Page 1 of 2
1
2
LastLast
  1. #1

    possible future classes/specializations

    In this thread i will speculate as to which classes (and their specializations) could be coming next to World of Warcraft:

    If you didn't already know it, every class blizzard has added to the game has been, exclusively, based on the Warcraft RPG - like the Death Knight, the Brewmaster (Monk), the Demon Hunter and the Evoker (Dragonsworn). Therefore, i believe the next classes to be introduced into the game will be based on the Warcraft RPG, as well.

    Blademaster (DPS\Tank)

    I know some would say that the Blademaster is already playable through the Arms Warrior because of the Bladestorm ability and its mastery over blades. But i, Personally, feel that it is not fully represented in-game through the Warrior class. It is missing a lot of other abilities, as well.





    Abilities

    Wind Walk
    Grants Stealth for up to X seconds or until you attack, use an Ability, or take damage.
    While Stealthed, you heal for Y% of your maximum Health per second and your Movement Speed is increased by Z%. Remaining stationary for at least A seconds while Stealthed grants Invisibility.

    You are Unrevealable for the first second of Wind Walk.
    Mirror Image
    Teleport a short distance, creating 2 images for X seconds with Y% of your current Health that Attack enemies for Z damage. Images have their duration increased by A seconds each time they, or you, use an Attack against an enemy. Whenever an Image takes damage, it deals that amount of damage to itself, effectively doubling the damage it takes.
    Maximum 2 Mirror images can be active at a time. Using Mirror Image removes most negative effects from you.
    Critical Strike
    Your next Attack within X seconds will be a Critical Strike, dealing Y% increased damage. This also applies to Images, and does not break Wind Walk.
    Passive: You and your Images deal a Critical Strike on every Zth Attack.
    Bladestorm
    Cause a Bladestorm of destructive force around you for X seconds, granting you Y Armor and dealing Z damage per second to nearby enemies.
    Illusion Master
    Mirror Images can be controlled individually or as a group and their damage is increased by X%.
    Passive: Image Transmission's cooldown is reduced to Y seconds.
    Image Transmission
    Activate to switch places with a target Mirror Image, removing most negative effects from you and the Mirror Image.
    Advancing Strikes
    Attacks against enemies increase your Movement Speed by X% for Y seconds.
    Burning Blade
    Inflicts X Fire damage to enemies within Y yards and creates a Blaze at the location.
    Phantom Pain
    Falling below X% health instantly restores health. You then take damage over Y sec. This effect can only occur once every Z min.
    Harsh Winds
    Harsh winds buffet the enemy, dealing Physical damage, preventing spellcasting, and slowing movement speed by X%.
    Deflect
    Channel for X seconds, becoming Protected and blocking damage. Any damage blocked while channeling causes the Blademaster to throw a Kunai toward the nearest enemy, dealing Y damage.
    Swift Strike
    Dash forward, dealing X damage to all enemies in a line. Enemy enemy who dies within Y seconds of being hit with Swift Strike causes the cooldown and Resource cost to be refunded.
    Dragonblade
    Unleash the Dragonblade for X seconds. While active, Dragonblade can be reactivated to lunge forward and slash in a huge arc, dealing Y damage.
    X-Strike
    Perform two slashes dealing X damage. The slashes detonate after Y seconds causing an additional Z damage to enemies in their area.
    Swift as the Wind
    When you use Swift Strike, it has a chance to infuse you with the powers of wind, increasing your movement speed by X% and attack speed by Y% for Z sec.
    Dragon Claw
    After you block X damage with Deflect, you may activate Dragon Claw to deal Y damage to all nearby enemies.
    Reflect
    Deflect has a chance to reflect spells back to their casters.
    Dark Ranger (DPS)\ Blood Mage (Support)

    While the Dark Ranger will serve as a Ranged\Melee DPS, the Blood Mage (not the Blood elven title) will support through Blood Magic.




    Abilities

    Dodge
    Passive
    Gives a chance to dodge enemy melee attacks.

    Parry
    Passive
    Gives a chance to parry enemy melee attacks.

