Y’all know why you’re here.
Blah blah, Blizzard wants more money. Blah blah, we want an actually fun game. So a lot like the Glyph system, we get something shiney.
Alternate Class Skins.
Warlocks:
- Necromancer : Changes Demons into Undead, changes Warlock spells to have a more Necrotic/Scourge feel to them.
- Summoner : Changes Demons into Elementals, changes Warlock spells to have more Fire/Storm/Ice feel to them.
- Blood Mage : Spells are more reddish and sanguine in nature. Demons are replaced with blood-themed versions, slimes for imps, bloody skeletons for voidwalkers, etc etc. Blizz is the Reskin King, they’ll figure it out.
Shamans:
- Dark Shaman : Changes Spells to have a more foreboding and ominous colour palette, Elementals looks dark and twisted.
- Light Shaman : Changes spells to be more attuned to the Light or positive/flashy, Elementals are Light-Bound or otherwise gilded and noble-looking.
- War Shaman : Changes spells to be more physical looking, similar to how Thrall fights ie lightning bolt is throwing an electrically charged weapon, etc etc.
Warriors:
- Blade Masters : More dynamic poses and attack animations with two-handed weapons and dynamic effects when making melee attacks involving expending rage.
- Gladiator : Dynamic poses and attack animations for dual-wielding weapons and large blood-splatter effects when making melee attacks involving expending rage.
- Warden : Dynamic poses and attack animations with shields and one-handed weapons, and heroic effects when blocking, parrying or taunting enemies.
Priests:
- Tidesage : Spells have a more watery effect, or are water, and more accurately reflect the themes of Kul’Tiras.
- Loa Priest : Spells invoke aspects of the Loa or even summon a ghostly apparition of them for the casting. Loa Priests might go on quests to use specific Loa for their spells.
- Moon Priest : Spells are distinctly Elune themed and eschew the gold of the Light for the electric blue and pale white of Elune’s radiance.
Rogues:
- Horde Assassin: Has more bloody and visceral effects with energy/combo point spending abilities, can leave a Horde Marker on a target to assert dominance.
- SI:7 Agent: Has shadowy and dynamic effects with energy/combo point spending abilities, can leave an Alliance Marker on a target to assert dominance.
- Scoundrel : Has more whimsical and amusing effects with energy/combo point spending abilities, randomly has a NPC run after them demanding the return of their item/take responsibility for X event/why haven’t they called them back yet/etc. Think Jack Sparrow without the nautical angle.
Druid:
- Primal : Wildshape has a more rugged and feral look, combo/energy abilities are more bloody and devastating-looking. (Cat/Bear Druids)
- Ley-Walker : Spells and abilities are more tinged with the arcane and Elune imagery and Wildshape has a more ethereal and elegant appearance (Restoration/Boomkin Druids).
- Wild God Scion: Spells and abilities are more tinged with more elemental and earthy imagery and effects, and Wildshape is more primal and avatistic (Cat/Bear/Boomkin/Resto)
Mages:
- Void Mancer : Everything is void coloured. Your Frost Elemental is an aberration. You have tentacles coming out of socially awkward places. Next.
- Storm Mage : Electrical theme to spells, as well as water effects replacing ice effects. You’re also able to toggle a wind effect so your cloak blows dramatically behind you no matter where you are. Show off.
- Arcanomage : You use technology to simulate or replicate magical effects. Think MacGuyver with sorcery and we’re golden. Fireball is shooting somebody with a gun that emits actual fireballs. Blizzard is a grenade that sprays cryogenic gas. Let’s give the Gnomes, Goblins and Mecha-Gnomes some actual love here!
Monks:
- Burning Warrior : The Monk is on fire. Literally. Their chi-spending abilities come with gouts of flame and flashy effects instead of the normal green chi effects. They also smoke in the aftermath of a battle, and can toggle the effect on or off at will.
- Shado-Pan : Their effects have a more Sha-like effect, or a more shadowy effect rather than the green Chi effects.
- Hungry Ghost : The Monk’s effects appear inverted and rather than green, their effects are red and purple, and their mist like effects are replaced with angry red insect and/or blood effects that represent their inversion of the normal, natural flow of chi between individuals.
Paladin:
- Naaru Paladin : Spell effects and abilities are closer to the crystaline yellow-gold effects of a Naaru and there’s a noticeable angular theme to their abilities.
- An’she Paladin : Spell effects and abilities are more fire-like and sun-based, and there’s a noticeable glow to the Paladin when they enter dark areas.
- Fallen Paladin : Almost no visibly flashy effects, Paladin Mount is duller and less flashy, abilities are more Warrior-like in theme and appearance but still are of the Light.
Hunter:
- Shadow Hunter : Effects are more shadowy and Loa-themed, Bwonsamdi occasionally pops in and offers some one-liners or a reminder of your duty to him. A Rakasha (Spelling?) Mask will occasionally follow the Shadow Hunter around, and appears to (non-functionally) assist the Shadow Hunter in combat.
- Bandit : Effects are lacking a lot of flash and visual spectacle, more blood splatter and sparks when striking armored targets. Guards will remark you look familiar or to ‘watch yourself’. Merchants and criminal NPCs may have unique dialogue.
- Sentinel : Effects are more moon-themed and Elune based, and occasionally a spectral owl will appear, land on the Sentinel’s shoulder and follow them for a short while. The Spectral Owl will aid (Non-Functionally) in combat and will outline non-stealthed Undead and Demons in moonfire.
I am not sure how to tackle Death Knights and Demon Hunters, my brain is mush right now.