Would Multi-Classing be the next best thing to a 'Hero' Class?

Got a dumb idea, and I need to hammer it out onto the Forums so it’ll stop popping up in my headspace.

Rather than level 60 in a straight class, Blizzard offers a side-path, in which you can take levels in a second class. Level 60 is still the cap (or 70 if they pop the level cap next expansion) but you can take 40 levels in your ‘main’ class, and 20 levels in a simplified version of your ‘secondary’ class. You gain access to their armor and weapon skills and unique mounts and skins, but that’s as far as you can go with the ‘Secondary’ class.

And to simplify things even further, you can only level in specific specc of that secondary class, so only abilities unique to all three speccs, and abilities unique to that specific specialisation.

So for example, a level 60 character could be Priest 60, Priest 40/Monk 20, Priest 50/Monk 10 or Priest 59/Monk 1. Players can choose their ‘secondary’ class. At 1st level in their Secondary Class, the Character gains the option to choose two abilities from the Specc they choose as their Secondary Class, and at levels 4, 8, 12, 16 and 20, they gain one more ability from the options, allowing players to tailor this ‘secondary’ class to suit their playstyle and function.

Say you’re a Warrior, but want some companionship and utility on your adventures?

What about a Mage who wants to explore their people’s shamanistic heritage?

A Paladin who wants to more ‘Inquisitor-ish’ and dabbles in the questionable ways of the Rogue?

A Warlock who wants to dabble in the powers of the Shadow?

A Priest who kicks :peach: for the Light?

Let’s go for the first one as an example.

I wanna be Rexxar A Warrior is an up-close melee combat, and with the way the inventory is set up now, there's no room for a ranged weapon slot, so Beast Mastery and Marksman are not really options for a Warrior that doesn't want to be using macros to switch weapons every few seconds.

So they specc into Survival Hunter as their Secondary Class, and Choose [Tame Beast/Call Pet 1] and [Mend/Revive Pet] as their starting abilities. They can now have a pet running around with them, but it is only half as strong as it would be for a level 41 Survival Hunter in terms of stats and DPS. Likewise, the Warrior gains Focus in addition to Rage, but their pool is half the size of a Hunter’s.

At 4th level, they pick [Spirit Bond] to maximise their damage with their pet, but they don’t have any Focus-spending abilities right now, but the 0.5% regen helps with their overall survivability, even if just by a smidgen.

At 8th level, they pick up [Kill Command] to boost their pet’s effectiveness as a DPS partner. It is only 1/2 as effective as a Survival Hunter, but it does tie in with [Spirit Bond].

12th level they pick up [Intimidation] because another Stun is always fun to have at your fingertips.

16th level, they take a lower-level choice, [Harpoon], to supplement their Charge/Intercept/Heroic Leap roster. The fact it also roots the target adds some utility and help for other melee characters who might be struggling to catch up to a speedy target that’s staying out of range of their own slows.

Finally, at 20th level, their final choice is [Command Pet], allowing them to draw out their beast’s latent power, albeit at 50% effectiveness.

While leveling up in this ‘Secondary’ Class, their stats are likewise altered. The normal level-up bonus to stats is split between the attributes favoured by Warriors and Hunters, with only stamina not being affected. IE, instead of +2 Strength and +2 Stamina for a Warrior, or +2 Agility and +2 Stamina for a Hunter, they’d get +1 Strength, +1 Agility and +2 Stamina for each level in their ‘Secondary’ Class. This ensures their Primary Class remains viable, their secondary class can be useful and their health is not unfairly crippled. This also means that mains of the ‘secondary’ class aren’t immediately out-classed by multi-class players, since the multi-class players ‘secondary’ class abilities are 1/2 the strength of those of a main, and their stat attributes are lower as well.

So you could have a level 40 Fury Warrior/20 Survival Hunter running around playing at being Rexxar with their Wolf companion, being the most mobile bastard ever to walk the face of Azeroth, and they’ve also cemented a certain amount of uniqueness compared to their companions. They’re not quite as beefy as other Fury Warriors, and they will never have the range of pets or finesse of a Survival Warrior, but their natural crit range is higher than their Fury Warrior counterparts, and they’re beefier and are not so tied to their pet to do damage as a Survival Hunter is.

Maybe it is competitive, maybe it isn’t, but it adds a grab-bag of abilities for the players to mess around with.

Next, onto the Mage/Shaman.

Storm Mage Build A Kul'tiran Mage decides to explore the ways of their religious leaders, and level into Shaman. Being a caster, melee isn't the best option, and as a Mage, they're already melting faces quite handily, but they want *more*.

