Dumb Thoughts: Additional Speccs for existing Classes to fulfill 'wishlist classes'?

So, something I’ve been yapping about on my realm forums for a while was new classes, new hero classes, etc, but a dumb thought hit me.

We saw with the Evoker Class that it was possible to add a specc to a class while it was active within the game.

So rather than making yet another class when we’ve already got a huge selection, why not bump every class up to 4 speccs, and use that to fill in the ‘gaps’ for what players have been begging for for 20 years?


Necromancer:

I tossed up between making this for Warlocks, but they already have a ton of fun with pets, and the Necromancers in WoW were Mages who dabbled in dark or forbidden magical traditions, or they were the Troll followers of Loas of Death like Bwonsamdi, who were best fitted by the Priest Class.

For the sake of balance, making the Necromancer a Priest Specc that used their gifts of Light and Void to manipulate the Dead to serve them in battle, and calm the mindless Undead and guide them to a peaceful afterlife. In Combat, the Necromancer Priest raises a sturdy Skeleton Knight to defend them, and uses their Void abilities to generate Void Shards that they can spend on 1 of 4 abilities.

1st Ability puts a HoT and a small Damage Absorb Shield on their Primary Undead Pet, called ‘Rally the Servant’, and costs 1 Void Shard. Multiple castings of this ability improve the potency of the HoT and the damage absorption of the shield effect.

2nd Ability, called ‘Bound Spirits’, conjures a Wraith bound to serve the Necromancer for a short time, at the cost of 1 Void Shard, and multiple conjurations summon multiple Wraiths. These Wraiths rapidly fly across the battlefield towards their targets, clawing with insubstantial fingers through mundane armor and flesh and rapidly increase the amount of energy required to produce a Void Crystal while they are active. Targets the Wraith attacks that have both the Vampiric Touch and Shadow Word: Pain spells active on will ‘cleave’ the damage of the Necromancer’s attack spells (Mind Blast, Mind Flay/Mind Shard, Halo/Divine Star) to nearby target similar to how Hunters can ‘cleave’ targets with certain talent choices via Barbed Shot and Multi-Shot. However, the ability has a long cooldown and as a result, most Necromancers will not be able to field more than 2 Wraiths at a time for longer than a few seconds.

3rd Ability costs 3 Void Shards called ‘Swarm of Bones’ and calls forth an army of crawling claws and clattering skulls that swarm across the battlefield, attacking any target affected by the Necromancer’s Vampiric Touch Spell and afflicting them with one of 2 debuffs, chosen via talents in the Necromancy Skill Tree. Tenacious Claws slows the target’s movement speed by 5% and slows their attack-speed by 2%. Screaming Skulls slows the target’s casting speed by 15% and gnashes them for minor bleed damage over time. The damage the Swarm of Bones is split amongst all available targets that are afflicted with the Vampiric Touch Spell.

And the 4th ability is called "Phylactery’, at which point, for 4 Void Shards, the Necromancer briefly assumes the form of a Lich, vastly improving their spells and Necromancer Abilities, and gaining a vampiric aura that they extend to their allies, making every successful attack whittle away at their enemies life-force and use it to heal themselves and their companions, both the living and the dead. This ability is a double-edged sword, however, as while the Lich cannot be slain in this form, their Phylactery emerges and functions similarly to a Shaman’s Totem, its location on the battlefield dictating the area of effect of their vampiric aura, and damage done to this Phylactery, which has 1/2 the Priest Necromancer’s hit-points, will carry over to the Priest when they return to normal. Actually destroying the Phylactery kills the Priest Necromancer outright, regardless of the Player’s actual health.

Other Abilities:

All Necromancers raise a Skeleton Knight or Warrior to protect them while out on the field, but the true Necromancer is not limited to the humble Skeleton as their champion. Necromancers gain a permanent version of the Command/Control Undead Spell, and a limited ‘library’ of Undead that they can bind to their will and call forth in battle to serve them as defenders.

Skeleton Warriors/Knights/Skeletons in general and Undead Animals serve as the basic damage-sponge type of companion, dealing less damage but being more resilient.

Zombies, Abominations, Vargul and other ‘Fleshy’ Humanoid Undead serve as more noxious companions, hitting their targets with infected claws and rotting limbs, inflicting a minor DoT at the risk of being more vulnerable in turn and slower to move about the battlefield.