    Black Arrow
    Launch a terror-infused arrow at a target, inflicting x Shadow damage and additionally inflicting up to Y Shadow damage to all other targets, decreasing in damage based on distance from the point of impact. Upon impact, summons Z Dark Sentinels nearby.
    Banshee's Bane
    Burden a target with a ravenous affliction, inflicting X Shadow damage every second. This effect stacks.
    Withering Fire
    Releases a volley of arrows, inflicting X Shadow damage to affected targets.
    Shadow Dagger
    Heave corrupted blades, inflicting X Shadow damage every Y sec for Z sec to all struck targets.
    Haunting Wave
    Release a rolling energy, pushing away enemies upon contact with the waves and inflicts X Shadow damage every half-second for Y sec. This effect stacks.
    Banshee Wail
    Let forth a shrill scream, inflicting damage based on each targeted enemy's health, starting at X Shadow damage at full health, increasing to Y Shadow damage, to enemies within Z yards of each targeted enemy, interrupting for A sec.
    Mind Control
    After X seconds, fire a missile that Mind Controls the first enemy hit. Enemies hit are Silenced, Slowed by X%, have Y stacks of Banshee's Bane applied to them and are forced to walk toward you for Z seconds.
    Possession
    Activate to force an enemy Minion/Pet to fight for you. Stores up to X charges.
    Barbed Arrow
    Withering Fire leaves a Barbed Arrow in targets, bleeding for X Physical damage every Y sec. This effect stacks.
    Banshee Shroud
    Enshrouds you in darkness, reducing damage taken by X%.
    Evasive Fire
    Shoot for X% weapon damage. If an enemy is in front of you at close range, you will also backflip away Y yards. While backflipping, you are immune to all damage.


    Life Drain
    Heal for X% of damage dealt by you to enemies with Y stacks of Banshee's Bane. Healing is doubled against players.
    Veil of Darkness
    Enshroud an area in fog, inflicting X Shadow damage and afflicting enemies within a deathly cloud, absorbing Y healing and inflicting Z Shadow damage every half-second.
    Banshee's Weapons
    Gain a stack of Banshee's Weapons every X sec. Upon reaching Y stacks you can replace a Ranger Shot with Banshee's Heartseeker. Upon reaching Z stacks you can replace a Ranger Strike with Banshee's Blades.

    Ranger Shot
    Shoots at an enemy, inflicting A Physical damage and additionally increasing Ranger Shot damage by B%. This effect stacks.

    Banshee's Heartseeker
    Fires a triple burst of arrows at a player, each inflicting C Physical damage and D Shadow damage, applying Banshee's Bane.

    Ranger Strike
    Strikes at a target, inflicting E% of normal weapon damage to an enemy. This removes any Ranger Shot stacks.

    Banshee's Blades
    Executes a quadruple series of strikes at a player, each inflicting F Physical damage and G Shadow damage, applying Banshee's Bane.


    Rive
    Rip fragments from your surroundings, sending them in a targeted direction inflicting X Physical damage to all enemies in the chunk's path.
    Banshee Form
    Gain the ability to fly. Serves as a flying mount. Cannot be used in combat.
    Banshee's Fury
    Erupt with Banshee magic, inflicting X Shadow damage to all enemies every second for Y sec. After Y sec, Banshee's Bane explodes from enemies inflicting an additional Z Shadow damage to all enemies per stack of Banshee's Bane.
    Phantom Haunting
    You go through several targets as pure shadow energy, inflicting X damage to all enemies in the targeted area.
    Windrunner
    You can execute multiple abilities in quick succession, rapidly changing position in a X yds range.
    Scarlet Vision
    Allows you to see enemies through physical barriers. Lasts X sec.

    Attacking or taking damage disrupts the sight.


    Hatred
    Attacks grant a stack of Hatred, up to X. Each Hatred stack increases Attack damage by X% and Movement Speed by Y%. Lasts Z seconds.
    Vault
    Dash to the target area. Your next Attack within X seconds deals Y% increased damage per stack of Hatred.

    Action Shot
    While Vaulting, shoot X arrows for Y% damage at nearby enemies. These shots are guaranteed Critical Strikes.
    Strafe
    Rapidly attack enemies within X range for Y damage per hit. You are able to move and use Vault while strafing. Lasts for Z seconds.

    Vengeance
    Turn into the physical embodiment of Vengeance for X seconds.

    Gain Y% increased damage.
    Dark Heart
    Vengeance fills your heart, reducing all damage taken by X%.
    Punishment
    Causes an enemy to take X% increased damage for Y sec.
    Death Dealer
    When you activate Shadow Power, your Shadow damage dealt is increased by X% for Y sec.
    Gloom
    Activate to consume all Hatred, granting X damage reduction per Hatred consumed for Y seconds.
    Passive: Permanently gain Z damage reduction, reducing Damage taken by A%.
    Ruin
    Lay waste to the area, inflicting X Shadow damage to all enemies.
    Domination Chains
    Fire several salvos of Domination Arrows at targeted locations, inflicting X Shadow damage to enemies within Y yards. These chains pull targets, inflicting Z Shadow damage every second and increasing the speed at which targets are pulled by A%. This effect stacks and removes Barbed Arrow from targets.


    Smoke Screen
    Vanish behind a wall of smoke, becoming momentarily invisible for X seconds.

    Preparation
    Instantly restore all Resource.
    Shadow Power
    Draw in the power of the shadows, gaining X% of all damage done as HP for Y seconds.

