Spellblade class

Regarding WOW Forever

I have designed a class and their talents for a rough idea of something unique and gives a new playstyle for dps and tank. I want to share the talent trees and class abilities that I have created and see what you guys think. I am sure that there may be broken loops, or values may not be balanced, but that is not the purpose of this. It is the potential framework to build something that can fit nicely and not be broken, but have a forgivable playstyle and a high ceiling play style.

Class abilities:

Level Ability Rank Effect
1 Measured Strike 1 Empowers the next Blade or Rune auto attack, causing it to deal +8% damage.
1 Charged State Passive While at least 1 stored proc is present, the Spellblade deals +1% damage. Does not stack with additional procs and ends at 0 procs.
4 Blade Infusion 1 Mana-infused melee weapon attack. Costs 20% max mana, deals +30% damage, and has a 5 sec cooldown.
6 Volley 1 Costs 10% mana and forces the equipped Rune to immediately fire 1 basic shot. 1 sec cooldown.
8 Excited State 1 When a weapon or Rune attack generates a proc, the next weapon or Rune attack deals +3% damage. The generated proc remains banked.
10 Measured Strike 2 Increases the next Blade or Rune auto attack’s bonus to +12% damage. Final rank.
12 Keen Insight 1 Consumes all stored procs. Each proc consumed increases the attack’s damage by 3%. At 15 procs, this is +45% damage.
14 Reclamation 1 2 sec channel that draws mana from the environment and restores 10% max mana.
16 Blade Infusion 2 Mana cost increases to 25% max mana and increased damage becomes +35%. Retains the 5 sec cooldown.
18 Volley 2 Costs 15% mana and forces the equipped Rune to fire 2 basic shots from one cast. Retains the 1 sec cooldown.
20 Blended Tactics 1 45 sec cooldown. Opens a 6 sec build window. Rune attacks build Blade charges and Blade attacks build Rune charges. Autos and active attacks count. No numerical charge cap. Charges remain for up to 20 sec afterward. The corresponding opposite-side attack consumes its charges for +1.5% damage per charge.
22 Keen Insight 2 Retains Rank 1 and grants +0.5% Agility per proc consumed for 4 sec.
24 Reclamation 2 Retains Rank 1 and grants an absorb equal to 4% max health for the duration of the channel. The absorb disappears when Reclamation ends.
26 Excited State 2 Each proc-generation event has a 2% chance to double the proc gained, turning a normal 1-proc event into 2 procs.
28 Blade Infusion 3 Each use has a 25% chance to grant Harmony for 4 sec. Harmony allows one eligible ability to be used for free. It does not bypass normal range or cooldown requirements.
30 Mail/Chain Proficiency — Spellblade gains proficiency with mail/chain armor. General class unlock, not a specialization talent.
32 Blended Tactics 2 Retains Rank 1. Reaching 7+ charges grants Harmony.
34 Reclamation 3 Retains previous effects and allows the Spellblade to move while channeling Reclamation.
36 Keen Insight 3 Retains previous effects. Using Keen Insight also grants Insight for 4 sec, providing +3% Dodge and +3% Parry.
38 Excited State 3 Adds a separate 4% chance to gain +1 additional proc whenever a proc-generation event occurs. This roll is independent of Rank 2’s 2% doubling chance.
40 Harmonic Resonance 1 Whenever Harmony is consumed, there is a 4% chance to restore mana equal to the normal mana cost of the ability Harmony made free.
42 Blade Infusion 4 If Insight is active when Blade Infusion is used, Blade Infusion deals an additional +5% damage.
44 Blended Tactics 3 Retains previous effects. 7–9 charges grants 1 Harmony use. 10+ charges grants 2 Harmony uses total.
46 Harmonic Resonance 2 Whenever Harmony is gained, reduce the remaining cooldown of all currently cooling-down spells and abilities by 3 sec.
48 Reclamation 4 For 5 sec beginning when Reclamation starts channeling, each damaging mana-based ability that hits the Spellblade has a 2% chance to grant mana equal to that enemy ability’s mana cost. Incoming damage still occurs normally.
50 Rune Enforcement 1 Empowers the Rune’s abilities/effects, not its base attack damage. A DPS Rune receives a single +400% increase to one Rune ability/effect. A Ward Rune gains +50% armor and +200% to any Ward Rune ability/effect for 5 sec.
52 Fine Edge 1 Preparation ability. Adds a magical edge to the Blade for 10 min, increasing base Blade damage by 4%. Stacks with other weapon enhancements such as sharpening stones.
54 Permanance 1 Upon death, the Spellblade continues to live for 3 additional seconds as a magical visage before fully dying.
56 Blade Infusion 5 While Insight is active, Blade Infusion’s mana cost is reduced by 20 percentage points, from 25% max mana to 5% max mana. Rank 4’s additional +5% damage during Insight also applies.
58 Spell Sense Passive The Spellblade’s magical attunement grants +4% Dodge chance against magic spells.
60 Burning Presence Passive While holding more than 20 stored procs, nearby enemies take damage every second equal to 0.5% of the Spellblade’s mana and receive +2% movement speed.