Liches, Crypt Fiends and spectral Undead like Ghosts, Banshees and similar Undead serve as fragile, ranged companions for when the Necromancer does not need to defend themselves, able to rain frost and shadow damage on the enemy and remove hostile magic from their masters and their allies, at the cost of being incredibly fragile when they are caught up in the melee.


Runemaster:

Shamans already have mastered three of the four Elements, Air serving as the foundation for the Elemental Specc, Fire as the Enhancement Specc, and Water serving as the foundation for the Restoration Specc, leaving Earth sadly neglected. The Runemaster Specc takes the strength and durability of the earth and, though carefully applied runes to the Shaman’s weapons, shield and armor, grants those same abilities to the Shaman, and eventually, to their abilities.

Serving as the Tank Specc for Shamans, the Runemaster relies upon buffs to enchant their weapon, shield and armor with specific abilities that evoke the Earth, and Earth-related abilities.

Leaden Weapon grants their Thunderstrike spell the ability to inflict a Sunder debuff to the primary target, while Magma Coating sprays the enemies in-front of the Runemaster with gouts of molten earth, aggroing them.

Dead Earth grants their shield an slightly increased chance to block Non-Magical attacks, but provides an Absorb Shield against Magical Damage, while Shale Storm surrounds them in a cloud of small, razor-sharp rocks and debris, and when the Runemaster blocks an attack, the storm explodes briefly, applying minor bleed attacks to targets within 10 feet and briefly granting the Runemaster a much higher % to dodge all attacks made against them within this short-lived storm.

Blessings of the Earth grants the Runemaster a greatly improved stamina score and a minor resistance to critical hits and strikes, while Fury of the Stone improves the damage of the Runemaster’s melee strikes causes the Runemaster’s Earth Shock spell to turn into a Cone-shaped AoE that taunts those it strikes.

Runemasters rely upon the following Totems in battle:

Earthbind Totem now only slows targets, but pulls them towards the Totem in compensation for no longer immobilizing them.

Stoneskin Totem also draws aggro towards the Runemaster while it is active, assuming the Runemaster has the Magma Coating spell active on their mainhand weapon.

Totem of Wrath combines the Elements of Fire and Earth together, conjuring an oppressive Lava Elemental tied to the Totem that lashes nearby enemies with tendrils of stone-studded lava. Enemies afflicted with Flame Shock explode with flames, hurting themselves and nearby enemies, while enemies hit with your Frost Shock are afflicted with [Brittle], which makes them briefly more vulnerable to the effects of your Leaden Weapon buff, so that any enemy in the area-of-effect when you apply Sunder to one [Brittle] enemy, applies the Sunder to all [Brittle] enemies.

Mudslide Totem combines the powers of Water and Earth together, generating a muddy shield over nearby allies that removes 1 disease or poison from the Runemaster and 4 nearby allies, and provides a minor Non-Magical Damage Absorption Shield. Targets hit by Lightning, Chain Lightning or Stormstrike while within the area of effect of the Mudslide Totem are taunted towards the Runemaster.

Runemasters retain their Earth Elemental Companion, and gain the Sand Elemental as a secondary Elemental, replacing the Fire/Storm Elemental. The Sand Elemental, while it is active, not only taunts targets towards itself, but automatically activates the Runemaster’s magical effects while it is active, for 30 seconds or until the Sand Elemental is dismissed or destroyed.

While the Sand Elemental is active:

Leaden Weapon deals additional damage and has a chance to briefly stun non-Boss enemies for a second. Magma Coating likewise adds fire damage to the Sand Elemental’s attacks, increasing its damage and allowing it to inflict short-lived versions of Flame Shock to targets within its area of effect.

Dead Earth applies its effect to all allied targets, up to 10 targets, within 10 feet of the Sand Elemental, while Shale Storm feeds off of the Sand Elemental’s own destructive nature, activating continuously while Runemaster is within 10 feet of the Sand Elemental.

Blessings of the Earth applies itself to up to 4 additional friendly targets within 10 feet of the Sand Elemental, while Fury of the Stone causes the Runemaster’s Earth Shock to instead affect everything within 10 feet of the Sand Elemental, taunting them off the Sand Elemental and cancelling the Sand Elemental’s Threatening Aura ability unless manually toggled back on by the Runemaster.


Deadshot:

A ranged specc for Rogues, the Deadshot applies many of the Rogue’s iconic abilities, but through bows, crossbows and guns instead, picking enemies apart piecemeal at range before delivering a mortal blow to an exposed vulnerability, or pounding poisoned arrows into their target to cause all manner of harm, ranging from sweating blood to vomiting to driving the enemy into a frenzy that attacks any nearby target, regardless of allegiance.