    Death Knives
    Place a mark on players inflicting X Shadow damage every second for Y sec. When removed, Death-touched blades fling out from the marked players in targeted directions, inflicting Z Shadow damage every second for A sec to players within B yards of any struck target.
    Nether Tentacles
    Shoot a shadow tentacle that deals X% shadow damage to enemies along its path and returns Y% of your maximum HP for each enemy hit.
    Flying Strike
    Call a group of X Shadow Beasts to plummet from the sky at a targeted location dealing X% shadow damage over Y seconds and roots enemies hit for Z seconds.
    From the Shadows
    summon allies from the shadows that attack for X% shadow damage and root your enemies for Y seconds.
    Awareness
    When you receive fatal damage, you instead vanish for X seconds and regenerate Y% of maximum Life.

    This effect may occur once every Z seconds.
    Warden (Tank)\Night Warrior (DPS)

    The Priestess of the Moon and, to a longer extent, the Night Warrior, should be combined with the Warden to create a lunar (and a solar) class besides the Balance Druid.



    Light of Elune
    Heal target ally for X Health.
    Sentinel
    Your Sentinel watches over the target area for X sec, applying Hunter's Mark to all enemies every Y sec.
    Lunar Flare
    After X seconds, deal Y damage and Stun enemies in the target area for Z seconds.
    Shadowstalk
    Extend a cloak that shrouds party and raid members within X yards in shadows, providing stealth for Y sec. Also heals them for Z over A sec.
    Everlasting Light
    Light of Elune restores up to X additional health, based on your missing Resource.
    Elune's Chosen
    Activate to make your Attacks heal the target ally for X% of the damage dealt. Lasts for Y seconds.
    Harsh Moonlight
    Call upon the harsh light of Elune to burn foes. Deals Arcane damage over X sec.
    Empower
    Empowers a nearby ally, increasing their damage and healing. The bonus increases as the caster's health is reduced.


    Lunar Beams
    Strike targets around you with Lunar beams, causing X damage to all targets within Y yards.

    Powershot
    A powerful shot which deals X% Physical damage to the target and knocks it back.
    Wrathful Slash
    You perform a series of slashes at the target enemy, causing X damage and applying a bleed effect.





    Hurl Glaives
    You hurl your Glaives at the target from afar, dealing X damage.
    Push Back
    You power your glaives with Elune's wrath, knocking the target back X yds after Y sec.
    Acrobatic Dodge
    You perform a series of acrobatic jumps, avoiding the next direct damage targeted at you.
    Fling
    You fling yourself off from your current position, with the power of Elune, and land at the targeted location.
    Lunar Comet
    You become a living comet, propelling you directly to the target, dealing X critical damage on impact and stunning it.

    Flip
    Flip through the air, diving with force that deals X damage to the target.



    Umbral Bind
    Your next Attack cleaves and applies a tether to enemies hit for X seconds. If a tethered enemy moves too far from the caster, they are pulled toward you, dealing Y damage and breaking the tether.
    Spirit of Vengeance
    Send a shadow of the caster outward that will return to its cast location, dealing X damage to enemies along both paths. If an enemy is hit, reduce the cooldown by Y seconds.
    Containment Disc
    Throw a glaive in the target direction. If an enemy is hit, Containment Disc can be reactivated to remove their ability to target and stun them for X seconds.
    Containment Disc automatically activates Y seconds after hitting an enemy.
    Warden's Cage
    Summon X Warden Avatars as a cage around you. After Y seconds, enemies that come in contact with an Avatar consume it and are knocked to the center of the cage.
    Warden Avatars last Z seconds.
    Pin down
    Pins an enemy to the ground.
    Bladed Armor
    Increases your Attack Power by X% of your Armor.
    Elune's Wrath
    Elune's Wrath strikes for X Arcane damage.
    Shadow Orb: Vengeance
    Activate to reset the cooldown of Spirit of Vengeance.
    Recharge Shadow Orb by damaging enemies with Spirit of Vengeance X times.
    Shadow Orb: Huntress
    Activate to increase Movement Speed and Attack Speed by X% for Y seconds.
    Recharge Shadow Orb by dealing Physical Damage to enemies Z times.
    Shadow Orb: Shadow Strike
    Activate to deal X damage to an enemy, Slowing them by X% and reducing their Armor by Y for Z seconds.
    Recharge Shadow Orb by dealing Spell Damage to enemies A times.
    Tinker (DPS\Tank)

    The Tinker could, definitely, be a potential new class. Some would argue that the Engineering profession, already, fills that niche. But, i highly doubt it as it is not as combat oriented as it used to be. The specializations of the class could focus on either Gnomish Engineering or Goblin Engineering (two different approaches to Engineering).



    Abilities

    Reduce, Reuse, Recycle
    Regenerate X Scrap every Y seconds. Destroyed Rock-It! Turrets drop Z Scrap, which can be picked up.

    Activate to destroy a target Rock-It! Turret.
    Rock It! Turret
    Creates a turret that deals X damage. Lasts for Y seconds.