DPS talents:

Level Ability Rank Effect
10 Runic Conservation 1 Rune attacks have a 2% chance not to consume a Rune charge.
10 Arcane Efficiency 1–3 Reduces Mana Slash mana cost by 5% / 7% / 9%.
10 Runic Preservation 1 Rune and Blade Carvings last 10% longer.
15 Evasive Instincts 1 While below 30% health, gain +5% Dodge. Passive with no cooldown; disappears when health rises above 30%.
15 Rune Attunement 1–2 Equipped elemental Rune grants +1.5% / +3% resistance to its corresponding element.
15 Rune Step 1 Become immune to all damage for 2 sec, including fall damage. You cannot attack, cast, or deal damage during the immunity. Existing DoTs remain but deal no damage during the 2 sec. 90 sec cooldown.
20 Runic Momentum 1 Gain +1 Haste Rating per active stored proc. The Haste disappears when the corresponding proc is consumed or expires.
20 Runic Vitality 1 Every 5 Haste Rating from gear grants 1 Stamina. Temporary Haste from procs/effects does not count.
20 Blade Sweep 1 Martial attack that hits the primary target plus up to 3 secondary targets in a 90° arc within 5 yd. The primary target uses the normal 3% active-attack proc chance. Secondary targets initially cannot generate procs.
25 Rune Shot 1 Fires an empowered Rune shot that consumes 2 Rune charges and deals 120% of the Rune’s base value.
25 Clear Mind 1 Increases mana regeneration by 10% for 8 sec. 45 sec cooldown.
25 Runic Efficiency 1 Rune abilities cost 3% less mana.
30 Blade Tempo [Blade Tempo Path] 1 Consecutive successful Blade strikes against the same target grant +1% Blade/melee attack speed per strike, up to +6% after 6 strikes. Switching targets or breaking the attack sequence resets the buildup.
30 Runic Focus [Runic Focus Path] 1 Consecutive successful Rune hits against the same target grant +0.5% Rune/ranged attack speed per hit, up to +6% after 12 hits. Switching targets or breaking the sequence resets the buildup.
30 Combat Flow [Combat Flow Path] 1 Reaching 5 stored procs grants +2% Blade and Rune auto-attack speed for 15 sec. Once triggered, spending the procs does not remove the buff. Retriggering refreshes the duration rather than stacking it.
35 Sweeping Opportunity [Blade Tempo Path] 1 Blade Sweep’s up to 3 secondary targets each gain an independent 1% proc chance. This is not a flat +3% chance.
35 Runic Inscription [Runic Focus Path] 1 All engraves/carvings gain +15% to their effect. This improves effect strength, not duration.
35 Flowing Momentum [Combat Flow Path] 1 While holding 6+ stored procs, gain +15% movement speed. The bonus immediately disappears below 6 procs.
40 Arcane Thrust [Blade Tempo Path] 1 Melee sword attack dealing 110% base sword damage. Against a target with mana, siphons 4% of the target’s maximum mana. Mana gained is capped at 8% of the Spellblade’s own maximum mana. Against targets without mana, it simply deals its normal damage.
40 Rune Burst [Runic Focus Path] 1 20 sec cooldown. Point-blank AoE centered on the Spellblade using the current DPS Rune’s damage type and associated rider. Does not destroy the equipped Rune. Arcane Convergence can later allow it to detonate at range.
40 Mana Vault [Combat Flow Path] 1 Creates stackable Mana Vault charges. Each stack costs 30% maximum mana, with a maximum of 10 stacks. Autos do not consume them. Any intentional/active Blade or Rune attack automatically consumes exactly 1 stack, improving that attack’s normal proc chance: 6% → 8% or 3% → 4%.
