Stances for All Classes

TANK/DPS/SUPPORT

I have a suggestion that Blizzard and Players might enjoy.

Instead of switching subclass roles for example from Frost Mage to Fire Mage to Arcane Mage out of combat, there should be a simple transition inspired by the monk class called a “Stance”.

Each Class has 3 Stances that represent Tank/DPS/Support. Toons can change between Stance roles in and out of combat very quickly. The purpose of the Stance role is to make toons better at handling aggro and survivability (Tank), increasing maximum damage (DPS), and providing essential support in a group (Support).

When a toon changes a Stance they switch into a subclass role specialized for that purpose. Their major attribute on all their gear changes for example Agility to Intellect. No more worrying if an item drop has the right major attribute. The Toon main Action bar (not side bars) changes to the Stance role as well. The Player decides if they want the appearance of their toon to change as well by setting up a transmog for each Stance which includes different enchantments, socketed gems and equipped items and weapons. The Player can also choose talents and set up the main Action bar for each Stance. The difference between the old way and this way is faster and more convenient way of changing between subclass roles even while in combat.

Every Class has a Tank/DPS/Support role but some classes might not exactly be the best for Raid Tank or a Dungeon Healer type role. For example a Death Knight has a Tank role called Blood and a DPS role called Frost but no Healer role. A Support stance doesn’t have to imply a healer but rather a role that can greatly increase survivability of the party such as Unholy calling upon the Army of the Undead or using AoE plague and chain attacks to slow, debuff or remove buffs from enemy targets or raising allies up as Ghouls.

In short, every Class can fill the role of Tank, DPS and Support and que faster into Dungeons and Raids or change playing styles in PvP or PvE. If a party finds itself in a difficult situation then any toon can change their Stance to best fit their circumstances. Players can even enjoy playing a Tank or Support Stance role in PvE.

Here are the Classes and suggested Stances:

Death Knight:
Tank - Blood
DPS - Frost
Support - Unholy

*Unholy can call upon the Army of the Undead, Raise Allies (in combat) as Ghouls and use AoE plagues and chains to stop mobs cold in their tracks.

Demon Hunter:
Tank - Vengeance
DPS - Havoc
Support - Acolyte

*Acolyte is a disciple of Illidan that fulfills a Support stance role providing group support rather than act as a party healer. For example an Acolyte could fight as powerful as Vengeance and Havoc but lend their power (Orbs) to other players in the group.

Druid:
Tank - Guardian (Bear)
DPS - Feral (Cat or other Beasts)
DPS - Balance (Moonkin or Toon)
Support - Restoration (Tree or Toon)

*A Druid’s ability to change animal forms is a Stance role change. No more worrying about switching between Tank Bear, DPS Moonkin, DPS Cat or Support Restoration. All foes will be quickly vanquished into the Emerald Nightmare.

Hunter:
Tank - Beast Mastery
DPS - Marksmanship
Support - Survival

*Beast Mastery can use pet companions to stomp enemy targets while Marksmanship deals critical blows to enemies. Survival can provide stealth, place traps to stop mobs and keep party members alive longer. Recommend a raise ally in combat for Survival in the form of First Aid.

Mage:
Tank - Frost
DPS - Fire
Support - Arcane

*All three Mage types are power houses of damage but Frost can use their Water Elemental and Cold Spells to aggro enemies. Arcane should have more spell utilities to boost party power and provide magic shields and combat portals. Fire is pure adrenaline action of massive damage and fury.

Monk:
Tank - Brewmaster
DPS - Windwalker
Support - Mistweaver

*The Original Class to have Stances will now be able to flow more fluently between roles to provide a more exciting Kung Fu experience.

Paladin:
Tank - Protection
DPS - Retribution
Support - Holy

*Paragons of Justice will now easily change Stance roles to become an unstoppable Heroic Class of Azeroth.

Priest:
Tank - Discipline
DPS - Shadow
Support - Holy

*Discipline can mitigate damage while maintaining aggro on several enemy targets. Shadow is DPS with the help of Shadow Fiend and Mind Spikes. Holy provides incredible party heals using different ancient and powerful mantras. Recommend an Old God forbidden mantra for Holy something like Oblivion that wipes out massive number of enemy mobs.

Rogue:
Tank - Outlaw
DPS - Assassination
Support - Subtlety

  • Outlaws draw the ire of their enemies and are able to sustain damage in direct combat using their honed skills while Assassination who is the Master of Poisons wreak havoc on their enemies from behind. Subtlety will provide amicable party support with group stealth, traps and poisons while wiping out enemies.

Shaman:
Tank - Enhancement
DPS - Elemental
Support - Restoration

*Enhancement drops their war totems and takes on their enemies in close combat alongside summoned Elementals while Elemental provides lethal support from totems of power but at a safe distance. Restoration will use totems of balance to restore the health of allies with purifying Elemental magic and provide Elemental protection barriers.

Warlock:
Tank - Affliction
DPS - Destruction
Support - Demonology

*Affliction summons their tank demon to suppress the enemies advances as Destruction rains down death from above and from afar. Demonology summons multitudes of demons to attack and hinder the enemy while providing combat summoning portals and healthstones to protect the party.

Warrior:
Tank - Arms
DPS - Fury
Support - Protection

*Protection’s unique shield ability can help defend the party against enemy mobs while Arms brings on major pain as Fury reins down death in a single crushing leap.