Choosing Elemental Shaman at 1st level, the Mage picks up [Reincarnation] and Healing Surge, granting them some self-sufficiency, as well as granting them access to shields, mail armor and the weapons of a Shaman. Reincarnation has double the cooldown, but it is still useful, and Healing Surge only heals for half as much. But both the Mage and the Elemental Shaman are casters. Unlike the Warrior/Hunter above, they share a primary stat, and the Mage has a mana pool large enough to risk firing off a weak heal to a friend if they’re in a pinch.

At 4th level, the Mage picks up Chain Lightning. Because screaming “Unlimited POWAH!” has been a dream of theirs for years now. It is only half as strong as an Elemental Shaman’s Chain Lightning, but it’s an AoE that isn’t tied to a single location or requires channelling like some Mage AoEs, and can be cast way at the back of the pack.

At 8th level, the Mage picks up [Elemental Overload] because of course they do, again, at 1/2 efficiency of the Full Shaman ability.

At 12th level, the Mage picks up [Earth Elemental] because of course they do, again, at 1/2 efficiency of the Full Shaman ability.

At 16th level, the Mage picks up [Earthquake] because they can fire that off, then drop a Blizzard ontop of that and just really ruin somebody’s day, at 1/2 efficiency of the Full Shaman ability.

Finally, at 20th level, the Mage chooses [Capacitor Totem] for a stun to help them get the heck outta dodge, or maybe [Healing Stream Totem] to give a group-wide HoT for when things are getting hairy in a close fight. It might only have half efficiency, but it’s still contributing and easing the jobs of the primary casters somewhat, and for competitive pushes, that fraction of a % can mean all the difference.

Since both the Mage and the Elemental Shaman share a lot of their stat allocations, they’re a lot more focused in that direction and suffer less than a Warrior/Hunter would. Their armor class increases significantly because they not only have their Mage Armor abilities, but also the added protection of both Mail armor and a shield, making them a much tougher nut to crack at the cost of a slightly smaller mana-pool than a full Mage and having to break up their rotation to cast Shaman spells to power up for an Earthquake. Makes for a very powerful combination and grants the Mage/Shaman an opportunity to throw out heals if the primary healers in their party or raid are getting hammered or are in the wrong position to save somebody.

Your thoughts?

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I do actually think this is a really cool idea and it would open up a lot of possibilities for player and class uniqueness.

However, I know it would be an absolute nonsensical NIGHTMARE to properly balance. And I’d also be worried about the potential of getting “stuck” in your secondary class choice. Because I can’t imagine the system would be built in the same way as choosing a specialization.

And mechanically I feel it would be hindering to end-game content like Raiding. Is a 40 Holy Priest/20 Druid just as strong of a healer as a full 60 Holy Priest? Does picking up 20 in Warlock make my 40 Protection Warrior get a demon pet and some DoT spells? And how does that fit into my rotation?

I think this is actually a wonderful idea!

You could essentially have a spell-book/talent tree type system, in which you “activate” two classes of your choice, maybe as long as they’re compatible lore-wise.

To balance them, might have to come up with a system where each caharcter has access to:

4 spells that are instant cast and cause low-level dmg in a comparable range
4 spells that have short cooldowns and cause medium level dmg in a comparable range
2 spells with long cooldowns and cause significant dmg in a comparable range

Spells across the board for all classes would need to fall in one of these categories.

Spoiler: I am NO expert in this field and what I just just might make NO sense.

But I’d love the idea of playing a Mage-priest!

A great idea to get some spice into the game.
As for “balance”…only a nightmare to balance in PVP and after 17 years and a failed esports scene can we finally admit PVP in WoW has always been a tacked on nightmare mess?

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A Deathknight Paladin could be called an Oxymoronadin.

Seriously though I’ve always envisioned Chonga as a Warlock with some minor Rogue/Theif-like abilities so I would be all for it.

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pretty sure it needs to be balanced for pve as well

All my characters sub class would be rogue for stealth lol. What about rogue? Also rogue for double stealth lololol

Otherwise great idea but too bad bAlAnCiNg means no fun allowed :confused:

I kove cross-classing!

Death Knight + Warlock = Necromancer
Death Knight + Hunter = Dark Ranger
Deth Knight + Warrior = Death-er Knight!

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Why? They haven’t balanced PVE in over a decade.

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ah i see. excellent point

The question is… do I go Rogadin or Palarogue?

Also, your daily reminder that shifting imbalances are a design feature of MMOs. They aren’t trying to perfectly balance it and never were.