45 Mana Conduit [Blade Tempo Path] 1 40 sec cooldown. Charges the Blade with mana and attacks. On the first valid hit, burns 10% of the target’s maximum Mana, Energy, or Rage. The target then receives a 40 sec debuff preventing another Mana Conduit resource burn. Hitting a target already protected by the debuff instead causes the attack to deal +15% damage.
45 Dust Efficiency [Runic Focus Path] 1 Doubles Rune-charge yield from dust without doubling special dust modifiers. Also increases Rune proc chances by +1 percentage point: Rune autos 6% → 7%, Rune abilities/specials 3% → 4%.
45 Combat Mastery [Combat Flow Path] 1 Upgrades Combat Flow. Trigger requirement becomes 3 stored procs instead of 5, duration becomes 20 sec instead of 15, and it retains the +2% Blade and Rune auto-attack speed. Refreshes rather than stacks.
50 Runic Annihilation 1 Consumes 5 stored procs immediately on initiation. Naturally a ranged Rune ability where Rune energy is charged into the Blade. Outside melee range, charges for 4 sec before launching the Rune-powered attack. Within melee range, charge time drops to 1.5 sec and the attack is delivered directly through the Blade. Interrupting, canceling, or failing the attack does not refund the 5 procs.
50 Spell Dance 1 8 sec DoT consuming 5 Rune charges. Deals damage across Arcane, Lightning, Frost, Fire, and Shadow. Each school deals total damage equal to 1.5% of the Spellblade’s own maximum health, for a potential combined 7.5% if all five connect. Each damage school checks resistance independently.
50 Arcane Convergence 1 For 10 sec, every ability can be delivered at the maximum range the Spellblade can normally cast at. It changes delivery rather than damage/effects. Runic Annihilation’s charge time still depends on the target’s actual proximity.
50 Leather Mobility 1 Wearing leather in every armor slot grants +10% movement speed. Equipping any mail disables it. While using the all-Leather route, total bonus movement speed is capped at +15%. This cap applies to movement speed, not attack speed.
55 Arcane Whip Choice 25 yd range, 45 sec cooldown. Deals no damage. Forces the target to walk toward the Spellblade for 1.5 sec. During the forced movement, the target cannot attack or cast. This is forced movement/control, not a standard stun.
55 Rune Blade Choice For 4 sec, the equipped Rune manifests as a second magical Blade. Normal ranged Rune abilities, including Runic Annihilation, are unavailable during the effect. The Rune Blade mirrors the equipped physical Blade’s base weapon damage as a second physical hit and adds the equipped Rune’s normal elemental on-hit effect. It does not duplicate entire abilities, utility, resource burns, debuffs, DoTs, proc effects, or other riders.
60 Ritual 1 Places the equipped Rune and creates a massive Rune art on the ground for 6 sec. 40 sec cooldown. While standing within it, Rune attacks deal +40% damage and Blade attacks gain +20% attack speed. Leaving the Rune removes the bonuses until the Spellblade returns during its duration. Blade Tempo can stack with Ritual, allowing +26% Blade attack speed when Blade Tempo is fully stacked.