+++++
If my first suggestion is not for you then here is my second suggestion:

Instead of switching subclass roles, put all the talents and abilities of the subclasses into a tree list that Players may choose from using talent points.

For example a Priest might spend talent points to obtain Shield, Shadow Fiend, Mind Spikes and Prayer of Healing… All at their disposal at once on their Action bar using the same Power Source.

For Classes that have different Major Attributes they can be co-shared on their equipment items and weapons. For example, a Druid can still benefit from their gear for Feral attacks that require Agility and Balance spells that require Intelligence. The gear will provide both Major Attribute stats with an equal number of points.

Same goes for Enchantments and socketed Gems.

This method creates much more versatility, less hassle and inspires more creative imagination and fun. No Toon of the same Class will be exactly alike. No more switching between subclasses. Each Class subclass abilities and talents will use the same Power Source.

Power Source Example:

Death Knight: Runes
Demon Hunter: Chaos
Druid: Nature’s Balance
Hunter: Focus
Mage: Arcane Orbs and/or Mana
Monk: Chi
Paladin: Holy Power
Priest: Spirit and/or Insanity
Rogue: Combo (Strike) Points
Shaman: Elemental Power
Warlock: Soul Crystals
Warrior: Rage

Again these are just suggestions to easily change game play and make adventuring more fun!

This kind of just sounds like classic’s talent system.

But they gave everyone trees that let them play obscure versions of roles they are not known for.

Kind of like how Shaman had a weird makeshift tank setup that was not really intended.

They were intended to have a tank spec to mirror the paladin but they seemed to give up on it at some point while leaving some tank talents in.

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So pretty much every class can do what a druid does when they shapeshift if they need to off-tank or something?

oh… so it kind of was intended?

It was 100% intended.

just not delivered :pensive:

rip the earth aspects of shaman

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rip the dream.

I really like how the monk class inspired this for you, and not warriors who have actual stances with different abilities activated, on Classic.

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Please no. I know you put a lot of thought into this but, I apologize for saying this, it’s not a good idea. This change would cause a huge drop in subs. The thing is that not every spec needs a tank/dps/support spec. If you want to play heals then play a spec with heals. Don’t force a pure dps spec to give up a spec to play tank/heals. For one, Blizzard is horrible at balancing so that would suck for people who only want to dps. For two, most people literally chose a pure dps to never play tank or heals. If they wanted to tank or heal then they would’ve played one. For three, wow has become a numbers game at end game in higher tiers so having a support role that can’t be measured by dps, hps, or tanking mech would cause a lot of people to get kicked from groups (looking at this realistically). Lastly, all classes are unique. Not one spec plays the same right now. You’d have more classes that would play the same if you did this. Only so many ways to tank/support. Adding additional talents to diversify a spec would be better imo. Giving prot warriors a talent of your cool spell beyond intervene in place of a talent that gives more mitigation or more damage could be an example.

Side note: Demo would 100% be a tank over Aff. Just throwing that out there, lol.

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You think the game is hard to balance now? How do you think things are going to work when every class can swap specs instantly in combat?

Lmao nah this is not a good idea my friend

So is this the idea for Guild Wars 3 :thinking:

No.

GODS NO.

Enhance is NOT a tanking spec.

Shaman is the ONE class that needs a fourth spec added specifically for tanking using our underused Earth Abilities.

Heck yes. Demo would make WAY more sense.

I don’t think OP put ENOUGH thought into this.

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It would fit the element theme too.

Earth - Tank
Water - Resto
Wind - Enhance
Fire - Elemental

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This would be kind of cool to play.

Edit: fixed the quote

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Yes for warriors, DKs and Hunters. No to everything else.

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I’d rather keep Enhance as a melee spec and have an Earth based tanking spec instead.

This is how I’ve always felt they needed to do it.

NOt that any one spec wouldn’t have access to all the elements, but the main focuses should be set up like this.

Earth for Defense, Water for Restoration, Wind for “Enhancement” (I.E. attack speed), Fire for Destruction.

Blizz. Hire me. I’ll fix Shaman once and for all.

Edit: Blizz needs class leads again. Lines of thought like this prove it.

Got distracted and quoted the wrong thing. I think a 4th spec would be cool.

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Eh… I kinda like playing a pure DPS class that can never be expected to tank or heal sometimes. Would be a shame to lose that.

As I said, not all Tank roles would be suitable for Dungeons and Raids. That would require major changes in the Subclass. I’m not advocating changing any subclass only that you can switch between them instantly even in combat.

My second option was trees that take skills that already exist and makes them available to any subclass to make it more fun. I didn’t entertain changing the skills only offering them like a buffet or tree where you use your talent points to pick and choose.

I find most players don’t know how to play all three or four of their preferred Subclasses. Some skewered the idea of an Enhancement Shaman being a tank. Enhancement Shamans get into melee fighting. They don’t hang back like Enhancement and Restoration who are very vulnerable to damage. Melee is the key to being a tank. Would an Enhancement Tank do well against a raid boss? Most likely not but they could be good as a backup tank.

So there is no “balance” issue as skills do not change. What changes is the ability to switch subclass in combat or pick and choose what skills you want for your toon. WoW will NEVER be balanced.