Good day everyone!
I am here to talk about ideas of classes and specs the game currently has. Here i am just suggesting an improvement to all classes and specs. I am not here to judge or cause an uproar concerning the current build we have.
If you want to go straight to “class and spec rework suggestion” skip “Small talk”.
*Small talk.
Here i am stating the issues we have in the current retail lore and how WoW is holding up to it in the form of the classes and specs that pull through.
As you have seen and experienced thoughout multiple WoW expansion. We have gotten multiple reworks on almost all classes. The factors of those reworks has many causes, but the most important one’s are the class identity or just straight up unplayable. What is the reason the classes are not feeling right? Well i could talk all day about this, but i do not know on who are managing these specs and classes. You can see clearly every expansion that some shine and some just left out. It is worth to point that we cant satisfy everyone.
And this is why class identity is very important. Hence less reworks and more of a quality class and spec that fulfills the role it is set to do. When you have learned how to drive a car. The rules might change here and there, but the basics will always be there. And if you feel wanting to ride another type of vehicle, like for example a motocycle or a truck. Get the liscens and learn. And whenever you feel wanting to drive a car, it will always be ish the same.
Here is a small critic to what lore has done to WoW, remember those iconic characters or class types in WoW. For example Tidesages and Thrall? Tidesages according to what we know, are priest worshipping the sea etc etc. oooo… New spec? But no, just for show. What about Thrall, he has many titles right? One of them “Earth-Warder”, “Earthbinder”, “World Shaman” etc etc, but is this a hint? According his titles he uses earth elements? Earth tank spec? But here again. Nothing as of now, just a showoff currently.
I am not against changes, but how much must a class or spec change? Instead of investing into a good design for a class and spec, and then adding maybe another spec into this mix after some expansions, we constantly see reworks after reworks and buff and nerfs etc etc…
An example of a good expansion with solid class and spec identity.
I will use mages as an example in this topic. Just remember that on this hypothetical scenario, these specs are solid and the community feel like WoW have made them good and that they feel almost perfect. And so the next expansion they will update some spells and minor adjustments for them in the next expansion. So instead of a full rework they invested in adding a 4th spec. Since lore dictates that mages are spellcasters who favor magics involving the cardinal element of the universe. We learn how to use “Wind magic”, and lets call this spec “Tempest mage”. Support type? etc etc etc.
At the current phase of WoW it seems they are working for the best, and i hope it continues. I just hope they would put quality reworks so we can see better changes and additions into wow.
I want the game to be good, and new things excites me , rework here and there kinda does not feel right, and i hope these 3 chronicle expansion that they have at works are the last, and that a new engine or WoW 2 is in the works, because if they have limitations. They need to evolve.
*Class an spec rework suggestion:
If you ask me what should change. I would say the main class talent trees. They can add and change stuff there since that is flexible for the new updates and new expansions. The specs should be solid. Here it should feel it has an impact. Updates and such is not bad, to much we are risking a rework.
When choosing a spec it should feel like you are going for something. An example of this is the voidpriest talent tree. In my eyes it was almost perfect. Due to the fact you can choose an old god path etc. The only thing i found bad about it, is that the impact of the said route or old god path should have a big impact or transformation since it is a last talent pick, but it didnt, just a minor things.
Here i will suggest spec talent trees feel impactfull and lore accurate as it can get, and open for flexibility in a form of a new talent tree path.
I am adding last talent options for the specs:
Mages. 3 end talent tree options:
-Frost:
- Hydromancer, changes frost spells into water spells (Conjure water elementals to fight by your side).
- Frostmancer (Conjures frost elementals and expands frost spells radius like blizzard and now fallows the player.)