Tank tree:

Level Ability Rank Effect
10 Ward Specialization Passive Increases the Ward’s armor/resilience by 400%. This is the core Tank specialization modifier that makes the Ward substantially stronger than a DPS Spellblade using a Ward Rune.
10 Ward Sustenance 1 The Ward costs zero mana while raised. Entering combat automatically raises the Ward if it is not already raised.
10 Mind Warp Passive Provides an Arcane threat modifier, increasing the Spellblade’s ability to maintain enemy threat. No activation or resource cost.
10 Ward Absorb 1 Spend 1 stored proc to immediately gain a personal absorb equal to 2% of maximum health. Baseline cap is 8% max health, requiring 4 procs to reach the cap.
15 Mana Flash 1 Free single-target taunt with an 8 sec cooldown. Deals no damage.
15 Ward Bash 1 Melee interrupt requiring the Ward to be active. It is an interrupt, not a stun.
15 Bulwark Efficiency 1 Doubles the number of Rune charges obtained from dust. Special dust modifiers are not doubled.
20 Greedy Strike 1 Core rotational melee strike with a 35% chance to generate 1 stored proc. No additional riders.
20 Arcane Edge 1 Melee attack costing 5% mana that applies a 4 sec burn. Damage scales with level. 8 sec cooldown.
25 Protection Bubble / Group Ward 1 Converts personal Ward absorb into group absorb. 2% personal → 3.75% group; 4% → 7.5%; 6% → 11.25%; 8% → 15% group absorb. Can consume a maximum of 8% max-health worth of personal absorb. Any personal absorb above 8% remains on the tank. Group absorb caps at 15%.
25 Mana Thrust 1 Reliable sword thrust extending approximately 10 yd. No proc bonus or additional rider.
25 Spirited Fighter 1 Grants party members +3% Haste.
30 Dagger Specialization [Dagger Path] 1 Dagger setup receives the universal Tank weapon bonus of +15 Haste. The active drops the Ward and performs 4 separate dagger strikes. Each strike has an independent 15% proc chance. During the sequence, the Ward is down, including loss of its Tank +400% protection modifier.
30 Sword Specialization [Sword Path] 1 Sword setup receives +5 Haste. Performs a heavy overhead sword attack with a siphon that grants a personal absorb equal to 4% of maximum health. This can stack with existing personal Ward absorb.
30 The Tower [Tower Path] Passive While the Ward is raised, gain +30% armor, suffer -20 Haste, and increase maximum personal absorb by +2 percentage points, raising the normal cap from 8% to 10% max health.
35 Dagger Proc Escalation [Dagger Path] 1 During the 4-strike Dagger sequence, each failed proc roll increases the next strike’s proc chance by +5 percentage points. Sequence begins at 15%; consecutive misses can raise later strikes to 20%, 25%, then 30%. A successful proc does not erase accumulated miss bonus during that sequence. Resets afterward.
35 Sword Overcharge [Sword Path] 1 Overcharges the Sword attack and siphons mana to empower the personal absorb. Allows the Sword path to reach a maximum personal absorb of 20% max health. Exact cost/duration are still TBD.
35 Hold Your Ground [Tower Path] 1 For 6 sec, gain +75% self block chance and a 25% chance to block damage for nearby allies within 5 yd. Movement speed is reduced by 80% for the duration.
40 Critical Opportunity [Dagger Path] Passive Any Dagger critical strike guarantees 1 proc. Baseline personal absorb cap remains 8% max health.
40 Absorb Cash-Out [Sword Path] 1 Removes the Spellblade’s entire current personal absorb and applies that absorb’s numerical value as total DoT damage to the target. It does not deal a percentage of the enemy’s health.
40 Reactive Bulwark [Tower Path] Passive While Hold Your Ground is active, every successful block for either the Spellblade or an ally within 5 yd generates 1 stored proc.
45 Ward Hardening Passive Increases Ward resilience/strength by an additional 100%. Shared talent after the three Tank paths reconverge.
45 Weapon Overcharge 1 Consumes 4 stored procs and performs a weapon strike dealing 2.5× the equipped weapon’s normal strike damage. Shared by all Tank paths.
45 Spirited Fighter 2 Retains the party’s +3% Haste and additionally causes affected party members to generate reduced threat. This replaces/upgrades Rank 1 rather than stacking to +6% Haste.
50 Armor Choice 1 Choose an armor configuration: All Leather grants +10% movement speed; All Mail/Chain is the standard setup; or Plate Hybrid allows a maximum of 2 plate pieces, with each plate piece causing -1% movement speed for a maximum -2%.
50 Armor Rune 1 Only one Armor Rune can be active. A general Armor Rune reduces all non-physical damage by 5%, while a specialized Rune reduces damage from one chosen non-physical school by 20%. Physical damage is excluded.
55 Ward Manipulation 1 The Ward temporarily mirrors the equipped Blade, creating a 5 sec dual-wield window. Consumes all current personal absorb. The percentage of the Spellblade’s maximum health represented by that absorb becomes the bonus damage percentage for both blades. Normal weapon/melee abilities are executed by both blades; utility and non-weapon abilities are not duplicated. The personal absorb is lost.
60 Ward Attunement Choice While the Ward is raised, block coverage expands to 300° around the Spellblade. Only the 60° directly behind the Spellblade cannot be blocked.
60 Blade Mastery Choice Whenever an enemy would successfully block the Spellblade’s weapon attack, there is a 30% chance to break through that successful block and hit anyway.

I am sure that some professional raiders or pvpers will see broken loops or overpowered combos, but it can be scaled back to make them work. I just don’t know where to place the values.

DISCLAIMER: This was a multi-day culmination of me using AI as a note taker and organizer. Every ability and talent is my own idea, but the organizational pattern and vocabulary is AI. I did not prompt this whole class, I used it as a tool to help order my thoughts and I spent hours manipulating multiple values and naming things, as well as describing what I envision that the ability would do and achieve. I tried making something unique and unseen, especially with tank since they all seem boring when I play. Who has seen a tank with a dagger? Not I, but dang I will try to make it make sense!

A thank you to anyone who has taken the time to read this and give constructive criticism! I appreciate feedback, as I will only get better with it, not without it.