderate physical damage to the target. Grants Chromatic Champion for 60 seconds. If Chromatic Champion is already active, grants 10 Chromatic Essence.

    Chromatic Champion (Passive) - Skewer causes one of your flight primary abilities to cool down 100% faster. When CC resets an ability, the ability deals 20% more damage and generates 100% more Chromatic Essence. Rotates through abilities with each use. Order is: Verdant Vault (Green) -> Sand Sweep (Bronze) -> Stellar Spear (Blue) -> Stalagmite (Black). Provides half the benefit to Healing Flame (Red) at all times.

    Verdant Vault - Now has two charges, and is not affected by global cooldown. Generates 20 Chromatic Essence (Max 100).

    Sand Sweep - Replaces Sand Blast. Drag your weapon through the earth, kicking up sand at the target. Deals moderate physical damage. Decreases damage dealt to you by 5%. Generates 20 Chromatic Essence. (Max 100) 1 minute cooldown.

    Stalagmite - Stab the earth, causing earthen spikes to erupt on the target, dealing heavy physical damage and increasing the damage the target takes from the Dragonsworn’s abilities by 3% for 20 seconds. Generates 20 Chromatic Essence. 1 minute cooldown.

    Gae Bolg - Hurl a spear of chromatic energy forward in a straight line. Deals heavy aoe damage. Costs all Chromatic Essence, dealing more damage for every 5 points spent.

    Time Gate - Empower your weapon with temporal energy and launch it at the target, impaling them and hurling them into a temporal vortex. 1.5 Second cast time. After 5 seconds, or when reactivated, the target will crash to the ground through another portal above. If there are any seconds remaining, they will be impaled and stunned for the remaining seconds. 1.5 minute cooldown

    Stellar Spear - Leap into the air and bring your weapon down on the target, dealing moderate Arcane damage. Afterward, 5 blasts of Arcane magic manifest from the sky, hitting the target for light Arcane damage. Generates 20 Chromatic Essence. 1 minute cooldown.

    Rive - Shatter the target with your weapon for heavy Chaos damage. Costs 40 Chromatic Essence.

    Ascend (Chromatic Savior) - Unleash the power of ALL Dragonflights, assuming the form of a great Chromatic Dragon, granting 15% increased agility, 70% armor, 40% leech, 6 minute cooldown, and resetting the cooldown on and empowering ALL Chromatic Champion abilities and granting more powerful replacements to suit your new form (Abilities are highlighted in full concept in Google Docs page, just didn't want to overload with text here.)

    Talents

    [img] https://keep.google.com/u/0/media/v2...2Cimage%2Fwebp [/img]

    Sample Talents:

    Ebonflame - Replaces Stalagmite. Breathe in, and unleash the fury of Shadowflame on the target. Deals 100% Shadowflame damage to the target and 65% to all targets in a cone around it. Counts as a primary ability (Black). Increases damage all targets hit take by 3% for 20 seconds. Generates 20 Chromatic Essence for the primary target and 5 Chromatic essence for every additional target up to 5. 1 minute cooldown.

    Embrace of the Dreamer - Dream Portal gains 1 additional charge, Verdant Vault also heals you for 30% of it’s damage dealt, and Dream Spike’s damage over time heals you and all allies for 30% of its total damage.

    Rip and Tear - Slash the target with an enormous draconic claw, ripping into the target’s flesh, causing them to bleed for moderate damage every 5 seconds for 25 seconds. Each tick has a 4% chance to make your next Rive or Whirling Torch cost no Chromatic Essence and deal 30% more damage. 30 second cooldown.

    Whirling Torch - Slam your weapon into the ground and wheel your body around it, kicking flames out in a circle around you, dealing heavy fire damage, Costs 30 Chromatic Essence. Benefits from Rip and Tear like Rive

    Binary Star - Each time Stellar Spear deals damage, it has a 5% chance to reset and Empower a different Chromatic Champion offensive skill.

    Future of Dragonkind - Ascend (Chromatic Savior) activates Chromatic Champion for the duration, and benefits from it for double the effectiveness as any Empowered offensive skill. Also grants 100 Chromatic Essence.

    For the full Dragonsworn concept, please check my Google Docs page!: https://docs.google.com/document/d/1...Hy51XNXEMcF8o/

    Other Big Ideas

    New Race - Drakonid

    Members of a coalition of Dragonflights, the Drakonids stand proud as defenders of their race’s future. Tall, imposing and strong, the Drakonids, bidden by their Flights, are urged to work as a neutral race together with either the Horde or Alliance to stop the catastrophe affecting the timeways that threatens to destroy Azeroth. Drakonids choose their Dragonflight at the beginning, from the five Standard flight and Chromatic. Racials differ slightly but not much, depending on which Flight was chosen.

    Racials

    Draconic Breath: Channel for 3 seconds, letting out a burst of flames dealing X amount of damage. Elemental type based on chosen Flight. Red/Black - Fire+Shadow, Bronze/Green - Arcane+Nature, Blue - Frost+Arcane 45sec cooldown.

    Tail Swipe: The Drakonid sweeps their tail in an arc in front of them, knocking back all enemies for .5s. 1.5m cooldown.


    Tempered Scales: Grants 2% damage reduction to a specific school based on your chosen Flight. Corresponds to elements of Draconic Breath.

    Masquerade: Choose a different player race. While out of combat, your cool demeanor allows you to appear as that race. 5 day cooldown. Passive: Able to freely speak all racial languages.

    Scalekeeper: Leatherworking +15, allows you to harvest more scales and hides from creatures you skin. You craft items 25% faster with Leatherworking

    Wings of Itharius: Transform into a drake of your chosen Flight for 15 seconds, instantly granting Flight for 15 seconds outside of combat.. Cannot be used in Battlegrounds and Arenas. 3 minute cooldown.


    Available Classes: Death Knight, Dragonsworn, Druid, Hunter, Mage, Priest, Shaman, Rogue, Warrior

    Starting Area: Chromatic Terrace: Drakonid players that do not choose Dragonsworn start off after the events of the expansion have already begun. The leaders of the 5 Dragonflights oversee the training of the new Drakonid legion. General Emberscale, the Red Drakonid in charge of training the recruits, is your guide through the basic training in Chromatic Terrace. You solve a myriad of smaller issues, train with your racials and basic skills, and have an encounter with both a nascent Twilight Whelp nest and Aetherius, an Infinite Drake who breaks through the wards to try and stop the recruits. While leveling there you hear about the Aspect’s goals and hopes with their new legion of mortal champions and the new future of the Dragonflights.

    My general idea here was giving WoW its Dragonborn-esque race. Drakonids as they *currently* are potentially not very appealing from a design perspective, so a slight redesign to make them fit better as a player race could be needed. As for the flight choice, the color variants available influence minor things about your racials, and I think that could be potentially interesting. Also opens up some RP avenues for people who wanted to be from a specific flight and have something to show for it.

