In the lore they did. Where is the drust magic in the druid kit?
And yet, way way back, the Alliance and Horde aided the Zandalar Tribe. I grinded out Hero of the Zandalar Tribe achievement years ago hoping that they would eventually become available.
All of it?
Kul Tirans have bespoke forms - the bramblebear, the thornclaw wolf, a wicker construct, etc.
Nah I doubt it. Once you kill someones king that pretty much screws you over.
Name one playable spell for druids that have a drust animation.
Cat Form.
Bear Form.
Moonkin form.
Travel Form.
Lol outside of druid forms
I can’t think of any death magic in the druid spell list.
Those are all spells from the Physical school. They are not Drust death magic
Thats like putting Orcs and Humans on the same factions. They hate each other.
Me either. … they just want to argue.
The Thornspeakers do not call upon Ardenweald for their magic, they tap into the same stuff as regular druids - life. They just come at it from a different direction than other druids do. This is why they are a breakaway group from the rest of the Drust.
“Drust magic” is more than just ‘death’ - it’s the magic intertwined with the philosophy and lore of their people. So Kul Tirans are using Drust magic when they partake in druidism. They are not using death magic, however.
This is the same as saying all the spells humans use are “Human magic”, despite it encompassing a wide array of schools of power: light, shadow, arcane, fel, life, death.
I think what people want is death magic and dark Voodoo though.
Could easily be accomplished via glyphs to give people that kind of vibe, but then they wouldn’t be druids anymore.
One could argue that Tinker could be accomplished through hunter with Glyphs. The point of the thread is people want Witch as a full class. The point of the thread is not glyphs.
The “man” on the word Shaman, is not related to man or woman for english, so the plural version es “shamans”.
Glyphs seem like a boring way to deal with it.
I don’t see enough distinction from “Shaman” and “Witch”, when Shaman also fills the void of witchdoctor within the game as well. Even the final boss of Brackenhide, Decatriarch Wratheye, is just a shaman with different visual effects.
No one is very interested in arguing with you. Cool you don’t see a difference others do.
They could implement this as a kind of hero spec/4th spec for shaman, but I don’t think there’s just enough depth there for a whole new class with 3 new specs on its own.
Most of what was described by the OP is just variants of the existing Resto/Elementa/Enhancement trees for the most part.
Spirit Synergy:
Abilities that could enhance or synergize with active spirit beasts, allowing for combo-based gameplay where players can chain attacks with their spirit companions.
So… Spirit Wolves.
Fetish and Cauldron system:
Summon Cauldrons and Fetishes to strengthen allies with magic or harm enemies.
Totems.
• Poison and toxin damage:
Utilizing spells that inflict poison debuffs on enemies, potentially with stacking effects or area-of-effect damage
Flame Shock, Lava Burst, etc.
• Voodoo-themed abilities:
Spells that could involve rituals, curses, or channeling spirit energy to inflict damage or control enemies.
Literally already on the chassis in the form of Hex.
• Healing through sacrifice and Potions:
A potential unique mechanic where sacrificing a pet or using a portion of your own health could provide healing to the party. Life stealing spells sustain the Witch Doctor’s health
About the only unique thing, and one that is not well represented in the game. However, given how dangerous much of the content is already at higher levels, sacrificing your health to heal others makes that essentially a non-starter.
A better way to implement it would be something like Evoker’s Mastery - you heal more, the higher your health is.