Eviscerate is replaced by Keen Eye, which improves damage the more combo-points the Deadshot can build up, but rather than pure damage, applies an effect dependant upon the poison the Deadshot is using.

Instant Poison causes Keen Eye to apply an improved version of the Rogue’s non-lethal poison to the target(s), with Crippling Poison temporarily stunning non-elite targets and dazing elite ones, Numbing Poison instead coating nearby hostile targets in paralytic agents that briefly reduces their attack and casting speed by 20% for 1 second per combo-point spent.

Wound Poison causes Keen Eye to inflict a haemorrhage effect, causing the target to violently cough up blood as a DoT effect for a number of seconds equal to three times the combo-points spent on the ability.

Deadshots also turn Slice and Dice into the ability Cunning Shots, reducing the attack speed of the ability to 25% instead of 50%, but enables an additional target within 10 feet of the primary target to be attacked at full strength, for every two combo-points spent on Cunning Shots.

Double Charge replaces Kidney Shot, with each combo-point spent, the damage increases by 5% and the target is pushed back 5 feet, to a maximum of 30 feet. Non-elite targets pushed back 20 feet or more are knocked prone for 1-3 seconds as the overcharged round, or enchanted arrow, punches into and through their defences.


There are more, but I think I’ve blathered on quite enough. Do you think adding another specc would work to finally add other classes into the game as a ‘specc’ and thus avoid more Balancing Hell for the devs, or is this just going to create a mess anyways?

1 Like

I’ve long been an advocant for class skins.

The issue with adding new classes (or specs) is that it’s hard to do everything that would be fun to be, while also being balanced and distinct from everything else.

A Necromancer is very similar to a Demonology Warlock. So they could just make Necromancer a class skin for Demo locks. Different spell effects, different minion models, but the same mechanics.

They can pretty much churn out as many class skins as their art team can keep up with. And we could get a lot.

If Blizz wants to get creative, we could have a questline like unlocking allied races for how our Warlock uncovers necromancy.

5 Likes

Nope. This has been suggested numerous times and every time there have been countless problems pointed out about it. One of the biggest is that Demo Lock conjures an army of Imps that cast Fire Bolt, necromancers would create an army of Ghouls that claw their enemies. A cosmetic reskin would NOT change the ranged spell cast of Imps into Melee claw attacks.

1 Like

Prank Mage

  • Arcane Tickle - Reach out to the target and tickle them with arcane feathers for fifteen seconds. Their chance to hit targets falls to 20% for the duration.
  • Wedgie of Divine Truth (Replaces Polymorph) - Pulls the target’s underwear over their head. They walk around trying to remove it for up to a minute. Damage can break the spell but it causes the elastic to snap back and inflict 20% of health as damage.
  • Vision of Death - Next person using any of your portals will find themselves falling to the bottom of the Ancient Dalaran crater before being teleported to their correct destination at the last second before impact.

Yes and no. They are about as similar as a druid and a shaman are. Similar yet different.

1 Like

Why would it have to be ghouls doing melee attacks? It could be ghosts shooting shadow bolts for all you know. It’s all just hypothetical at this point.

For what it’s worth, I also think class skins are more feasible than trying to squeeze even more specs in when blizzard already has enough difficulty trying to not just balance them but distinguish them from each other in a meaningful way. Look at all the recent hunter turmoil as an example.

2 Likes

That’s a non-issue. For the imps they can summon acid spitting ghouls, skeleton mages, undead gnomes with slingshots, etc. The limit here is only in creativity.

3 Likes

They aren’t having anywhere near as much trouble as you seem to think… for starters they have never once tried to balance specs to all perform equally, despite how often we as players say they need to. They never have and never will. They intentionally maintain an imbalance to move players around to different classes and specs. It’s purely intentional when a top spec drops to bottom tier over a balance pass. From a game development standpoint they are making the right call to not perfectly balance them too. It creates variation and adds levels of difficulty to the gameplay experience.

Imagine for a moment if every mage spec output the same DPS. Fire spec would be immediately deemed permanent trash tier even though it does the same DPS as both Frost and Arcane. Why? Because Frost had built in CC making it top tier for PvP and Solo content and Arcane is filled with AoEs and instant casts making it the go to for dungeons and raids, meanwhile Fire is largely single target with long cast times and zero utility. You can actually see this effect in the current game, fire isn’t topping the charts like they have in previous expansions, even though their DPS isn’t actually lagging behind Frost or Arcane currently they aren’t as desirable.