    New Continent - The Dragon Isles

    Here we go, my take on the Dragon Isles. Now, while I still tried to create the "paint-by-numbers" Dragon Isles everyone envisions with a zone for each flight, I think the individual zones themselves could have a lot of interesting potential. So far what I've put together is:

    Bastion of Time The Bronze Dragonflight and the Keepers of Time have constructed a massive golden research facility in the skies above Azeroth to observe both the Dragon Isles and the fluctuations in Azeroth's timeways. This is the expansion's central hub, and its main storylines will be carried out primarily from here. However, Class Order Halls will be utilized at points throughout the expansion as well and various class champions will be making a return. Chromie is the main point of contact in the city, but eventually Anachronos will join her. Visuals here are reminiscent of Zeal in Chrono Trigger, but with less landmasses and more golden mechanical architecture.

    Vermillion Jungle: Reconnect with a tribe of red dragons long cut off from their kin. They are somewhat primitive, but Alexstrasza goes to connect with them immediately, and learns that they suffer from the same affliction as the rest of the flights, unable to bear new offspring and angry and confused about it. Now, they are being hunted by the Venture Company and other threats, and the champion of Azeroth must fight to keep them safe and bring them into the fold.

    Tundaara: A frozen wasteland covered with massive arcane spires. Stellagosa, Arcanist Valtois and Archmage Mordent Evenshade go with the player to investigate the sheer force of ley energy from the region. One of the spires collapsed, and near it a dangerous secret is uncovered that may be the key to the Dragonflight's salvation.

    Midnight Gulch: A dark, temperate crater home to ashen savannas and hot springs, Brann Bronzebeard, Wrathion and Ebonhorn follow the player there to discover a society of Black Dragons untouched by corruption, who are under attack by errant Titan creations from the nearby facility Uldaz. Players must work to open the facility and discover its connection to artifacts found in the other regions.

    Dreaming Glenn: Something has gone awry in the Dreaming Glenn. The entire zone has been engulfed by the Emerald Dream, but parts of the zone are under attack by the forces of the Void as well as the Drust. Players work with Merithra, Valewalker Farodin and the Cenarion Circle (Now also including Zandalari, Kul Tirans and some Drakonids) to figure out what caused this and push the threats back. Visuals would be somewhat influenced by what side of the zone you're on, and one section of the zone would be untouched by either Dream or Corruption.

    Eschatonos: Eschatonos, once called The Sands of Aeternitas, has been utterly decimated by Murozond's Infinite Flight. The entire zone, once a peaceful desert where time had no meaning, is now a land of chaos and death. Ages are wiped away in an instant underneath the now-dark sands, and players make their stand here to disrupt Murozond and Galakrond's plan to wipe away Azeroth as well. Intended as a max level zone with a deep storyline ala Suramar; players will discover something unusual happening within the Infinite Flight and work to discover how Nozdormu got where he is now.

    Key Features:

    Cross-Faction Gameplay - Players may now group with players of the opposite faction for Dungeons, Raids, Arenas and Battlegrounds. Further UI has been implemented to make it easier to distinguish enemy players.

    Clutch Keeper: Players will be sent on a class specific quest after completing the intro questline of 10.0 and upon arriving at Bastion of Time. During this quest, each class will discover an egg that will hatch into a specific whelp from any of the major or minor Dragonflights on Azeroth.

    Death Knights: The Frostbrood Whelp, Osseigosa
    Demon Hunters: The Netherwhelp, Randramus
    Druids: The Emerald Whelp, Shimmeris
    Dragonsworn: The Chromatic Whelp, Pluritas
    Hunter: The Storm Whelp, Nalfar
    Mage: The Blue Whelp, Awbree
    Monk: The Red Whelp, Relstrasz the Vigorous
    Priest: The Infinite Whelp, Atempri
    Paladin: The Bronze Whelp, Sandormi
    Rogue: The Black Whelp, Dirgemus
    Shaman: The Stone Whelp, Onyxscale
    Warlock: The Twilight Whelp, Zerixus, Brood of Vexiona
    Warrior: The Proto-Whelp, Gallitrax the Small

    Each of these whelps will develop as part of the storyline for each class and the main story over the course of the expansion, granting the player a pet and eventually a mount. Also, the bond with the whelp will immediately grant the player a new ability specific to their spec. (However, the story aspect of this is intended as flavor, and the abilities are intended to be permanent additions, not borrowed power. Basically just character progression.)

    Archaeology Revamp: Clutch Keeper also ties into Archaeology, allowing you to discover new items to unlock cosmetics for the Dragon Whelp, discover ruins with procedurally-generated puzzles and combat inside, and other player perks. Will also feature world quests and a storyline spearheaded by Brann Bronzebeard and Magni. Players will find Dragon, Void and Kitsu, an ancestor of the Vulpera, relics on The Dragon Isles. Relics can also be exchanged at an Archaeology vendors for trade goods from other professions, as well as cosmetics.

    Please let me know what you think! I'm very passionate about the idea of a Dragon class and the flavor it could bring, as well as the general feel of a Dragon-based expansion that puts a focus on classes again for strong replayability while also trying to be as user-friendly as possible. I have other ideas not as well fleshed out yet such as new max level progression, and dungeons, but I'll elaborate on those if people actually like what I've got here.

    As far as class tuning for my take on Dragonsworn, there's a few ideas there I know will be too powerful or my ideas might be off without realizing it. Everything is subject to change I just wanted to put the ideas out there while trying to make it really feel like a class you could visualize playing and having it work in a unique way.
    Last edited by Zankai27; 2022-02-22 at 08:13 PM.

  2. #2
    Keyboard Turner Bliznit2882's Avatar
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    This is a fantastic concept would love to see this implemented in game. Sadly we may not get anything close to this.

  3. #3
    Over 9000! Golden Yak's Avatar
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    I'd love drakonids! I remember waaay back in TBC, the first screens of draenei had people speculating that they might be drakonids. This time for sure, I bet!

    Lots of fun ideas here. Some of the zone concepts and storyline threads sound really interesting.

  4. #4
    I care to only critique the class concept since those are more fun for me. I 100% agree that a Dragonsworn concept should utilize several to a few dragon aspects within each spec instead of just one per spec. It just makes more sense and I would do the same if I were to make a Dragonsworn class concept.

    I like the armor plating idea for your tank spec and it's synergy with some of their abilities.

    Flow of Time is a cool idea for a spell, I just don't know if it's practical in game. Sands of Time needs its values defined. As of right now it might be considered extremely overpowered, but if it only had a limited amount of charges and a cooldown then it could be more balanced. Unless this is turned into their raid heal cooldown. When an expected burst of damage is incoming, everyone clicks the hourglass, burst comes in, and 2 sec later they're all topped off again.