    Turrets prioritize the nearest enemy when first created.
    Deth Lazor
    After X seconds, deal Y damage to enemies in a line. Heal for Z% of the damage dealt, increased to A% against non-players.
    Xplodium Charge
    Place a bomb that deals X damage to enemies within the target area after Y seconds. Enemies hit are also Stunned for Z seconds.
    Robo-form
    Activate to become immune for X seconds.
    Passive: Attacks deal Y bonus damage over Z seconds, stacking up to A times.
    Grav-O-Bomb 3000
    After a X second delay, pull enemies toward the center of an area and deal Y damage. Abilities deal Z% more damage for A seconds after casting Grav-O-Bomb 3000.
    Focus Turrets
    Orders any nearby Rock-It! Turrets to focus the target.
    Rocket Boots
    Significantly increase your run speed for X sec. They are prone to explode however, so use with caution.
    Big Game Hunter
    Increases the critical strike chance of your auto damage and Xplodium charge by X% on targets who are above Y% health.
    EZ-PZ Dimensional Ripper
    Activate to gain X Armor for Y seconds, reducing damage taken by Z%, and reduce damage dealt by all nearby enemies by A% for B seconds.
    Overload
    Gain additional armor as well as improved attack, movement, and Cool-down speed for a brief period.
    Master Blaster
    Xplodium Charge increases your Mastery by X for Y sec. This effect stacks. Additionally, Rock It! Turret increases the damage the target takes from your Xplodium Charge by Z for A sec.
    Overclock
    Increases Robo-form's movement speed by X% for Y sec and Increases the haste of all robotic pets within Z yards by A% for B sec.
    Bomb Toss
    Throw 3 bombs at the enemy target that explode for Fire damage.


    Electroshock Strikes
    Each of your melee attacks inflict additional Nature damage.
    Buster Cannon
    Fire off your Buster Cannon. Targets struck by it suffer Nature damage instantly, additional Nature damage every X sec, and their Haste is reduced by Y%. Lasts Z sec.
    Heavy Thrusters
    Activate your heavy thrusters to Blast Off from your current location, and then Crash Down at another location.
    Gigavolt Charge
    Stick a target with a volatile energy charge that inflicts Nature damage every X sec for Y sec. When Gigavolt Charge expires, it triggers a Gigavolt Blast that strikes all targets within line of sight of the victim. Gigavolt Charge leaves behind a radiation zone when it detonates.
    Wormhole Generator
    Teleport all enemies within X yards to your current target's location.
    Deploy Spark Bot
    Periodically call in Spark Bot units to seek out your enemies.
    World Enlarger
    Shrink several targets for X sec, reducing their damage.
    Signal Exploding Sheep
    Call down a herd of Explosive Sheep that detonate after a short delay.
    Hyperdrive
    Increases Attack Speed by X% and periodically launches Hyperdrive Discharge at several targets inflicting Nature damage.
    Alchemist (DPS\Healer)

    Another viable option, like the Tinker, is the Alchemist. Again, people would claim it is, already, represented through the Alchemy profession in-game. But, only a few abilities actually have an impact in combat. Therefore, i believe that the representation is lacking. And so, it is still a viable option for me.



    Healing Spray
    Applies a magic spray to the target, healing it for X every Y sec for Z sec.
    Chemical Rage
    Causes a friendly target to enter a chemically induced rage, increasing movement speed by X% and increasing Haste.
    Acid Bomb
    Hurl a flask of acid at a target. The flask breaks upon impact, splashing a powerful acid on nearby enemies. Decreases armor; deals slightly less damage over time to nearby targets.
    Transmute
    You attempt to finish off a target, transforming it into gold which is added to your available gold. Only usable on enemies with less than 20% health.
    Shadow Hunter (DPS\Healer)

    Definitely could be a potential new class. Although the Shadow Hunter's abilities are, already, part of the Shaman Toolkit, none of the specializations really embody the Shadow Hunter. My point is, the Shadow Hunter is not adequately represented in-game and should be taken out of the Shaman repertoire and be given to a Shadow Hunter class. This class would leverage the powers of Spirit and Decay, two elements the Shaman doesn't utilize.



    Abilities

    Healing Wave
    An efficient wave of healing energy that restores (X% of Spell power) of a friendly target’s health.
    Hex
    Transforms the enemy into a frog for X min. While hexed, the victim is incapacitated, and cannot attack or cast spells. Damage may cancel the effect. Limit Y. Only works on Humanoids and Beasts.
    Serpent Ward
    Summons a Serpent Ward with X health at your feet for until cancelled that repeatedly attacks an enemy within Y yards for Z damage.
    Big Bad Voodoo
    Channels the power of the spirits, rendering nearby allies immune to all damage and effects. Does not affect the caster.
    Sentry Ward
    Summons an immobile Sentry Ward with X health at your feet for Y min that allows vision of nearby area and warns of enemies that attack it. Right-Click on buff to switch back and forth between ward sight and Shadow Hunter sight.
    Stasis Trap Ward
    Summons a ward at the target location, stunning all enemies within X yards for Y sec.
    Healing Ward
    Summons a Ward at your feet for X sec that heals
    an injured party or raid member within Y yards for (Z% of Spell power) every A sec.


