

Not a Necromancer fan personally, but this feels like saying that we don't need a Hunter class because all they would need to do is make a ranged version of the Warrior class that uses guns and animals. Much like there's a lot more to hunters than just "Warriors with a gun," there's a lot more to the Necromancer fantasy than just a DK with a ranged spec. Different weapons, different armor type, different focus, different backstory.
Arguably with this same argument, you could claim that Tinkers could just be a Hunter spec that summons more robots. But that would absolutely be short selling what Tinkers could and should be...much the same as a DK with hero talents would be short selling what a Necromancer could and should be.
That's like saying "all they had to do is make a meele version of demonology that kills their demons when they spawn, we don't need dh's."
No. A necromancer would be a mix of unholy dk and warlock. It can stand on it's own. It would be the caster variant for dk's just like priests and paladins.
That said, I would prefer Bard first, than Tinker, and than the Necromancer. Since right now, there is NO WAY to play out the bard fantasy (you can stretch it and say play rogue but common ...), while tinker can be somewhat played with hunter and mechanical pets, and necromancers have uh dk or affli warlock to somewhat play around their fantasy. A full on music class would be atleast something new (and can work quite well, just look at LoL and Seraphine).
Last edited by Lady Atia; 2024-12-16 at 01:36 PM.
I would love to see Necromancer as a class resembling some of the Shadowlands aesthetics, but without being tied directly to the Shadowlands, something like a spellcaster that learned the magic from the realms of death, but with a fantasy more down to earth.
The specializations would be something like:
Bonesmith - DPS spec. Your usual Necromancer, focused on skeletons and bones instead of flesh and gore to not overlap the visuals with the Unholy DK, and the color of the spells would be like the Maldraxxus anima.
Bloodmage - Support/Dps spec. Blood magic resembling the Revendreth anima and Vampiric themes.
Spiritwalker - Healing spec. Spirits everywhere with that white/blue spell color from Bastion, but without the angelic themes or wings, something more ghost-looking.
You can say whatever you want about Shadowlands, yes, it had a horrible story that even tainted the original WC3 lore, but the visuals of that expansion were amazing, really high fantasy, and it would be a shame to see all those visuals go to waste.
I mean you could make that argument if there were Hunter abilities in the Warrior class, or Tinker abilities in the Hunter class, but that's not the case.
We have several Necromancer abilities in the Death Knight class though. Including the ability to summon undead minions like Ghouls, Skeletal Mages, and Abominations.
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Okay, but how can you not create a caster version of DK in the DK class if we're talking about 4th specs? All the abilities are already present in the class, the only real difference here is combat range. It's no different than Enhance Shaman vs Elemental Shaman.

We getting a disc fragment quest this week? I have a feeling it will be about Elun’ahir this time

There's really nothing to speculate until Midnight. The road map is good to have but kills speculation, and the second major patch for this expansion is obvious.
Only things to really speculate are any new races, classes (taken care of with this survey) and features that nobody has guessed yet.
Here's a thought: dynamic ground mounts coming so quickly means that Midnight zones will be bigger than they have been theorized, and also we are going to get zones with less empty space.
Last edited by Cheezits; 2024-12-16 at 03:28 PM.



Larger scale and expanded region, I think Tirisfal to EPL would make a lot of sense. Also, and I'm late on this, them actually moving forward with expanded lore for Arathi Highlands makes me think they have that area locked in for an expansion as they have been hesitant to touch any old zones lorewise.
Implementing dynamic riding also allows for the devs to restrain themselves from doing too many empty areas (ala DF, though TWW zones are better on this imo)
Last edited by Cheezits; 2024-12-16 at 05:30 PM.
Going back to the necromancer talk 1 page ago, are people forgetting that in-lore concept of necromancy has changed?
What the original Warcraft "necromancer" was and portrayed to be versus what we know about it now.
Now, any caster can utilize any form of magic to reanimate the dead into the undead. The option for a necromancer class in a non-traditional RPG/high fantasy depiction is a possibility.
We could see a necromancer class based around Arcane magic or even the Holy Light.

I would think the trope of "raising something from death into a variation of undeath" should remain, but I don't develop the game.
Could use any form of magic. Like I said previously, necromancy is not just using Death magic to reanimate corpses into zombies/ghouls/skeletons anymore.Use shadow magic?
The mind is infinite. I could imagine infinite concepts of a necromancer with the update necromancy lore from Shadowlands.Spread diseases?
I saw a real neat one from a Diablo 4 class designer, which utilized the anima of souls from the Shadowlands and manifested it into our reality (Azeroth) as a form of reanimation. Like the soul was being "risen" into action in our physical world.
Red anima colored "melee fighters" in the shape of Venthyr, blue anima colored "archers" in the shape of the Sylvar (or the Vorkai), and the similar.
All that sounds interesting, but when I'm actually playing the class, what does "taking anima of souls from the shadowlands and manifest it into our reality" look like from a gameplay perspective? If it's just casting a spell and creating some red melee minion and a blue colored ranged minion, I'm not seeing much of a difference between that and summoning a ghoul and a skeletal archer in UH.