    Neat take. You did a good job! I also hope next expansion gives us both a new class and race!

  5. #5
    Quote Originally Posted by Zankai27 View Post
    Hey guys! I know these are a dime-a-dozen these days, but I've been working on my own concept for the past two years. I've got no artistic capabilities (at least digitally) so this is going to be all text (aside from the mock talent trees using old icons I made using a talent tree creator.)

    I've been so happy to see people speculating about a "dragon knight class" moreso than ever before and even though it's obviously too late to influence development in that regard, I'm all for getting the community more interested in the idea.

    Now, on to the concepts!

    10.0 Overview (Era of Dragons...? I hadn't thought of a name. I like Empire of Dragons as far as ones that are floating around. I had Dawn of the Aspects until I realized the abbreviation was awkward. But I thought with the theme of re-empowering the Dragonflights to save Azeroth it fit? I don't know.)

    The Jailer's assault on Azeroth has left the planet wounded yet again, this time the damage was dealt directly to the budding worldsoul itself. As a result of this, the mysterious Dragon Isles reappear in Azeroth's seas, much like Pandaria post-Cataclysm. However, as the leaders of the Dragonflights (along with Wrathion and Ebonhorn) go to reclaim their mythical homeland, reality itself bends as Nozdormu reappears, now transformed into Murozond, the inevitable fate of the Timless One. Empowered in his long absence, Murozond reveals his trump card, a ressurected Galakrond. Galakrond, enhanced by the twisted temporal magics, shatters Azeroth's timeways and wrecks havoc upon the world of Azeroth. (My original idea here is that various zones would move forward *or* backward in time, but it came off a bit ambitious so that idea's on the backburner for now.)

    In order to stop Galakrond and save Azeroth, the Aspects, intrinsically tied to the fate of their world, must find a way to reclaim their full strength, a secret that lies within the Titan vault Uldaz, long-dormant on the Dragon Isles. However, as the Dragons are much weaker than the mortal champions at this point, they've banded together to use what power they have to empower a number of champions to carry out their will as envoys. In addition, the leaders of the Dragonflights find a flight of pure Chromatic Dragons, perfect amalgamations of all major Dragonflights untainted by the touch of Deathwing or the Old Gods, who they see as a another key to saving their race and their world.

    New Class: Dragonsworn

    Armor type: Mail (All Dragonscale armor is Mail, it absolutely has to be Mail)

    Available Races: All

    Available weapons: Two-Handed Axes, Two-Handed Maces, Polearms, Staves, One-Handed Maces, One-Handed Axes, Daggers


    Dragonsworn are chosen knights of the Dragonflights. These gifted individuals are bestowed with power by the leaders of six different flights (Red, Green, Blue, Bronze, Black, Chromatic) and hardened through combat to become beacons of hope for Azeroth. They are the dragonflights’ best hope to combat the darkness of Murozond and his new master Galakrond and restore the fabric of Azeroth’s timeways and save the worldsoul itself. Versatile and resilient, the Dragonsworn, utilizing aspects of each flight, can fill any role needed with impunity

    Shared Abilities (All numbers are purely hypothetical and easy to tune, just trying to ascribe values to abilities based on how powerful I think they are)

    Dragon Lash - Lash out with your weapon, dealing (70% of Attack/Spell Power) Physical Damage. Dragon Lash has 2 charges. 7 second recharge time.

    Sand Blast - Build up a ball of temporal sand, before launching it in a straight line up to 40 yards. 1.5 second cast time. Deals moderate damage. Targets hit have their movement speed reduced by 25%.

    Verdant Vault - Leap into the air, descending into the target with your weapon 2 seconds later, dealing 110% of attack power as Nature damage.

    Rewind - Rewind time around the target ally (or self) for 5 seconds, resetting any damage or healing to the value they were set to when the spell was cast. 12% of mana. Cannot be used on players you are not in a party or raid with. 3 minute CD

    Breath of Life - Breathe out healing flame in a cone in front of you, healing yourself and allies for (60% of Spell Power/Attack Power) and an additional (40%) over 3 seconds. 15 second cooldown. 20% of mana.

    Nexus Fury - Let loose a blast of arcane energy with both hands, channeling a beam at the target dealing 80% of Attack/Spell power over 3 seconds. 18% of mana. If a target is hit with the full duration, their movement speed is reduced by 50% for 5 seconds. 40 yard range. 45 second cooldown. May still dodge and parry while channeling.

    Obsidian Scales - Embrace the power of the Black Price, granting 20% reduced damage and resistance to crowd control effects for 5 seconds. 10% of mana, 1 minute cooldown. Can be cast while stunned

    Wing Buffet - Unfurl draconic wings, blowing targets in front of you back 10 yards. 30 second CD.

    Specs (I went with four because I wanted to demonstrate how varied and interesting the potential of a class like this could be, and allows them to fill any spot)

    The general idea with each spec was not to focus on a specific Dragonflight, but to use their specific elements wherever I thought they worked best. For instance, the tank spec, Scalewarder, is primarily Black+Red focused, but utilizes all flights in some way.)

    Scalewarder - Tank

    Visual inspiration is human form Deathwing; imposing two-handed weapon, explosive firepower and sharp, angry armor plates.

    Uses 2H weapons/Agility

    Resources: Mana, Armor Plating

    Stalwart defenders granted great powers of protection by the dragonflights, Scalewarder Dragonsworn shrug off attacks with armor plates thick as dragonscales, and strikes back with martial might and the fury of earth and flame.

    Mastery: Bladed Scales - Increases damage dealt by 30% of total active damage reduction. Damage dealt increased by Mastery (Kind of a WIP as I feel it's lacking something. I originally had a flat damage reduction baked in as well, but thought the Armor Plates were more thematic)

    Sample Abilities:

    Adamantium Plating (Passive) - Scalewarders have 3 Armor Plates. (In a UI underneath their mana bar) Each plate increases armor and magic damage reduction by 5%. If the Dragonsworn takes more than 30% health in a single hit, they lose one plate. Plates have a 30 second recharge time, reduced by 10 seconds every time they use Dragon Lash, Obsidian Strike, Worldbreaker or Stalagmite.

    Worldbreaker - Swing your weapon in a blazing arc in front of you, hitting all enemies in front of you for 50% of attack power as fire damage and setting them off balance, giving their next attacks a 50% chance to knock them over. Knockdown does not work on boss enemies.

    Stalagmite - A stalagmite bursts from the ground into the target, dealing 60% of attack power as physical damage and causing the target to bleed for 5 seconds

    Magma Trap - Place a pool of molten magma at the target location, which will erupt when an enemy touches it. Deals 65% of Attack Power as fire damage, and 50% of attack power over the next 5 seconds. Also roots enemies that set it off.