    Voodoo Ritual
    Your Attacks and Abilities curse your enemies, causing them to take X additional damage over Y seconds.
    Grasp of the Dead
    Call upon Bwonsamdi to make skeletal hands reach out from the ground, slowing enemy movement by X% and dealing Y% damage as for Z seconds.
    Death is Life
    Enemies who die while in the area of Grasp of the Dead have a X% chance to summon a Zombie Charger.
    Rain of Corpses
    Grasp of the Dead also causes corpses to fall from the sky, dealing X% damage over Y seconds to nearby enemies.
    Shadra's Spiders
    Hurl a jar of spiders that deals X damage. If it hits at least one enemy, summon Y Spiders that attack for Z damage. Spiders last for A seconds.
    Zombie Wall
    After X seconds, create a ring of Bwonsamdi's Zombies surrounding the target area that deal Y damage and last for Z seconds.
    Plague of Toads
    Call upon Krag'wa to create a wave of X Toads that explode on contact, dealing Y damage over Z seconds. This effect stacks.
    Stores up to A charges.

    Rain of Toads
    Cause toads to rain from the sky instead that deal X% Nature damage to enemies in the area over Y seconds.
    Addling Toads
    Mutate to yellow toads that deal X% Nature damage and have a Y% chance to Charm affected enemies for Z seconds, causing them to fight for you.
    Haunt
    Haunt an enemy with a spirit, dealing X% damage as Shadow over Y seconds. If the target dies, the spirit will haunt another nearby enemy.

    Sacrifice
    Banish your undead minions to The Other Side and cause them to explode, each dealing X% of your damage to all enemies within Z yards.

    Next of Kin
    Each Undead minion you sacrifice has a X% chance to summon as a new Undead minion.
    Zombie Charger
    Call forth a reckless, suicidal troll zombie, by the power of Bwonsamdi, that deals X% Nature damage to all enemies in its path before decomposing.

    Pile on
    Summon a tower of zombies instead that falls over, dealing X% damage to any enemies it hits.
    Undeath
    If the Zombie Charger kills any enemies, it will reanimate and charge nearby enemies for X% damage. This effect can repeat up to Y times.
    Lumbering Cold
    Call upon the power of Rhunok to summon Winter Bears that run in all directions, dealing X% damage to nearby enemies.
    Stampeding Bears
    Summon bears, by the power of Nalorakk, that stampede towards your enemy. Each bear deals X% damage to enemies in the area.
    Spirit Walk
    Leave your physical body and enter the spirit realm for X seconds. While in the spirit realm, your movement is unhindered.

    Your link to the spirit realm will end if your physical body sustains Y% of your maximum HP in damage.

    Gargantuan
    Call upon Bwonsamdi to summon a Gargantuan to guard an area for X seconds. Deals Y damage when summoned, attacks for Z damage, and can be ordered to stomp nearby enemies.


    Gargantuan Stomp
    Order the Gargantuan to stomp, dealing X damage to nearby enemies and Slowing them by Y% for Z seconds.
    Humongoid
    The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple enemies for X% of your damage.
    Ravenous Spirit
    Call upon Bwonsamdi to channel a Ravenous Spirit that deals X damage per second. Cannot move while channeling. Lasts for Y seconds.

    Pandemic
    When you use Plague of Toads, all enemies within X yards afflicted by your DoTs take Y damage and the duration of your DoTs on them are refreshed.
    Blood Ritual
    X% of Resource costs are paid with HP. In addition, you regenerate Y% of your maximum HP per second.
    Superstition
    The caster feeds in to the target's superstitions, inflicting Shadow damage instantly and reducing the targets hit chance with melee and spells by X% for Y sec.
    Soul Harvest
    Activate to increase your Health and main stat by X% for each nearby enemy, up to a maximum of Y%. Lasts Z seconds.

    Bad Medicine
    Consume X stacks of Voodoo Ritual to become Invulnerable, gain Y% increased Movement Speed and Z damage reduction for A seconds.
    Poison Dart
    Shoot a deadly Poison Dart that deals X% nature damage and an additional Y% nature damage over Z seconds.
    Snake to the Face
    Transform your Poison Dart into a snake, by the power of Dambala, that has a X% chance to Stun the enemy for Y seconds.
    Summon Raptors
    Summon X Raptors, by the power of Gonk, to fight by your side. Each raptor deals Y% of your damage.