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Death Knight + Druid = Cat from Pet Semetary
Warlock + Druid = Demon Bear from New Mutants
Hunter + Druid = 2 Kings 2:23-24
Druid + Monk =

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I’m quite fond of the layout especially; how one can’t simply have everything in both individual classes/specs at once. It’ll potentially quell desires for new classes by offering new ways to screw with what we already have. There is some potential for nuance in character builds as well; also, I can finally have some of my hybrid characters mechanically reflect their written abilities.

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there used to be a time where you didnt select your spec

you were allotted points and you can dump them into a talent tree

so i can spec everything into my frost tree, or i can do the minimum to get the last talent and put some into blood for survivability or into unholy for extra damage

there were some players who didnt even go for the last talent, but went 50/50 into 2 specs

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Greyah would be a warrior-shaman. I mean, it’s basically a thing already- but just not in game.

Gwy’neth would be warrior, rogue, priest.

If I agree to this, does this mean I can finally be a Sin Rogue who transmogs daggers into something other than daggers?

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This would be really fun. Maybe it doesn’t work in instances (dungeons/raids/PvP) to prevent balancing issues? I don’t really do either of those, but open-world stuff as a grab-bag of classes would be awesome!

Personally, if it was like DnD, where you can multiclass into as many classes whose minimal requirements you meet, I’d go warrior, combat rogue, and veng demon hunter to hop around the map. Imagine comboing that with some monk, and just…

I really miss that. The old talent trees were criticized for having many “filler” talents (e.g. +1% to a stat or ability) and talents that didn’t seem to belong in their respective trees, but there was so much more freedom in building your character. In Vanilla my priest had a build that was something like 29/11/11 (I had to look really hard to find a talent calculator with the talents before the late-Vanilla priest revamp) - Disc when no one played Disc and as many points in Shadow as Holy. I healed in dungeons and raids with that build just fine and no one ever questioned it. I could also hold my own in PvP. The high price of respeccing led to far more tolerance of sub-optimal all-purpose builds and less of a culture of min-maxing. There’s a reason why so many things were costly and inconvenient: it made for a better game and community. See also flying, instant porting to dungeons and raids, mobs in the world actually being dangerous, and many other things - but I digress.

I don’t play Classic much (because everyone left and I have no interest in TBC), but I have a druid who I’ve been leveling to be a Resto/Balance hybrid who melees in elf form (arguably a better version of the Night Elf-flavored monky druid/druidy monk fantasy I’ve been going for in Retail). It’s far from optimal, and I’d be laughed out of a raid for trying it seriously, but you can do it because of weird talents like Natural Weapons and Omen of Clarity (which are in the Balance tree for some reason) and the fact that you can mix and match stats more freely than you can in Retail.

One of the worst things to happen to the game IMO was the introduction of defined tank/healer/damage roles. It erased what nuance and creativity there was in character building and group composition.

As for the topic, I would love to see multi-classing. FFXI did it successfully ages ago. Not all combinations were viable or made much sense, but they let people do what they wanted and figure out what worked best.

This character has always had an identity crisis, starting as a priest way back in Vanilla, then briefly a druid when I came back to the game, and now a monk - because none of those classes quite fit. I like the druid aesthetic, but prefer the gameplay of monks. I try to reconcile this contradiction in my RP, but it would be cool if it could be “official”.

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I mean, this was a dumb idea rattling around inside my spacious noggin, so no, definitely not balanced.

Alternatively, have it be something additional. IE let’s have your full level cap character, but you can also have a side class.

Side class is, again, certain abilities and traits of a spec of another class at 1/2 level potency. Has to be a class your Race can access normally.

So you’re still capable of Dungeons/Raids/PvP/Open World Content, but you can add abilities to your character.

And if you don’t want to multiclass, you can choose specca from your existing class to be usable at all times, so people can double-down on their class if they’re absolutely in love with it.

The game hasn’t been balanced for a while anyways whether it’s PvP or PvE so I’m not sure why the word gets tossed around or put up on a pedestal. The best they could ever try to do is make sure something isn’t blatantly overpowered or underpowered.

The streamlining of Warcraft has done a lot to rip away what makes my character feel like my character in the gameplay, even if it’s something as simple as point investments like the older talent trees. If they could add any flex room beyond the new talents (which are barely anything) it would be a welcome change of pace.

In terms of multiclassing it could be as simple as “hey you’re allowed to slot in 4 skills and one big cooldown skill all of your choosing” or something as crazy as “okay your base class is Rogue? and you want to be a Rogue-Paladin? here’s 5 or 6 completely unique Rogue-Paladin skills”. Give each class a few bonus skills unique to whatever their combo is. Mage-Priest. Mage-Warrior. Druid-Warlock. Whatever.

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