    Primal Cry - Primal Cry - Let loose a draconic roar, dealing (20% of attack power) damage to all enemies in a 10 yard radius, and taunting them if possible. 2 minute cooldown.

    Draconic Bulwark - 3 charges. Grants 15% additional armor, increases parry chance by 20% of Agility. Lasts 12 seconds. Periodic damage ticks (Magma Trap fire, Stalagmite bleed, flame gout, nexus fury) reduce cooldown by 1 second per tick. 1.30 minute recharge. 10% mana.


    Ascend (Destroyer) - Transform into an armored black dragon, increasing armor by 15%, refreshing all Armor Plates and granting a charge of Draconic Bulwark. Reflects 10% of physical damage taken up to 30% of player’s health. Auto-attacks deal 15% more as fire damage. Changes Worldbreaker into Flame Breath, a devastating breath attack that deals 150% of attack power in a cone over 3 seconds and reduces damage targets deal to the Dragonsworn by 20% for 8 seconds. Also changes Dragon Lash into Tail Lash, allowing the Dragonsworn to swipe their tail outward, dealing 70% of attack power as damage and knocking enemies back 5 yards and slowing them 35%. Lasts 25 seconds. 5 minute cooldown.

    Talents (I apologize, I've been trying to get the images attached to imbed and it just doesn't seem to work, so I've made sure the links to each talent tree are there if you want to see EVERY talent in a talent tree layout. Otherwise they're all in the google doc at the bottom of the Dragonsworn concept with full descriptions)

    [img] https://keep.google.com/u/0/media/v2...2Cimage%2Fwebp [/img]

    Sample Talents

    Repulsor Ray: Increases Nexus Fury damage by 30%. Each time Nexus Fury deals damage, gain an absorb shield equal to 40% of the damage.

    Stonedark Gift: 1 second cast. Summon up a stone that will move you through the ground to the target location. 30 yard range. 1 minute cooldown

    Blessing of the Red: Flame Gout damage reduces the cooldown of Breath of Life by 1 second per hit and increases the self-healing of the next Breath of Life by 30% per hit up to 5 times.

    Deep Breath: Instant. Rear back. After 3 seconds, unleash a massive breath attack dealing 200% of AP Shadowflame damage to all targets in a cone. Heals caster for 20% of maximum health. 2 minute cooldown.

    Elementium Bolt: Launches your molten armor plates at the target, dealing 100% AP per Armor Plate as Shadowflame damage and reducing damage dealt by the enemies impacted by 15%. 1 minute CD. Expends all available armor plates.

    Dragonlord: Ascend (Dragon form) casts a free, automatic Primal Cry. In addition, damage dealt with Flame Breath or Tail Lash reduce the cooldown of Dragon Form by 2 second per hit, up to 10 seconds per attack.

    Warpmender - Healer

    Uses 1H/2H Intellect weapons and off-hands

    Resource: Mana

    Primarily pulls from Bronze, Green and Red Dragonflights

    Blessed manipulators of the flow of time and the gifts of life and dreams, the Warpmender Dragonsworn uses these great draconic energies to befuddle foes and renew allies.

    Mastery: Temporal Triage: Your healing spells heal for 30% more based on the amount of damage received by the target in the last 5 seconds. Improved by Mastery

    Sample Abilities:

    Dream Trance - Replaces Focus of the Iris. Close your eyes and focus. For the next 8 seconds, your healing spells heal for 25% more and after this expires, refund 40% of the mana spent. 3 min CD. Allows you to move while channeling Flow of Time.

    Flow of Time - 5 second channel time. Enemies in 20 yards around you are constantly warped through time, appearing in random locations in your channel radius with varying health, but always with less/more health than they started with if the channel is completed. If stopped early, enemies retain the existing health. All allies are healed for a massive burst of healing whenever the effect ends. 3 minute CD, 20% mana

    Life-Bind - Link yourself to two targets, channeling 10% of your maximum health over 5 seconds to each. 12% mana, 30 second CD

    Hard Reset - Bring a dead ally back to life 1.5 second cast. Battle rez. 5 minute CD (shares with Brez cooldowns in M+/Raid)

    Sands of Time - Set out an hourglass of time that allies can click on to revert their health to the amount it was 5 seconds prior after 2 seconds. One use per ally. Mousing over the hourglass will indicate how much health the target will recieve. Re-activate to instead grant a pulse of healing to all targets near the hourglass. (Obviously Lightwell didn't work because it required too much interactivity from allies, but I think the flavor of the concept has merit if retooled)

    Ascend (Dreambound) - Transform into a Dreambound Dragon, granting you 15% increased healing, 30% armor, causing Breath of Life to heal 2 additional targets for an additional 20% over time, and turning Flame Gout into Healing Gout, able to be cast on allies and burst into a big heal 2 seconds later. Lasts 25 seconds. 5 minute CD.

    Talents

    [img] https://lh3.googleusercontent.com/ke...CZ6Etz7NA=s512 [/img]

    Sample Talents:

    Correct Fate: Bend the timeways to heal the target for a moderate amount. 4 second cast. Can cast other healing spells while this is casting. 12% of mana. Each additional cast reduces the cast time by .5 seconds, up to 2.

    Time Stop: Target enemy is slowed by 60% for 3 seconds. When this expires, they and all allies in 10 yards are stunned for 3 seconds. Re-activate to immediately trigger stun effect. 2 minute cooldown.

    Timeways: Replaces Life-Bind. Channel the sands of time on 3 nearby allies, prioritizing lower health. 10% of damage they've taken in the past 5 seconds is healed and they are healed for an additional 60% of spell power over 5 seconds. 1.5 minute CD reduced by 2 seconds for every direct heal cast. Activate to manipulate the timeways, healing them all for the full amount immediately but increasing the cooldown by 40 seconds.

    The World Trembles: Dream Trance casts a free untalented Breath of Life at the start and a free untalent Dream Pulse at the end on the caster and two nearby allies. CD increased by 25 seconds.

    Waking Dream:Ascend unleashes a burst of healing to instantly heal all allies for a small amount,and increases your healing and mana costs by 50% for 10 seconds. Shares a cooldown with Dream Trance.