    Hir'eek's Bats
    Call forth a swarm of bats to damage enemies in front of you for X% damage.
    Plague Bats
    Hir'eek's Bats infect enemies with a disease. Damage is slow at first, but can increase over time to a maximum of X% damage.
    Horrify
    Don a spectral Rush'kah mask that horrifies all enemies within X yards, causing them to tremor in Fear and be Immobilized for Y seconds.

    Phobia
    Enemies are no longer Immobilized and will instead run in Fear for X seconds.
    Spirit Barrage
    Bombard an enemy with X spirit bolts that deal a total of Y% damage.
    Phantasm
    Summon a spectre that deals X% damage over Y seconds to all enemies within Z yards.

    You can have a maximum of A Phantasms out at one time.
    Manitou
    Summon a spectre that hovers over you, unleashing spirit bolts at nearby enemies for X% damage over Y seconds.
    Voodoo bomb
    Lob a voodoo skull that deals X% damage as Shadow to all enemies within Y yards.
    Voodoogeist
    Create a column of spirits that spews souls at the closest enemy for X% damage over Y seconds.

    You may have up to Z Voodoogeists active at a time.
    Fetish Shaman
    Summon a Fetish Shaman for X seconds that will hex groups of enemies into chickens. Hexed enemies are unable to perform offensive actions.
    Angry Chicken
    Transform into an angry chicken for up to X seconds that can explode for Y% Nature damage to all enemies within Y yards.
    Toad of Hugeness
    Summon a giant toad, by the power of Krag'wa, that pulls in enemies, briefly swallows them whole, then spits them back out with a layer of goo that deals X% Nature damage as over Y seconds, Slows them, and increases their damage taken by Z%.
    Locust Swarm
    Call upon G'huun to unleash a plague of locusts that swarms an enemy, dealing X% nature damage over Y seconds. The locusts will jump to additional nearby enemies.

    Diseased Swarm
    Enemies killed while affected by Locust Swarm leave behind a cloud of locusts that deal X% Nature damage over Y seconds to enemies who stand in the area.
    Acid Cloud
    Call upon G'huun to cause acid to rain down, dealing an initial X% nature damage, followed by Y% nature damage over Z seconds to enemies who remain in the area.

    Lob Blob Bomb
    The acid on the ground forms into a slime that irradiates nearby enemies for X% Nature damage over Y seconds.
    Corpse Bomb
    Raise a corpse from the acidic ground that explodes for X% damage as to enemies in the area.
    Mass Confusion
    Incite paranoia in enemies, confusing them and causing some to fight for you for X seconds.
    Mass Hallucination
    Amid the confusion, a giant spirit rampages through enemies, dealing X% damage per second to enemies it passes through.
    Ritual Dance
    Conjure a Fetish that begins a ritual dance that increases the Haste and movement speed of all nearby allies by X% for Y seconds.
    Fetish Army
    Summon an army of mask-wearing Fetishes to fight by your side for X seconds. The Fetishes attack for Y% of your damage as Physical.

    Tiki Torchers
    Summon an additional X Fetish casters who breathe fire in a cone in front of them and deal Y% of your damage as Fire.
    Head Hunters
    Summon an additional X Hunter Fetishes that shoot blowdarts at enemies, dealing X% of your damage as Nature.
    Piranhas
    Summon a pool of deadly piranhas, by the power of Gral, that deals X% nature damage over Y seconds. Affected enemies will also take Z% increased damage.
    Bogadile
    A giant Crocolisk emerges from the pool of water, Stuns, and bites an enemy dealing X% damage.
    Savage Piranhas
    The piranhas will leap out from the pool savagely at nearby enemies.
    Piranhado
    The pool of piranhas becomes a tornado of piranhas that lasts X seconds. Nearby enemies are periodically sucked into the tornado.

    Increases the cooldown to Y seconds.
    Wave of Mutilation
    Turn each cast into a wave of piranhas that crash forward dealing X% damage and causing all enemies affected to take Y% increased damage for Z seconds.
    Circle of Life
    Returns the spirit to the body, restoring a dead target to life with X% health and Y% mana.
    Pierce the Veil
    The caster inflicts X Shadow damage on a random target.
    Fetish Psychopaths
    When you hit enemies with your spells, you have a X% chance to summon a mask-wielding Fetish to fight by your side for Y seconds.
    Spirit Vessel
    When you receive fatal damage, you automatically enter the spirit realm for X seconds and heal to Y% of your maximum HP. This effect cannot occur more than once every Z seconds.
    Rush of Essence
    Souls rush around you, increasing haste by X and movement speed by Y for Z sec.
    Creeping Death
    Your Damage over Time effects deal their full damage X% faster.
    Last edited by username993720; 2024-03-15 at 08:19 AM.

  2. #2
    Never have i seen such a thrown together mess of word salad. And I used to try and read that virtigo guys threads.