- Frostfire (Just like the hero talent, just focused more on ice enhancements)
-Fire:
- Pyromancer (Conjure fire elementals, dots hits harder and spreads faster)
- Lavamancer (Conjure lava elementals, changes pyroblast into eruption with buildup mechanic. Firespells charge eruption, useable whenever, best to fully charge it)
- Sunfury (Just like the hero talent)
-Arcane:
- Astromancer (Conjure arcane elementals, enhances arcane side of spells etc etc)
- Chronomancer (Conjure time elementals and has access to time abilities etc)
- Spellsinger (Current hero talent)
Warrior:
-Protection:
- Dual wield shield (Can use 2 shield, shieldslam in the main ability to generate rage, removes other abilities requiring to have a weapon etc)
- Bulwark Warrior (Well rounded tank for mobility and sustain)
- Phalanx (Specializes in shield and spear/polearm. Hybrid offence and deffence roles)
-Fury:
- Barbarian (Specialized in dualwielding 1h weapons, increased attackspeed, inflicting bleeds, and enhanced mobility)
- Berserker (Specialized in dualwielding 2h weapons, slow hard hitting abilities,
- Slayer (current hero talent)
-Arms:
- Blademaster ((Specialized 2h weapons like, sword, axe and polearms. They can create phantom images of themselvs like in lore)
- Destroyer (Specialized in 2h weapons, like hammers and maces. Replaces bladestorm with an abiltiy that shatters the ground with its hammer/mace)
- Colossus (current hero talent)
Shaman:
-Enhancement:
- Earth-binder (Wields 2h weapons, maces, axe, hammer. Access to earth enchancing abilties to be able to take damage head on. Instead of sustain like the blood DK, this path enhances armour strength. And uses malestrom to generate stronger earth protection abilities, can call forth a greater earth elemental in times of need)
- Ancestral caller (Dual wields, maces, axes, hammers. Calls forth spirit elemental animals to fight by your side)
- Stormbringer (current hero talent?)
-Elemental:
- Elemental disasters (Access to offensive elemental spirits like, fire, ice, storm, maybe earth? You can only choose one. Abilities and spells changes depending on the elemental chosen. For example, choose the storm elemental, you get access to lightning spells like chain lightning. Choose a fire elemental and get access to fire spells etc etc)
- Elemental Avatar (Commune with one of the disaster elements to become its vessel, gives you the ability to transform into one of the elements with enhanced versions on your current spells. One’s activated all your abilities besides your chosen elemental pact will becomes instant for a duration. Making this a burts window. You gain heatlh and increase defence)
- Totemic (current hero talent?)
-Restoration:
- Elemental harmony (Accesss to supportive elemental spirits like water, earth and maybe wind?)
- Elemental Avatar (Same as elemental shaman, just with supportive and healer oriented help)
- Farseer (current hero talent)
Priest:
-Holy:
- Bishop ( Access to angel mode, healing increase by 100% that transforms the player into an angel with wings for a certain duration. Hover above ground and flies around to heal people, untargetable for x amount of seconds while in form and can cast freely)
- Saint/Saintess (Summons a small naaru that mimics a portion of your learned spells automatically onto the players that needs it the most every x seconds, if all has max HP, puts a shield on them etc. Summons another one on a CD when party max health drops bellow 50% health and autocast spells faster with your other naaru for a limited duration. Cant happen again for another 2-3min)
- Archon (Current hero talent)
-Discipline
- Apostle (Similar to bishop, but has white and black wings. Increase dmg and healing by 50%.)
- Prophet (Atonements on players now grants shield for a portion of the damge done, while in combat atonement last 2x times)
- Oracle (Current hero talent?)
-Shadow
- Disciple of the old gods. (Choose an old god, get its boons and tranformation effect etc etc)
- Voidweaver (Current hero talent?)
Paladin:
-Protection:
- Dual wields shields (much like the warrior, but with paladin skills and spells etc)
- Bulwark Paladin (Shield becomes enhanced through the light and turns it into a towershield, with high defensive stats. Bastion mode)
- Lightsmith (current hero talent?)
-Retrobution:
- Crusader of Light (Gains a perma light mount depending on the race with 30-50% movementspeed. Gains abilities to charge and dash etc,)
- Holy Knight (Transforms the paladin into a archangel knight with 6 wings to dominate the battlefield for a certain duration)
- Templar (Current hero talent)
-Holy
- Hand of light (Uses shield and mace/hammer. Much like the lightsmith, but support oriented)
- Holy savior (Summons a huge hammer in the sky that devastate enemies or heals allies)
- Herald of the sun (Current hero talent?)
Hunter:
-Survival:
- Guerrilla master (Uses both range and melee weapons depnding on the distance of the enemy. when in range changes abilities to long range and close range and close range when close. Hybrid type of gameplay )
- Wild Hunter (Uses melee weapons and can call a beasts to help. Close range specialist)
- Sentinel (Current hero talent?)
-Markmanship:
- Sniper (Looses the ability to summon. Uses only guns. Can use camo more often or charge special abilities to hit hard. 50 cal style gameplay)
- Artillery specialist (Support type, calls fort powerfull cannons, mortars etc to support the team)
- Dark ranger (Current hero talent?)
Beast mastery:
- Wild Hunter (Range weapon oriented, much like the survival)
- Tamer (Can summon more animals than normal, and has an upgrade stampede ability)
- Pack leader (Current hero talent?)