    Spelltwister - Spell DPS

    Uses 1H/2H Intellect weapons and off-hands

    Resources: Mana, Spellweaving

    Pulls heavily from Blue and Bronze Dragonflights

    Masters of magic given ultimate dominion over the flow of ley energies, these champions wield great magical power as they tap into raw fonts of energy to blast their foes, unleash flurries of spells and manipulate the battlefield

    Mastery: Fate’s Course - Increases Arcane damage by 15%. Increased by Mastery. When spells are reset by abilities or effects and immediately cast, they gain double this bonus. (Totally radical clock/slowdown UI element will let you know when a spell will benefit from this)

    Sample Abilities:

    Arcanic Surge - Blast the target with a surge of arcane magic. Grants 1 stack of Spellweaving. Spellweaving grants 3% spell haste, stacks up to 3 times, and does not refresh with new stacks. Lasts 10 seconds. 1.5 second cast time. 8% of mana

    Draconic Burst - Instant. Fire a beam of arcane magic at the target. Consumes 1 Spellweaving stack. Does not trigger global cooldown. 12 second cooldown. Spell is instantly reset if 3 stacks of Spellweaving are reached.

    Sand Blast - Damage increased by 30%, now slows 40% but has a 5 second cooldown.

    Nexus Fury - Cooldown reduced by 50%, deals 20% additional damage per tick. Deals a massive burst of damage at the end of its full channel, consuming any stacks of Spellweaving and dealing increased damage per stack.

    Surge Needle - Instant. Summon a surge needle on the target location, which pulses for Arcane damage every second for 6 seconds. Benefits from Haste. 12% of mana. May only have 1 Surge Needle active at a time. If cast at 3 Spellweaving stacks, Surge Needle pulses 1 additional time. 6 second cooldown

    Spellbreak - Interrupt the target’s spellcast. Grants 1 stack of Spellweaving. 24 second CD.

    Leystorm - Channel the power of Azeroth’s leylines themselves for 4 seconds, casting a random assortment of 12 damage spells favoring more powerful spells. 5 minute CD.

    Ascend (Master of Magic) - Transform into a Coldarra Dragon, unleashing Draconic Burst in all directions and instantly gaining 3 Spellweaving stacks. Grants 15% increased spell damage and 30% armor. Arcanic Surge can now hit up to 3 targets, generating an additional Spellweaving stack per target hit. When not in Dragon form, Draconic Burst reduces the cooldown of this move by 3 seconds. 5 minute cooldown.

    Talents

    [img] https://lh3.googleusercontent.com/ke...rREeIHKcM=s512 [/img]

    Sample Talents:

    Reflections in the Sand - Casting Sand Blast creates a temporal copy of you near the point of impact that mimics your next Arcanic Surge, granting you an additional stack of Spellweaving and increasing haste by 1% for 10 seconds. Haste does not stack.

    Thread the Needle - Consuming Spellweaving stacks has a 5% chance per stack to reset the cooldown of Surge Needle, and deal 200% of normal damage and act as if it had 3 Spellweaving stacks.

    Temporal Void - Unleash a force field of time magic in an AoE around you, slowing targets affected by 40%. 45 second cooldown.

    Furious Fate - Draconic Burst resets have an 8% chance to reset Nexus Fury instead.

    Spellweaver’s Codex - Ascend now unleashes a free Leystorm when activated instead of Draconic Burst

    Paragon - Melee DPS

    Uses 2H Agility weapons

    Resource: Mana, Chromatic Essence

    Inspired heavily by Dragoons, but also meant to show off the melee prowess of all flights and push home a "Chromatic Champion" sort of angle. Polearms obviously my main weapon inspiration, but no reason others don't work as well.

    Unrivaled champions of the Dragonflights, Paragon Dragonsworn wield the powers of all flights to decimate their foes and deliver empowered strikes or feats of acrobatic skill.

    Mastery: Dragon Dance - Increases attack power and movement speed by 10% and increases the damage of Verdant Vault by 15%. Both values scale with Mastery. Also grants a 1% (scale with Mastery) to instantly reset a Chromatic Champion focus ability.

    Sample Abilities:

    Skewer - Stab forward, dealing moderate physical damage to the target. Grants Chromatic Champion for 60 seconds. If Chromatic Champion is already active, grants 10 Chromatic Essence.

    Chromatic Champion (Passive) - Skewer causes one of your flight primary abilities to cool down 100% faster. When CC resets an ability, the ability deals 20% more damage and generates 100% more Chromatic Essence. Rotates through abilities with each use. Order is: Verdant Vault (Green) -> Sand Sweep (Bronze) -> Stellar Spear (Blue) -> Stalagmite (Black). Provides half the benefit to Healing Flame (Red) at all times.

    Verdant Vault - Now has two charges, and is not affected by global cooldown. Generates 20 Chromatic Essence (Max 100).

    Sand Sweep - Replaces Sand Blast. Drag your weapon through the earth, kicking up sand at the target. Deals moderate physical damage. Decreases damage dealt to you by 5%. Generates 20 Chromatic Essence. (Max 100) 1 minute cooldown.

    Stalagmite - Stab the earth, causing earthen spikes to erupt on the target, dealing heavy physical damage and increasing the damage the target takes from the Dragonsworn’s abilities by 3% for 20 seconds. Generates 20 Chromatic Essence. 1 minute cooldown.

    Gae Bolg - Hurl a spear of chromatic energy forward in a straight line. Deals heavy aoe damage. Costs all Chromatic Essence, dealing more damage for every 5 points spent.

    Time Gate - Empower your weapon with temporal energy and launch it at the target, impaling them and hurling them into a temporal vortex. 1.5 Second cast time. After 5 seconds, or when reactivated, the target will crash to the ground through another portal above. If there are any seconds remaining, they will be impaled and stunned for the remaining seconds. 1.5 minute cooldown

    Stellar Spear - Leap into the air and bring your weapon down on the target, dealing moderate Arcane damage. Afterward, 5 blasts of Arcane magic manifest from the sky, hitting the target for light Arcane damage. Generates 20 Chromatic Essence. 1 minute cooldown.

    Rive - Shatter the target with your weapon for heavy Chaos damage. Costs 40 Chromatic Essence.

    Ascend (Chromatic Savior) - Unleash the power of ALL Dragonflights, assuming the form of a great Chromatic Dragon, granting 15% increased agility, 70% armor, 40% leech, 6 minute cooldown, and resetting the cooldown on and empowering ALL Chromatic Champion abilities and granting more powerful replacements to suit your new form (Abilities are highlighted in full concept in Google Docs page, just didn't want to overload with text here.)

    Talents

    [img] https://lh3.googleusercontent.com/ke...nhyOdoa6E=s512 [/img]

    Sample Talents:

    Ebonflame - Replaces Stalagmite. Breathe in, and unleash the fury of Shadowflame on the target. Deals 100% Shadowflame damage to the target and 65% to all targets in a cone around it. Counts as a primary ability (Black). Increases damage all targets hit take by 3% for 20 seconds. Generates 20 Chromatic Essence for the primary target and 5 Chromatic essence for every additional target up to 5. 1 minute cooldown.

    Embrace of the Dreamer - Dream Portal gains 1 additional charge, Verdant Vault also heals you for 30% of it’s damage dealt, and Dream Spike’s damage over time heals you and all allies for 30% of its total damage.

    Rip and Tear - Slash the target with an enormous draconic claw, ripping into the target’s flesh, causing them to bleed for moderate damage every 5 seconds for 25 seconds. Each tick has a 4% chance to make your next Rive or Whirling Torch cost no Chromatic Essence and deal 30% more damage. 30 second cooldown.

    Whirling Torch - Slam your weapon into the ground and wheel your body around it, kicking flames out in a circle around you, dealing heavy fire damage, Costs 30 Chromatic Essence. Benefits from Rip and Tear like Rive

    Binary Star - Each time Stellar Spear deals damage, it has a 5% chance to reset and Empower a different Chromatic Champion offensive skill.

    Future of Dragonkind - Ascend (Chromatic Savior) activates Chromatic Champion for the duration, and benefits from it for double the effectiveness as any Empowered offensive skill. Also grants 100 Chromatic Essence.

    For the full Dragonsworn concept, please check my Google Docs page!: https://docs.google.com/document/d/1...Hy51XNXEMcF8o/

    Other Big Ideas

    New Race - Drakonid

    Members of a coalition of Dragonflights, the Drakonids stand proud as defenders of their race’s future. Tall, imposing and strong, the Drakonids, bidden by their Flights, are urged to work as a neutral race together with either the Horde or Alliance to stop the catastrophe affecting the timeways that threatens to destroy Azeroth. Drakonids choose their Dragonflight at the beginning, from the five Standard flight and Chromatic. Racials differ slightly but not much, depending on which Flight was chosen.

    Racials

    Draconic Breath: Channel for 3 seconds, letting out a burst of flames dealing X amount of damage. Elemental type based on chosen Flight. Red/Black - Fire+Shadow, Bronze/Green - Arcane+Nature, Blue - Frost+Arcane 45sec cooldown.

    Tail Swipe: The Drakonid sweeps their tail in an arc in front of them, knocking back all enemies for .5s. 1.5m cooldown.


    Tempered Scales: Grants 2% damage reduction to a specific school based on your chosen Flight. Corresponds to elements of Draconic Breath.

    Masquerade: Choose a different player race. While out of combat, your cool demeanor allows you to appear as that race. 5 day cooldown. Passive: Able to freely speak all racial languages.

    Scalekeeper: Leatherworking +15, allows you to harvest more scales and hides from creatures you skin. You craft items 25% faster with Leatherworking

    Wings of Itharius: Transform into a drake of your chosen Flight for 15 seconds, instantly granting Flight for 15 seconds outside of combat.. Cannot be used in Battlegrounds and Arenas. 3 minute cooldown.


    Available Classes: Death Knight, Dragonsworn, Druid, Hunter, Mage, Priest, Shaman, Rogue, Warrior

    Starting Area: Chromatic Terrace: Drakonid players that do not choose Dragonsworn start off after the events of the expansion have already begun. The leaders of the 5 Dragonflights oversee the training of the new Drakonid legion. General Emberscale, the Red Drakonid in charge of training the recruits, is your guide through the basic training in Chromatic Terrace. You solve a myriad of smaller issues, train with your racials and basic skills, and have an encounter with both a nascent Twilight Whelp nest and Aetherius, an Infinite Drake who breaks through the wards to try and stop the recruits. While leveling there you hear about the Aspect’s goals and hopes with their new legion of mortal champions and the new future of the Dragonflights.

    My general idea here was giving WoW its Dragonborn-esque race. Drakonids as they *currently* are potentially not very appealing from a design perspective, so a slight redesign to make them fit better as a player race could be needed. As for the flight choice, the color variants available influence minor things about your racials, and I think that could be potentially interesting. Also opens up some RP avenues for people who wanted to be from a specific flight and have something to show for it.

    New Continent - The Dragon Isles

    Here we go, my take on the Dragon Isles. Now, while I still tried to create the "paint-by-numbers" Dragon Isles everyone envisions with a zone for each flight, I think the individual zones themselves could have a lot of interesting potential. So far what I've put together is:

    Bastion of Time The Bronze Dragonflight and the Keepers of Time have constructed a massive golden research facility in the skies above Azeroth to observe both the Dragon Isles and the fluctuations in Azeroth's timeways. This is the expansion's central hub, and its main storylines will be carried out primarily from here. However, Class Order Halls will be utilized at points throughout the expansion as well and various class champions will be making a return. Chromie is the main point of contact in the city, but eventually Anachronos will join her. Visuals here are reminiscent of Zeal in Chrono Trigger, but with less landmasses and more golden mechanical architecture.

    Vermillion Jungle: Reconnect with a tribe of red dragons long cut off from their kin. They are somewhat primitive, but Alexstrasza goes to connect with them immediately, and learns that they suffer from the same affliction as the rest of the flights, unable to bear new offspring and angry and confused about it. Now, they are being hunted by the Venture Company and other threats, and the champion of Azeroth must fight to keep them safe and bring them into the fold.

    Tundaara: A frozen wasteland covered with massive arcane spires. Stellagosa, Arcanist Valtois and Archmage Mordent Evenshade go with the player to investigate the sheer force of ley energy from the region. One of the spires collapsed, and near it a dangerous secret is uncovered that may be the key to the Dragonflight's salvation.

    Midnight Gulch: A dark, temperate crater home to ashen savannas and hot springs, Brann Bronzebeard, Wrathion and Ebonhorn follow the player there to discover a society of Black Dragons untouched by corruption, who are under attack by errant Titan creations from the nearby facility Uldaz. Players must work to open the facility and discover its connection to artifacts found in the other regions.

    Dreaming Glenn: Something has gone awry in the Dreaming Glenn. The entire zone has been engulfed by the Emerald Dream, but parts of the zone are under attack by the forces of the Void as well as the Drust. Players work with Merithra, Valewalker Farodin and the Cenarion Circle (Now also including Zandalari, Kul Tirans and some Drakonids) to figure out what caused this and push the threats back. Visuals would be somewhat influenced by what side of the zone you're on, and one section of the zone would be untouched by either Dream or Corruption.

    Eschatonos: Eschatonos, once called The Sands of Aeternitas, has been utterly decimated by Murozond's Infinite Flight. The entire zone, once a peaceful desert where time had no meaning, is now a land of chaos and death. Ages are wiped away in an instant underneath the now-dark sands, and players make their stand here to disrupt Murozond and Galakrond's plan to wipe away Azeroth as well. Intended as a max level zone with a deep storyline ala Suramar; players will discover something unusual happening within the Infinite Flight and work to discover how Nozdormu got where he is now.

    Key Features:

    Cross-Faction Gameplay - Players may now group with players of the opposite faction for Dungeons, Raids, Arenas and Battlegrounds. Further UI has been implemented to make it easier to distinguish enemy players.