    May i suggest breaking it down into sections, removing some of the "lets NOT add this" stuff since that really seems pointless, and just clean it up. Its really quite messy.

    And obviously, i would prefer they fix the classes and specs they have before thinking about adding more.

  3. #3
    No to whatever you typed...also let’s un-tether from WC3, it’s more limiting than now, especially at a time when everyone complains about laziness and un-imaginative devs.

  4. #4
    Quote Originally Posted by Directionalk9 View Post
    No to whatever you typed...also let’s un-tether from WC3, it’s more limiting than now, especially at a time when everyone complains about laziness and un-imaginative devs.
    I don't make the rules. i just point them out.

    - - - Updated - - -

    Quote Originally Posted by arkanon View Post
    Never have i seen such a thrown together mess of word salad. And I used to try and read that virtigo guys threads.

    May i suggest breaking it down into sections, removing some of the "lets NOT add this" stuff since that really seems pointless, and just clean it up. Its really quite messy.

    And obviously, i would prefer they fix the classes and specs they have before thinking about adding more.
    They add a class every other expansion. i don't think they will break that habit just because you don't want them to add another class or spec.

  5. #5
    Future class, Necromancer. No further discussion needed. I would like a gunslinger range class for rogues, replace one of the other similar specs they have with daggers.
    The bravery of mortals never fails to astound me. Death affixes its cold stare upon you and in return you rise to challenge its assertion! It is why your kind is so loved... and so hated. - Torastrasza

  6. #6
    Quote Originally Posted by The Dosu View Post
    Future class, Necromancer. No further discussion needed. I would like a gunslinger range class for rogues, replace one of the other similar specs they have with daggers.
    Necromancers have been gutted and pieced out among too many other classes at this point. Trying to re-assemble those pieces would be a re-tread of the whole taking metamorphosis away from warlocks thing, but on a much larger scale. They wouldn't bring anything new to the game.

    The only thing not currently represented by an existing class would be tinker or bard, and since bards are traditionally more of a support style that doesn't really exist in WoW, tinker is the most likely option. It steals some thematic components from engineering but wouldn't affect any other class.
    Xal'atath whispers: Your allies consider me a bad influence. Yet all I've ever done is speed you along the path you chose.

  7. #7
    There is a lot of possibilities but as Briselody was saying, most have been combined into other classes...

  8. #8
    Quote Originally Posted by The Dosu View Post
    Future class, Necromancer. No further discussion needed. I would like a gunslinger range class for rogues, replace one of the other similar specs they have with daggers.
    Bard or Tinker would be the 2 classes that would bring something new to the game. Most other ideas for classes would just be custom specializations of existing classes and nothing really that new or groundbreaking. Necromancer would basically be a 4th warlock spec.

    - - - Updated - - -

    Quote Originally Posted by Briselody View Post
    Necromancers have been gutted and pieced out among too many other classes at this point. Trying to re-assemble those pieces would be a re-tread of the whole taking metamorphosis away from warlocks thing, but on a much larger scale. They wouldn't bring anything new to the game.

    The only thing not currently represented by an existing class would be tinker or bard, and since bards are traditionally more of a support style that doesn't really exist in WoW, tinker is the most likely option. It steals some thematic components from engineering but wouldn't affect any other class.
    lol we basically just posted the same thing, cray cray

  9. #9
    If Blizzard ever did 4th specs (which they probably wont), I have always thought a Ranged Monk spec would be cool.

    Have it based kind of off Avatar Air Bending. You dance, build chi points, and spend chi on different finishers. Maybe even have one be a spirit bomb like Dragonball Z.

  10. #10
    Quote Originally Posted by Briselody View Post
    The only thing not currently represented by an existing class would be tinker or bard, and since bards are traditionally more of a support style that doesn't really exist in WoW, tinker is the most likely option. It steals some thematic components from engineering but wouldn't affect any other class.
    Quote Originally Posted by FLANOFETT View Post
    Bard or Tinker would be the 2 classes that would bring something new to the game. Most other ideas for classes would just be custom specializations of existing classes and nothing really that new or groundbreaking. Necromancer would basically be a 4th warlock spec.

    Tinker seems out of place to me though. Same with Bard. Normally when introducing new classes, they've played into the expansion they've been released in. DK with Wraith, Monk with Mists, Demon Hunter with Legion. I guess it would depend where this next exp goes.

    Quote Originally Posted by Neverafter View Post
    If Blizzard ever did 4th specs (which they probably wont), I have always thought a Ranged Monk spec would be cool.

