Might not be a full class but what unit in WC3 was the shadow priest?
Tinker depends on whether Blizzard wants to revert their stance on engineering which may be possible as engineering is doody in shadowlands. It might be getting the “we’d rather you not play demonology” treatment.
It all depends on where we go after shadowlands as they will want to tie a new class to the overall theme of the expansion.
Mind Control.
Silence.
They even have Flavor abilities like Psychic scream.
They can Drain life too, with Vampiric embrace. But that’s admittedly closer to Warlock.
You’re arguably a little closer to a Banshee at that point. But you still have all the most powerful Dark Ranger abilities on one class.
In my opinion. The Tinker Class and the Enginneering profession don’t conflict with eachother that much.
Engineering in its current state creates scopes, a few toys, and out-of-combat utilities like portable transmog.
This doesn’t thematically conflict with the Tinker unit from Warcraft 3. Who built pocket factories, fired missile barrages, and tanked in a heavily armored mech suit.
You can have a profession in game, and a class too. They aren’t really restricting each other at all.
(and theoretically, If tinkers used Ranged weapons, they’d be great to pair with the engineering profession to get scopes.)
If that’s the case then you should be able to easily and quickly articulate that difference. Refusing to do so isn’t an argument, it’s conceding the point.
The existence of rogues, feral druids, and monks disagrees with you. Spend energy to build combo points to perform direct damage or DoT finishing moves. All that separates them are aesthetics and class fantasy.
Ad hominem is the last resort of a person that knows they don’t have an argument.
…wut? So play a mage and just stand in melee range. If you have all the tools and ranged abilities of a mage AND melee abilities, that wouldn’t be OP at all. Or to balance it out, neither toolset would be good and they’d feel bad overall.
I think what was mentioned above is as close as we’ll get. Magic based melee classes.
I do think of the BFA cinematic with sylvanas every time I hit void eruption…
The only reason I bring up conflict with tinker and engineering is because there was an ild interview with a dev that stated that engineering is why they don’t consider tinker for a new class.
Monks don’t fit into that description and don’t have stealth as a mechanic. Generally feral druids have access to other druid tools that rogues in general don’t have and vice-versa.
I do agree that a spellblade could be differnt than enh shaman in many ways.
Warlock’s have several unique specialties that stem from their connection to the Burning Legion. Warlocks don’t summon simple familiars, which are magical constructs. They summon Demons, which are living creatures with various different abilities, and utilities.
Warlocks also have Curses, an embodiment of their skill with dark magic. Warlock’s biggest and most damaging abilities do not come from them. They come from summoning the most powerful of demons to their side.
All of this is decidedly unlike mage. You happy?
My problem is you aren’t asking for a class that does something different from enhancement. Most people are just asking for enhancement.
They want a class that empowers weapons with magic.
Uses a Hybrid of Magic and Melee damage
And empowers Melee through magic, and empowers magic through melee.
Well, Enhancement shaman is a class that:
Empowers weapons with magic
Uses a Hybrid of Magic and Melee damage
and Empowers their melee with magic, and empowers their magic with melee.
Red Mage is iconic to the FF series. It feels alright to play, but eeeh. Cast some spells to build up your melee attacks and dive in to slash for a second. That playstyle would probably feel horrible in WoW’s gameplay even if it works in FF14.
I write most of this off. The devs also said the cannon in bilgewater harbor would fire.
The Devs also said the Night Elves got their revenge
the Devs also said we wouldn’t get vanilla.
I really don’t care what the devs say until it is reflected in game.
I do agree that stealth, or lack thereof, differentiates them more from feral and rogue than feral and rogue are differentiated from each other. I was primarily looking at the core combat mechanics. If mana mattered, even retribution paladins could fall into the same “spend resource to generate smaller quantity of more impactful resource” achetype.
It is pretty well-reflected as we don’t have tinkers as a playable class yet
Maybe they will try to blindside us with a class nobody will see coming, like monk was.
New Hero Class: Chef, with all the class fantasy of Nomi.
Or: Angler: seeing as fishing pole is already a weapon type and that it has a legion artifact they will just try to work with what they got. It would be like playing the Big the Cat part of sonic adventures all the time.
Obviously I’m joking but it is fun to think about.
So: I see why you think this. But I disagree with this logic.
I Think Blizzard’s class implementation is predictable, I don’t think they try to blindside us.
Here’s why:
Every single class added to WoW has been based directly off of one specific hero unit.
Death Knights, Demon Hunters and Monks. the 3 newest classes are all almost carbon copies of their Hero units from Warcraft 3. (i.e Death Knight feels like death knight. Demon Hunter feels like demon hunter)
Blizzard actively wants to add classes that are rooted in the pre-established warcraft universe.
This is done for 2 reasons. It’s great for fans, and it’s easy for Blizzard.
Following this behavior pattern. This has made blizzard money, fans, and great selling expansions.
I see no logical reason why this behavioral pattern would suddenly stop in order to provide a class that no one thought was coming.
And all of that is aesthetics and class fantasy, not core mechanical differences. At their core, both classes are ranged spellcasters that use channeled, cast-time, instant, and DoT spells and both can use pets or choose not to.
Here’s your argument used for spellblades:
Spellblades have several unique specialties that stem from their connection to the Arcane. Spellblades don’t draw on the Elements, which are beings from the Elemental Plane. They use the Arcane, which is a completely different source of power.
Spellblades also have Transmutations, an embodiment of their skill with Arcane magic. Spellblades’ biggest and most damaging abilities do not come from nature or fire. They come from summoning the most powerful of Arcane forces to empower their weapons and increase their martial skill.
All of this is decidedly unlike Enhancement Shaman. You happy?
Damage over time spells and pets. What makes them curses and demons is 100% aesthetics and class fantasy.
The only Arcane element is the prison itself, which isn’t what shaman draw on for their power. They draw on the power of the elements and the elemental beings within. That’s the same aesthetic and class fantasy that separates elemental shaman from warlocks.
The same could have been said of Death Knights, Monks, and Demon Hunters. Spellblade is something that exists in the game. It exists in the fantasy. It just hasn’t become a playable class or spec, but that doesn’t mean it can’t or that it doesn’t make sense.