I am a huge fan of all things draconic, particularly in WoW. They’ve been an integral part of the lore for since WarCraft II. Unfortunately, this hasn’t been reflected in our actual gameplay choices. Among other options, such as playable draconic races, I would love to see that remedied with a Dragonsworn class. If you will indulge me a moment, here is a “brief” concept:
Lore:
The power of the Dragonflights is waning. Their situation is dire, as they no longer have the numbers required to serve as the guardians of the various facets of Azeroth that they were created to protect. Due to (insert next Azeroth-threatening disaster post-Shadowlands), the dragonflights have turned to mortal beings to assist them in their guardianship. Imparting fragments of their dwindling draconic energies, these empowered mortals act in their stead.
Races:
Everything, save for Void Elf and Lightbou- sorry, Lightforged. They are the only races that are already too attached to a different source of power that may conflict with the interests of the dragonflights.
Armour-class:
Mail. Obvious choice is obvious. Much dragon-scale armour already exists in game, and this simply fits the concept best.
Unique Gear:
Dragon Wings for a Back Attachment. Pretty self-explanatory there.
Playstyle:
Note that a key reason that I support Dragonsworn as a class is because there are no strict definitions that hamstring the class design team. Mechanically, it is a blank slate. They can do literally whatever they want with it.
That being said, I do have a few ideas. Given Blizzard’s recent push for recapturing class fantasy vs. spec fantasy, there are a few things that I believe would very much suit the class:
- Passive AoE:
First off, anything draconic needs to demonstrate raw power, and I believe that having a ton of passive AoE damage constantly going out without a specific alternate rotation for AoE damage. You simply choose your primary target, and everyone else is collateral.
- Skillshots:
Along with the above, the majority of your damage should be unattached to a target. Cone-based abilities for dragon-breath effects should be quite prevalent, as well as having large ground-targetted AoEs that are still worth casting for single-targets (perhaps by providing a passive buff if you’re standing in “your” terrain, akin to Death & Decay).
- Terrain Generation:
Stay with me here - as a part of establishing that draconic presence, every spec should have some degree of terrain alteration. For example, a tanky Dragonsworn might raise a chunk of the ground that pulses a high-threat, low-damage aura, and then stand behind it to force casters to change their angle of attack (ie. LOS pulls wherever you wish). On the other hand, a caster might create an arcane barrier around them that physically prevents melee from getting near, and a healer might grow a tree that can also break LOS and passively heal. A lot of potential here.
- Support Role:
Honestly, a huge part of why I rolled Shaman way back when was because it was pitched as the “offensive support” class. That general design has been moved away from, but with Shadowlands we are beginning to see some of that support role re-establishing itself. That being said, you can do a lot more with that support role if you spread those abilities out so certain classes aren’t 100% required. Dragonsworn would be the perfect opportunity for that. Like Shaman and Paladin, thematically it works as something that supports others, both in the lore and potentially mechanically.
5. Long-Phase Gameplay
This might send certain FFXIV vets running, but there’s a Summoner class in there that I quite enjoy. They essentially have a two-three minute long rotation wherein they build and transition to progressively more powerful phases the longer the fight goes on. I know there were issues with Demo when their ramp up time became an issue, but allow Dragonsworn DPS a CD that instantly transitions them to the most powerful phase and it should be a non-issue. All dragonsworn should be incredibly powerful once they’ve built to it, and have them weaker-than-average while recovering and building again (also reflecting their waning energies).
- Mixed Melee and Ranged Gameplay
To borrow another example from FFXIV, the Red Mage there has a style of gameplay that isn’t found in WoW - they generally have ranged builders and melee spenders, seeing a good amount of time in both ranges during a fight. That type of gameplay would lend itself well to the dragonsworn, either “building” with ranged spells and “spending” by charging in to physically rend your enemy, or the opposite in engaging with traditional arms in melee combat before backing off to unleash a bevvy of breath attacks.
Specializations
I’m not going to reinvent the wheel here - the choices are pretty obvious. That being said, there is always the potential for non-conventional choices, such as the Netherwing, Twilight, Storm, or completely new Dragonflights. They could even completely detached the specializations from dragonflights entirely, although that seems like a missed opportunity.
Surprising no one, I’d like to see the core five each with their own specialization: Red, Black, Blue, Green, and Bronze. Before you freak out about adding a whole five specializations, however, I’d also like to remind you of the current refocus on the class rather than the spec. Ideally, most of these would be rotationally very similiar. However, where a black dragon’s breath might taunt, it would heal for a green dragon. Generally the same abilities, repurposed based on role. So without further ado:
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Red: Balanced DPS with Healing Support
Weapons: Staves, Wands, 1H-Swords, Daggers, 2H-Swords, Polearms, Shields.
I view the Red to fill the opposite niche as Discipline, with a focus on damage with a good amount of passive healing to boot. While the focus is on reducing enemies to ashes, that same fire will actively heal any friendlies caught in the crossfire. The Red also has a good balance of ranged and melee abilities. There may be potential here to talent into a healer role entirely.
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Black: Tank Focusing on Area “Ownership,” AoE Mitigation Support
Weapons: Talent choice to focus on: 1H weapons and shield, 2H weapon, or dual shields.
The Black Dragonflights is our tank representative. They use the very earth under their feet to hinder their enemies and support their allies with a number of long-cooldown, long-duration area-targetted buffs and debuffs. Not for twitchy bunny-hopping tanks. Potential for a talent to get some of that terrain to follow you for those go-go-go Mythic tanks. Like the Red, they also have a good balance of melee and ranged abilities.
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Blue: Ranged Caster, Supports Magic Damage
Weapons: Staves, Wands, Swords, Daggers, Bows. Cannot use offands: they dual wield.
I see the Blue Dragonflights as something closest to Fire Mages with an Arcane bend. They have a lot of persistent AoE and, as the most intellectually-inclined of the flights, have various tricks up their sleeve to counter those who try to move out of it (like a reverse Ring-of-Peace that keeps enemies contained), or relocating their area AoE without having to recast it. Their weapon selection also determines the form their “generator” ability takes, with various pros and cons to each.
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Green: Pure Healer, Supports by Increasing ALL Healing in Area
Weapons: Staves, Wands, 1H-Maces, 2H-Maces, Polearms.
Green are the obvious choice for a pure healer. Again, like all Dragonsworn, what really sets them apart is a focus on AoE abilities. Should you spread your healing among the raid, or place that heal with the tanks to give them a good health boost? Placement is going to determine the utility of various CDs, and open up a number of different uses for the same spells.
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Bronze: Melee DPS, Supports Physical Damage
Weapons: 2H Sword, Polearms, 1H-Swords, Daggers, Warglaives.
Pretty standard melee fighter, but the majority of their movement-based abilities are based on time manipulation. Whether they are returning themselves to a former position, or an enemy, or jumping forward in time to spare themselves the waddle to a new target, keeping track or where (or when) these Dragonsworn are is paramount. Forcing them to stay still will drastically limit their mobility. An idea for a cooldown would be taking a snapshot of your next five seconds, including all existing buffs, and repeating your actions with a time-duplicated clone.