As for the recent hunter fiasco, that simply showed how out of touch a few of their devs actually are with the playerbase.

Imbalance is not intentional. It’s just a consequence of having too many specs to balance and Blizz often goofing up the balance. There are no devs secretly deciding that imbalance keeps players respeccing and playing more.

No, it is absolutely intended. The sheer degree of it may not be 100% intentional, and on occasion a class or spec may end up much stronger or weaker than intended due to a coding error or an unexpected interaction. But in general, yes, they actually do intentionally maintain an imbalance.

They aren’t. You’re just coming up with a motive for why they might want to intentionally imbalance the game and then deciding that’s what’s actually happening.

Not even remotely. I’m telling you this from having witnessed the way they have balanced the game since launch and from things they have even said during live streams, expos, and interviews. They do not, have not, and will not balance every class and spec against eachother. They balance them to perform within certain content, and they maintain a deliberate imbalance between them to keep things changing and varied.

Do keep in mind Blizzard has been trying to push WoW as an esports game since before they introduced mythic dungeons. Perfect balance makes for less interesting match ups and less versatility in playstyles. Imbalances allow them to shift things around and create shakeups within their esports tournaments between seasons. As frustrating as it may be for the rest of us, class balance is largely centered around keeping things interesting within their esports community. If Frost DK sees too much use in a couple seasons, then it gets nerfed to allow for another spec to take the spotlight. Its how things have been for over a decade now.

Unless there’s hard evidence of this, you need to say “in my opinion”, because it’s clear you’re speculating.

Specs that consistently perform at the top get nerfed because Blizz has deemed that they’re overperforming. It’s not evidence of Blizz intentionally imbalancing the game - it’s the opposite actually.

If Blizz could balance the game perfectly, they would. It’s just not possibly feasible.

Skeletal mages was just an upgrade they had back in WC3 even, they’re literally the first thing that comes to mind when I think of Warcraft necromancers.

Aug was planned in advance along with the rest of the class and was added in a later patch because it was a plot element that the dracthyr’s black dragon essence, which powers their earth-controlling abilities, was still weak after they had woke from stasis, or the devs had to release the class with only two specs because they were pressed for time and the previous explanation was a convenient handwave. Either way, they’re not something pulled out of thin air.

They’re not going to add a ton of new specs because that would be the equivalent of making multiple new classes and divvying them up between the classes we have now. If 13 new specs in one expansion wasn’t a pipe dream already, then Hero talents basically sunk that chance even further because they would have to redesign a lot of those trees to fit a sudden change in spec lineups for most classes.

The last time multiple classes were heavily redesigned was Legion, which gave us specs like Outlaw and current Survival. I doubt there will ever be a shakeup that big again for the same reason there will never be another Cataclysm-level world revamp.

Absolutely not. I’m tired of suggestions for necromancers to be shoehorned into an existing class. Doing so to priests is especially an abomination when the class’s themes are using the Light to heal allies’ wounds and the Void to destroy enemies’ minds, not using both to raise armies of the dead. Never once have I played a priest and thought “Boy, I sure wish this class had a spec that used its existing Light and Void powers to both shepherd the dead to the Shadowlands and force it into servitude.”

A skin for warlocks won’t happen because so much of the class’s identity is based on the use of demonic magic that it’s nigh-impossible to replace it all with necromantic themes. There will never be a 1:1 undead equivalent of each demon, because the species of demons in-game practically eclipse the scant few varieties of undead. And it was said somewhere that the warlock devs don’t want their demons’ barber options to include radically different silhouettes. There’s a reason Demo is based around summoning imps; an army of 15 skeletal mages or banshees would get claustrophobic quickly.

Though it’s unlikely, a real necrolyte class would be preferable to the necromancer fantasy being shoved into another class. Demo plays differently from BM, which plays differently from Unholy, so I don’t know why people can’t fathom Demo coexisting with a necrolyte’s minion-summoning spec.

I’d rather see DK’s get this as a ranged int based spec. Yes I know, people don’t think a necro should wear plate but whatever, there’s plenty of DK outfits with robes. Plus I’d like to see more classes with both a tank spec and a true ranged dps spec.

I’d love this as a replacement to their inability to figure out MM hunter. A ranged gun spec that had nothing to do with nature bs would be great.

My biggest request would be adding Gladiator Warrior back as its own spec, a dps sword n board spec.

Would love a Witch class!

pls and thx