Druid:
-Feral:
- Relentless Ambusher (Automatically goes into prowl that is enhanced after a certain duration after combat. While in prowl leaps onto a target and does x amount of dmg around an area and applies dots/refresh dots. Summons small grass bushes around cats area. And goes immidietly into prowl, can happen 2 times a min. 2x dmg on dots if a single target.)
- Shapeshifter master (Can go into, bear and catforms with limited penalties, more optimized in fluid shapeshifting for higher master of the class/spec)
- Wildstalker (Current hero talent?)
-Guardian (bear):
- Wild guardians (Access to other guardian form, like mammoth, bison, rhino etc etc. With different abilities etc)
- Shapeshifter master (much like the feral, just more optimized for guardians)
- Druid of the claw (Current hero talent?)
-Balance
- Elunes chosen (Current hero talent?)
- Sun form (All sun abilities will be the main abilites. Enhances all sun abilities)
- Moon form (All moon abilities will be the main abilites. Enhances all moon abilities)
-Restoration druid:
- Ancient form (Turns into a ancient tree depending on race etc, with more special hots abilities etc)
- Natures pact (Gain treants as companions perma to help you with healing)
- Keeper of the grove (Current hero talent?)
Warlock:
-Destruction:
- Annihilator (Gain 2 destruction eyes hovering beside you, one fel green and the other fel red. The eyes chosen will unleash a powerfull stored and charged up abilitie when used)
- Avatar of disorder (Can transform into the chosen general of disorder, for a duration, while in the form, powerfull abilities of destruction can be used)
- Hellcaller (Current hero talent?)
-Demonology
- Demon tamer (Gain perma demons that fallows you in battle, can only tame demons in the disorder realms)
- Power of disorder (Sacrifices the demons you spawn to transform you. Demons you sacrifice states the duration of your transformation the more the better, the form is the old demonology)
- Diabolic (Current hero talent?)
-Affliction
- Harbringer of disease (Gain fell skulls depending on how many unique dot spells you have in different color. Each fell skull will unlease a powerfull upgrade of that version of dot. It will be highlighted when the spell in impowered.)
- Reaper of disorder. (You can only you scythes type weapons. Dots and spells changes to suit melee type combat)
- Soul Harvester (Current hero talent?)
Rogues:
-Assassination:
- Deaths touch (Special combo poison specialist. Charges up to unleash the final touch of death)
- Ninja (Specializes in mid to close range combat, and heavy on leathal stealth strikes, burst class)
- Deathstalker (Current hero talent?)
-Subtlety:
- Cult of shadows (This is something that must be balance and discussed. Has the ability call on other shadow subordinates to attack the enemies. Gain a window on what type of assassins the player want to recruit in its cult to help the player in combat)
- Shadow armaments (Has access to shadow enhancement abilities depending on the occasion)
- Trickster (Current hero talent?)
-Outlaw:
- Pirate (Uses sword and pistol. Hybrid type, main weapon is the sword, and charges up pistol to fire)
- Buccaneer (Range type rogue, has access to offhand melee weapon when it gets close, but primary is range weapon)
- Fatebound (Current hero talent?)
Death Knight:
-Blood:
- Blood knight (Can use shield and 1h weapon)
- Blood abomination (Transforms into a blood abomination with greather health and abilities for x durations)
- San’layn (Current hero talent?)
-Frost
- Winters rage (Uses 2 1h weapons, increased autoattack speed to generate runic power to spend on death frozen dragon or other skill dump abilities. The frozen dragon unleashes powerful breaths upon your enemies. The longer you can keep the dragon fed with your runic power the longer it stays to do your bidding.)
- Frost giants power (Oblitirate becomes empowered. Can only use 1 2h weapon. Unleash powerfull strikes)
- Rider of the apocalypse (Current hero talent?)
-Unholy:
- Desciple of decay (Summons plague eruptors to unleash deadly plague upon the battlfields. All plagues are enhanced)
- Master of death (Summon abilities are enhanced and can further summon more undead on the battlefield)
- Deathbringer (Current hero talent?)
Demon Hunters: Not much i can say here.
Evoker: Same goes for this one, but on the potential side of things. They can add a tank spec if they want. Since they can go wild with this one.
Been typing for 6 hours straight so my back hurts. But i hope you guys get the gist of all this. I am just suggesting some future changes and whatnot, please do let me know if there are other things that can be added, i am open for all changes and discussions. Have anice day everyone^^