I kinda got some of their class ideas on this survey to try to make some sense on two new possible classes with three specs each. I’m sorry if it’s kinda amateur, it’s because it is, I’m just a regular guy.
Tinker
- Primary Role: Tank, DPS, and Healer (hybrid with a tanking focus)
- Core Mechanic: Resource management focusing on “Mechanical Energy” and “Scrap”. Mechanical Energy would be generated through attacks and abilities, while Scrap would be collected from defeated enemies or generated by specific abilities. Scrap can be used to fuel abilities, build turrets, and enhance inventions.
- Weapons: Guns, two-handed weapons, shields, one-handed weapons, non-weapon off-hand.
- Armor: Mail
Specializations:
Artificer (Tank):
- Masters of engineering and titan technology, Artificers use heavy armor and reactive shields to protect their allies.
- They can generate energy shields, absorb damage with force fields, and repair damaged armor in combat.
- Iconic abilities: “Reactive Shield”, “Electromagnetic Pulse” (stuns enemies), “Overload” (increases Scrap generation), “Construct Healing Turret”.
- Their mastery increases the effectiveness of their shields and the amount of damage they can absorb.
Prismatic (Healer):
- Channeling cosmic energies, Prismatics manipulate the life forces of the universe to heal and protect their allies.
- They can invoke bursts of life energy to heal single or multiple targets, create protective fields that absorb damage, and conjure beams of cosmic energy to attack enemies.
- Iconic abilities: “Prismatic Transfusion” (intense single-target healing), “Cosmic Aurora” (area healing), “Prismatic Barrier” (damage absorption shield), “Singularity” (channels cosmic energy to inflict damage or provide intense healing).
- Their mastery increases the potency of their heals and shields.
Gunner (DPS):
- Experts in ranged combat, Gunners wield dual pistols imbued with elemental energy to destroy their enemies.
- They can switch between different types of elemental ammunition (fire, frost, arcane) to inflict massive damage and apply debilitating effects.
- Iconic abilities: “Twin Shot” (quick attack with both pistols), “Elemental Blast” (channels elemental energy to inflict damage in a cone), “Overload” (increases attack speed and damage), “Fragmentation Bomb” (deals area damage).
- Their mastery increases the damage of their attacks based on the active element.
Wizard
- Primary Role: DPS and Healer (hybrid with a DPS focus)
- Core Mechanic: Managing “Arcane Power” and “Concentration”. Arcane Power is the base resource for casting spells, while Concentration is a secondary resource that increases the damage or healing of certain abilities.
- Weapons: Wands, staves, daggers, one-handed swords, non-weapon off-hand.
- Armor: Cloth
Specializations:
Astrology (DPS):
- Commanding celestial energies, Astrologers manipulate gravity and the power of the stars to obliterate their enemies.
- They can summon meteor showers, create gravitational singularities that attract and destroy enemies, and conjure star explosions of devastating power.
- Iconic abilities: “Meteor Shower”, “Gravitational Singularity”, “Star Explosion”, “Arcane Comet” (projects a comet that deals damage over time).
- Their mastery increases the damage of their astral abilities and their area of effect.
Witchcraft (Healer/DPS):
- Practitioners of ancient magic, Witchcrafts master the arts of darkness, nature, and spirit to heal their allies and curse their enemies.
- They can summon nature spirits to aid in combat, conjure debilitating curses and deadly poisons, and use rituals to empower their allies or weaken their enemies.
- Iconic abilities: “Summon Familiar”, “Curse of Weakness”, “Degenerative Poison”, “Healing Ritual”, “Empowerment Ritual”.
- Their mastery increases the potency of their heals, the damage of their curses, and the duration of their effects.
Necromancy (DPS):
- Masters of necromancy, Necromancers command armies of undead to dominate the battlefield.
- They can summon different types of minions, such as skeleton warriors, abominations, and wraiths, each with unique abilities.
- Iconic abilities: “Summon Skeleton Warrior”, “Summon Abomination”, “Summon Wraith”, “Unholy Explosion” (deals area damage and heals minions), “Aura of Dread” (reduces enemy damage).
- Their mastery increases the health and damage of their minions.
I’m not so sure about a Necromancer spec or class because even though Unholy Death Knight doesn’t feel exactly a Necromancer, it kinda feels more than before through Army of the Dead, so I wonder how exactly Blizzard would deal with it, perhaps the same way we deal with Paladins and Priest? Would the Necromancer relate to the Unholy DK just like the Priest relate to the Paladin?
The Gunner also would face a similar trouble because we have Outlaw Rogue and Marksmanship Hunter. A Gunner would be basically a mix of both with some bombs and elemental cannons (I don’t know about you but it kinda sounds dope to me.
I would love a Bard class as well because I love playing it in DnD, but I don’t know how it would be appealing in WoW. It’s too solid to be a spec but also not solid enough to be a full class (actually most of these class ideas from this Blizz survey sound like this).