    Have it based kind of off Avatar Air Bending. You dance, build chi points, and spend chi on different finishers. Maybe even have one be a spirit bomb like Dragonball Z.
    I like this idea!!
    The bravery of mortals never fails to astound me. Death affixes its cold stare upon you and in return you rise to challenge its assertion! It is why your kind is so loved... and so hated. - Torastrasza

  11. #11
    Quote Originally Posted by DCCF View Post
    I guess it would depend where this next exp goes.
    This, yeah. The Mechagon stuff hints at tinkers, but only if that plot actually continues somewhere into the next expansion. It's kind of out of place in BfA as anything but a fun distraction, since it has literally nothing to do with the current story. I don't think it even ties into Azerite or the world wounds or anything, unless that's something covered inside the dungeon.
    Xal'atath whispers: Your allies consider me a bad influence. Yet all I've ever done is speed you along the path you chose.

  12. #12
    Side note, even if it'd just be a skin, would love a Dark ranger option. I know there's a toy for it, but still, I want it full time!
    The bravery of mortals never fails to astound me. Death affixes its cold stare upon you and in return you rise to challenge its assertion! It is why your kind is so loved... and so hated. - Torastrasza

  13. #13
    Quote Originally Posted by Briselody View Post
    Necromancers have been gutted and pieced out among too many other classes at this point. Trying to re-assemble those pieces would be a re-tread of the whole taking metamorphosis away from warlocks thing, but on a much larger scale. They wouldn't bring anything new to the game.

    The only thing not currently represented by an existing class would be tinker or bard, and since bards are traditionally more of a support style that doesn't really exist in WoW, tinker is the most likely option. It steals some thematic components from engineering but wouldn't affect any other class.
    The Bard could be a 4th shaman specialization, as Murmur is a sound elemental. the bard could draw some of its abilities from the mob, like: "Sonic Boom", "Magnetic Pull", "Sonic Shock", "Thundering Storm" and "Resonance". it could wield maces like the elemental drops: "Shockwave Truncheon" - which has sound waves coming out of it.

    The reason i believe the Bard is a viable option is because no other class (or profession) have that kind of theme (sound). The reason i didn't mention the Elite tauren chieftain is because i don't believe the bard should be based on it. it strays way off from the warcraft fantasy. i don't want to play a rock n' roll character in world of warcraft, but rather a medievel music player.

  14. #14
    Pretty detailed thread. Good read.

  15. #15
    Quote Originally Posted by Deventh View Post
    Pretty detailed thread. Good read.
    Thank you.
    Though, it is quite the bump.

  16. #16
    Quote Originally Posted by username993720 View Post
    Thank you.
    Though, it is quite the bump.
    Topic is still very much relevant. Good info for the upcoming expansion and people speculating on the new class.

  17. #17
    Quote Originally Posted by Deventh View Post
    Topic is still very much relevant. Good info for the upcoming expansion and people speculating on the new class.
    To be honest, people didn't really get the chance to see it like this. I edited the abilities and pictures much later. At first, it was just the opening text for each class. That's why you see a lack of comments, especially any good ones.

  18. #18
    if we get a new class in april 19 i REALLY hope its something like shadow hunter or tinker.
    they already gave elfs an FUCKING EXCLUSIVE CLASS. (oh but the lore, badabin badabun) Dude, we have Nelfs mages, Tauren paladins, Light forged draeneis shados priests.
    and i really think that dark rangers is good enough to be a great specs for rougue and warden can be a great spec for rougue or dh. sorry.
    tinkers and shadow hunters have REAL possibilities to give the game a TOTALLY different class then the others don't have. even sword master is like a normal warrior that learned how to use monks "storm, earth and fire" .
    we even had an exp characteristic testing tinkering abilities ( island expedition) so... we may be close to this.
    REALLY hoping its not some other fucking elf exclusive bullshit.
    Last edited by Porcos Voadores; 2022-03-31 at 05:42 PM.

  19. #19
    Quote Originally Posted by Porcos Voadores View Post
    if we get a new class in april 19 i REALLY hope its something like shadow hunter or tinker.
    they already gave elfs an FUCKING EXCLUSIVE CLASS. (oh but the lore, badabin badabun) Dude, we have Nelfs mages, Tauren paladins, Light forged draeneis shados priests.
    and i really think that dark rangers is good enough to be a great specs for rougue and warden can be a great spec for rougue or dh. sorry.
    tinkers and shadow hunters have REAL possibilities to give the game a TOTALLY different class then the others don't have. even sword master is like a normal warrior that learned how to use monks "storm, earth and fire" .
    we have a hole exp characteristic just for testing tinkering abilities ( island expedition) so... we may be close to this.
    REALLY hoping its not some other fucking elf exlclusive bullshit.
    This won't age well.

  20. #20
    Quote Originally Posted by Deventh View Post
    This won't age well.
    i Know LOL, but i'm really hopping not to have a dark ranger shit next exp. as a class i would vote for:
    - Dragon sworn
    - Shadow Hunter
    - Tinker

    but i really think they are getting dark ranger as a class skin just like warlocks green fire.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •