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)
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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
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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
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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
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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.