    Clutch Keeper: Players will be sent on a class specific quest after completing the intro questline of 10.0 and upon arriving at Bastion of Time. During this quest, each class will discover an egg that will hatch into a specific whelp from any of the major or minor Dragonflights on Azeroth.

    Death Knights: The Frostbrood Whelp, Osseigosa
    Demon Hunters: The Netherwhelp, Randramus
    Druids: The Emerald Whelp, Shimmeris
    Dragonsworn: The Chromatic Whelp, Pluritas
    Hunter: The Storm Whelp, Nalfar
    Mage: The Blue Whelp, Awbree
    Monk: The Red Whelp, Relstrasz the Vigorous
    Priest: The Infinite Whelp, Atempri
    Paladin: The Bronze Whelp, Sandormi
    Rogue: The Black Whelp, Dirgemus
    Shaman: The Stone Whelp, Onyxscale
    Warlock: The Twilight Whelp, Zerixus, Brood of Vexiona
    Warrior: The Proto-Whelp, Gallitrax the Small

    Each of these whelps will develop as part of the storyline for each class and the main story over the course of the expansion, granting the player a pet and eventually a mount. Also, the bond with the whelp will immediately grant the player a new ability specific to their spec. (However, the story aspect of this is intended as flavor, and the abilities are intended to be permanent additions, not borrowed power. Basically just character progression.)

    Archaeology Revamp: Clutch Keeper also ties into Archaeology, allowing you to discover new items to unlock cosmetics for the Dragon Whelp, discover ruins with procedurally-generated puzzles and combat inside, and other player perks. Will also feature world quests and a storyline spearheaded by Brann Bronzebeard and Magni. Players will find Dragon, Void and Kitsu, an ancestor of the Vulpera, relics on The Dragon Isles. Relics can also be exchanged at an Archaeology vendors for trade goods from other professions, as well as cosmetics.

    Please let me know what you think! I'm very passionate about the idea of a Dragon class and the flavor it could bring, as well as the general feel of a Dragon-based expansion that puts a focus on classes again for strong replayability while also trying to be as user-friendly as possible. I have other ideas not as well fleshed out yet such as new max level progression, and dungeons, but I'll elaborate on those if people actually like what I've got here.

    As far as class tuning for my take on Dragonsworn, there's a few ideas there I know will be too powerful or my ideas might be off without realizing it. Everything is subject to change I just wanted to put the ideas out there while trying to make it really feel like a class you could visualize playing and having it work in a unique way.
    My man, definitely epic. Only diff is I'd make the tank pull from the black and bronze dragonflights and use plate armor.

  6. #6
    100% down for this. But I don't think modern Blizzard is this ambitious.

  7. #7
    Quote Originally Posted by Golden Yak View Post
    I'd love drakonids! I remember waaay back in TBC, the first screens of draenei had people speculating that they might be drakonids. This time for sure, I bet!

    Lots of fun ideas here. Some of the zone concepts and storyline threads sound really interesting.
    Thank you! I think Drakonids have a lot of potential and WoW is sorely missing out on the reptilian type races (pour one out for the Sethrak). I also think WoW's dragons are such untapped potential that they need a class too, so here we are.



    Quote Originally Posted by Amunrasonther View Post
    I care to only critique the class concept since those are more fun for me. I 100% agree that a Dragonsworn concept should utilize several to a few dragon aspects within each spec instead of just one per spec. It just makes more sense and I would do the same if I were to make a Dragonsworn class concept.

    I like the armor plating idea for your tank spec and it's synergy with some of their abilities.

    Flow of Time is a cool idea for a spell, I just don't know if it's practical in game. Sands of Time needs its values defined. As of right now it might be considered extremely overpowered, but if it only had a limited amount of charges and a cooldown then it could be more balanced. Unless this is turned into their raid heal cooldown. When an expected burst of damage is incoming, everyone clicks the hourglass, burst comes in, and 2 sec later they're all topped off again.


    Neat take. You did a good job! I also hope next expansion gives us both a new class and race!
    Thanks! I wanted to make sure that if they have a flavorful resource, that it's actually utilized in interesting ways, and the armor plating (inspired primarily by HotS Deathwing) really pops out to me as something that would feel good, look good and have a lot of fun interaction that would give people a "survivability vs. DPS choice on the fly" sort of gameplay.

    So Flow of Time is a bit gimmicky, I know; I think it mostly would have PvP application and not work on bosses, obviously. Might be a bit disorienting in dungeons, but I think the idea could work if fine-tuned.

    As for Sands of Time, it's true it might work better just as a raw healing cooldown similar to Tranq or Revival; I'm sure the similarities to Lightwell wouldn't go over well, so maybe you can set the hourglass out, it absorbs healing over the next few seconds and heals for a large amount to all allies + however much healing was put out by you before it was reactivated, or something. Keep the flavor without the jank or exploits.

    Also, your Necromancer class concept is incredible; I read it a few years back and it really turned me on to the idea. Definitely rooting for that one as well. Gonna have to check that Bard one!

    Quote Originally Posted by Aedruid View Post
    My man, definitely epic. Only diff is I'd make the tank pull from the black and bronze dragonflights and use plate armor.
    So my thinking there is having different armor sets for different specs won't feel good. If you're playing say, a Paragon Dragonsworn, and want to tank, you'd ideally want to swap as little gear as possible to do so, and having to carry around a set of plate armor for one spec feels bad. And like I said, dragonscale armor has traditionally always been mail, and we don't have a mail tank yet. The armor plating can be perfectly serviceable as "dragon scales".

    The reason I did primarily Black and Red is that Black is the tough, earth-based spec (with Deathwing inspiration for armor plates and stuff like Elementium Bolt) and Red is life, and therefore high stamina and healing fire. I tried to connect the specs that I felt fit each gameplay style best and I couldn't make Bronze work better than Red, but I'm happy to hear why you think Bronze works better! When I think of Bronze I think Spell DPS or Healing; Glad you enjoy my ideas.


    Quote Originally Posted by draugril View Post
    100% down for this. But I don't think modern Blizzard is this ambitious.
    I agree 100%; I wish I could feel confident my idea could see the light of day; I'm mostly trying to put it out there to keep the idea of a Dragonsworn alive and inspire people to get hyped about it. I wish I could say I think modern Blizzard is ambitious enough for ANY new class and not just some lazy borrowed power system, but I'm snuffing some copium they'd push out something this ambitious in an effort to turn things around. Fingers crossed I guess! I'm glad you like the concept!

  8. #8
    Aw man... I've been working on my own expansion concept and this is very similar. Still, it's pretty good

  9. #9
    Quote Originally Posted by Zankai27 View Post
    The general idea with each spec was not to focus on a specific Dragonflight, but to use their specific elements wherever I thought they worked best. For instance, the tank spec, Scalewarder, is primarily Black+Red focused, but utilizes all flights in some way.)
    That's the neat part that I don't see too often in Dragon class concepts. Having spec divided in flights would be like shaman specs divided into elements or the monk specs into Celestials.

  10. #10
    Quote Originally Posted by shaun056 View Post
    Aw man... I've been working on my own expansion concept and this is very similar. Still, it's pretty good
    That's awesome! I'd love to see what you've got and compare! Glad you enjoyed what I've got here, I've really been giving it my all. Just wish I had art to go with it. Currently thinking up tier sets and bonuses, but without art I won't have much to show on that front, haha!


    Quote Originally Posted by DatToffer View Post
    That's the neat part that I don't see too often in Dragon class concepts. Having spec divided in flights would be like shaman specs divided into elements or the monk specs into Celestials.
    Yeah I just think it makes way more sense to do it this way, and as you said (and my thinking was) it's way more in-line with the way Blizzard develops their classes. They start as a base and specialize in certain directions, but never go all-in, especially after the un-pruning.

  11. #11
    I really hope we get something like this!

  12. #12
    Quote Originally Posted by Zankai27 View Post
    Thanks! I wanted to make sure that if they have a flavorful resource, that it's actually utilized in interesting ways, and the armor plating (inspired primarily by HotS Deathwing) really pops out to me as something that would feel good, look good and have a lot of fun interaction that would give people a "survivability vs. DPS choice on the fly" sort of gameplay.
    Absolutely! If I were to design a Dragonsworn class concept, I'd have mine probably be just 3 specs (heal/tank/ranged), but a 4th melee spec is a good choice too. More work for Blizzard which they need! They've been awfully slacking lately.

    So Flow of Time is a bit gimmicky, I know; I think it mostly would have PvP application and not work on bosses, obviously. Might be a bit disorienting in dungeons, but I think the idea could work if fine-tuned.
    Yes. I could see it working much better as a PVP talent.

    As for Sands of Time, it's true it might work better just as a raw healing cooldown similar to Tranq or Revival; I'm sure the similarities to Lightwell wouldn't go over well, so maybe you can set the hourglass out, it absorbs healing over the next few seconds and heals for a large amount to all allies + however much healing was put out by you before it was reactivated, or something. Keep the flavor without the jank or exploits.
    I like the idea of a raid cooldown that must be interacted with. It's definitely unique!

    Also, your Necromancer class concept is incredible; I read it a few years back and it really turned me on to the idea. Definitely rooting for that one as well. Gonna have to check that Bard one!
    That means a lot, thank you! And I would definitely love your take on my Bard concept!

  13. #13
    The Lightbringer Archmage Alodi's Avatar
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    Cool concepts, nice job.
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  14. #14
    You've put a lot of work into this and it shows: thank you so much for sharing this. I'd be 100% down with something like this! Properly executed, this could be my favourite expansion to date even!

  15. #15
    Quote Originally Posted by Fahrad Wagner View Post
    You've put a lot of work into this and it shows: thank you so much for sharing this. I'd be 100% down with something like this! Properly executed, this could be my favourite expansion to date even!
    Thank you! It really means alot. I'm working on more updates to it, like dungeons, raids, more plot details and tier sets, and will post those when I get enough work done. Really glad you like the concept, I've tried to make the Dragonsworn in particular feel like it would actually function as a playable class properly.

  16. #16
    Quote Originally Posted by DatToffer View Post
    That's the neat part that I don't see too often in Dragon class concepts. Having spec divided in flights would be like shaman specs divided into elements or the monk specs into Celestials.
    They kind of are. There's a pretty strong correlation between Shaman specs and the elements where Elemental = Fire; Enhancement = Air and Restorations = Water.

    As for Monks, back before their stances were removed it was Tiger Stance for Windwalker, Ox Stance for Brewmaster and Serpent Stance for Mistweaver.
    Meanwhile, back on Azeroth, the overwhelming majority of the orcs languished in internment camps. One Orc had a dream. A dream to reunite the disparate souls trapped under the lock and key of the Alliance. So he raided the internment camps, freeing those orcs that he could, and reached out to a downtrodden tribe of trolls to aid him in rebuilding a Horde where orcs could live free of the humans who defeated them so long ago. That orc's name was... Rend.

  17. #17
    Can you imagine how good WoW could be again if Blizzard would do stuff like this? Yes it's ambitious, yes it'd be a lot of work... but the returns would be so phenomenal. Sadly, Blizzard hasn't put anything stellar out since Legion, and before that, Wrath. They seem to be settling for mediocrity. I find that sad, because the game still could be saved, it still has so much potential... if only they would design games for players, rather than shareholders.

  18. #18
    Quote Originally Posted by Julian Rayne View Post
    They kind of are. There's a pretty strong correlation between Shaman specs and the elements where Elemental = Fire; Enhancement = Air and Restorations = Water.

    As for Monks, back before their stances were removed it was Tiger Stance for Windwalker, Ox Stance for Brewmaster and Serpent Stance for Mistweaver.
    Definitely true; it's less so these days after the un-pruning. Each Shaman spec is definitely more focused in a certain direction, but like what I'm thinking with the Dragonsworn, the base class (and parts of each spec) still has general access to a all manner of abilities

    Monks are even moreso these days, like you said, since the stances are gone and stuff like RSK and SCK are used on the other two specs.

    Quote Originally Posted by Deez Nutz View Post
    Can you imagine how good WoW could be again if Blizzard would do stuff like this? Yes it's ambitious, yes it'd be a lot of work... but the returns would be so phenomenal. Sadly, Blizzard hasn't put anything stellar out since Legion, and before that, Wrath. They seem to be settling for mediocrity. I find that sad, because the game still could be saved, it still has so much potential... if only they would design games for players, rather than shareholders.
    Yeah that's part of the reason I went so ambitious with this idea. Legion was something I didn't think they were capable of back when they created it, so while I think it's unlikely, I wanted to make what I thought would be something really ambitious and cool they could make if they really tried

  19. #19
    Hopefully since we didn't get a new class / spec in Shadowlands, something ambitious like this isn't too far fetched. This would be a treat. Thanks for the cool ideas @Zankai27
    Last edited by Aedruid; 2022-01-28 at 10:51 PM.

  20. #20
    Quote Originally Posted by Aedruid View Post
    Hopefully since we didn't get a knew class / spec in Shadowlands, something ambitious like this isn't too far fetched. This would be a treat. Thanks for the cool ideas @Zankai27
    Thank you! My thinking is that they'd really need to smash the next xpac so they might push for something ambitious to bring people back. I'd like to think something like this would, so I'd be delighted to see anything close.

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