Wow forever classes

With the WoW Forever beta now underway, it’s great to see the developers experimenting with unique, lore-driven cosmetic rewards built right into the classic game world. A perfect example of this is the Embrace of the Viper set from Wailing Caverns giving Druids a permanent, custom Snake Form model override. It’s an incredibly cool feature that perfectly fits a Classic+ philosophy. [1]

However, this highlight showcases a massive gap in how creative focus has been balanced across the rest of the roster. While Druids get a fully animated, custom creature model, the other eight classes get completely generic stat sticks from their equivalent early-game milestones.

Leaving every other class with standard stat boosts while one class gets a major visual transformation makes it feel like the dev team ran out of ideas or time for the rest of the player base.

If WoW Forever is meant to be a permanent, evolving home for classic fans, every class should have an equally awesome visual payoff waiting for them in the world. The team needs to introduce similar built-in, class-specific visual rewards to balance things out:

  • Rogues: Completing an early dungeon set should grant an iconic faction look, like a proper built-in Defias mask or VanCleef-style aesthetic, rather than forcing players to hunt non-existent modern transmogs.
  • Paladins: Early tier milestones could unlock a subtle, glowing holy aura or customized visual judgment animations.
  • Warlocks & Mages: Unique shadow trails, floating fire/mana orbs, or custom casting animations to match their early spell power gear.

The Snake Form is an amazing addition, but please don’t leave the rest of the classes behind. Let’s make sure every class gets something that makes them feel uniquely epic in Azeroth.


Hello all,

Long time Fan WC-WC3(FT) & WoW player

I heard Necromancer class was considered for WoWF. I though hard about this and think that you’re missing an opportunity to add Wardens, Shadow Hunters and dark rangers from WC3 into the game. Just spit balling here but this is what I came up with. a Class that can spec into a “Necromancer or a healer” There are plenty of DPS but not enough tanks and healers atm.

New Hero Class: Witch Doctor (Horde) / Spirit Warden (Alliance)

  • Races Trolls, Orcs, Night Elves, Humans
  • Armor Type: Leather/Mail
  • Available Weapons: Bows, Crossbows, Polearms, Staves, Glaves (2h+1h melee and thrown), Daggers, One-Handed Swords, Fist Weapons, can equipe Off-hand weapons.
  • Primary Resource: Mana to cast Juju Mojo (Horde) / Mana to cast Spiritual Fervor (Alliance)

:crystal_ball: Examples of Core Class Mechanics & Baseline Abilities

The class relies on a unique weapon-projection mechanic. By hurling their main-hand weapon, they establish a conduit zone for their powerful Wards. They will have spells from the Wardens, Shadow Hunters and Dark rangers from WC3.

  • Javelin / Glaive Toss: 1.5 sec cast. 30 yd range. Hurls your main-hand weapon into the ground at a targeted location, dealing Physical damage to enemies hit in a line and at the location. This weapon acts as the anchor point for your Wards. Lasts until recalled or recast.
  • Recall Ward: Instant. 20 sec cooldown. Recalls your main-hand weapon to your hand, dealing Shadow-Nature damage to all enemies caught in a line between you and the weapon. Generates 15% of your maximum Mana. Cooldown is reduced by 50% if you physically step within melee range of the dropped weapon.
  • Empowered Loa/Guardian Ward: places a ward of weapon enchantment empowering your main weapon strikes and defenses.
  • Empowered Spirit Ward: places a ward of Spirit enchantment empowering your main weapon strikes and Spirit spells.
  • Empowered Healing Ward: places a ward of enchantment empowering the
    Spirit attribute, Healing and in combat healing over time of party members.
  • Activate Healing Ward: Instant. Requires an active empowered healing ward (weapon). Emits a restorative aura from your weapon, healing up to 5 nearby injured allies for a percentage of their maximum health over 30 seconds.
  • Activate Spirit Ward: instant Causes your active Ward anchor point to sprout aggressive shadow minions that attack nearby targets focusing cursed targets, inflicting Shadow damage damage and spirit damage over time.
  • Ward of Resist Magic: Instant. Requires an active thrown weapon. Radiates protective energy from the weapon, reducing magic damage taken by all allies within 15 yards by 10% for 30 seconds.
  • Stasis Ward: Instant. 45 sec cooldown. Explodes your ward at the target location. When an enemy steps within 5 yards, the ward detonates after a 1-second delay, freezing all enemies within 8 yards in stasis (Stun/Immobilize) for 4 seconds.
  • Blinding Fog Ward: Instant. 30 sec cooldown. Envelops your active ward in a thick mist. Reduces vison and movement speed of all enemies within 10 yards by 50% and their attack speed by 25% for 10 seconds.
  • Hex Horde: 1.5 sec cast. 30 yd range. Transforms an enemy into a harmless critter for 6 seconds, preventing casting and attacking. The target moves 25% slower. Note: Shape-shifted Druids are resistant rather than immune; they are forced into a small cub version of their current form, reducing their damage output by 80% instead of being completely incapacitated.
  • Juju Call / Banshee’s Wail: Instant. Curses an enemy target for 8 seconds, causing their physical attacks to have a 20% chance to miss and slowing their spellcasting speed by 20%.
  • Charm/Possession: Channeled. 60 sec cooldown. Enters the mind of a target humanoid NPC creature, causing hostility to friendly targets.
  • Reckless Voodoo / Spiteful Discord: Instant. 1.5 min cooldown. Curses an enemy player or NPC for 5 seconds. A portion of all single-target and AoE damage they inflict is splashed back onto their own nearby allies as friendly fire.
  • Infused Weapon (Black Arrow): Passive. Imbues your attacks with decaying shadow energy, dealing Shadow damage over time. If a target dies while afflicted, a minor vermin minion (snakes, spiders, or frogs) rises to attack your target for 10 seconds.
  • Summon Spirit of Vengeance: Instant. 2 min cooldown. Calls a restless spirit to fight by your side for 1 minute (Empowered Witchdoctor tallent: Animates a fallen corpse 5 minutes). The minion takes on a ghostly visage of a random playable race.
    • Bargains: A spell that requires corpses or health or any of the following (collected spirits or bones) to bargain for a Loa’s or Guardians Blessings or summons.
    • Spiritual Blessings – buffs from lesser beings.
    • Loa / Old God / Guardian Blessings – Stronger blessings can be learned from class trainer, quests or gained form talent trees.
    • Spirit Damage: Damage that drains life and lowers healing by small percentage.
    • Blood Damage: Work like a bleed can’t be dispelled 50% damage passes shields and 50% damage to shields.
    • Curses: Works like Warlock Curses.
    • Toxin: works like poison can be cured by cure poison.

:evergreen_tree: Talent Trees

Spec 1: Occultist (similar to warlock)

  • Role: Ranged Magic Damage (DPS) primary stat Intelligence:
  • Concept: A master of raw offensive spiritual energy and damage-over-time execution. This specialization upgrades baseline spirit summons into massive, devastating representations of the Faction’s Loa’s or Guardians.

Talent/Skill

Description

Old God’s Blessing / Void Empowerment

Bargain

Active (3 Min CD)

Channels a massive spiritual aura. Grants the caster 50% damage reduction and makes all spell casts uninterruptible for 15 seconds.
Occult Ward

Empowered Spirt Ward

Active (45 Sec CD)

Causes your active Ward anchor point to sprout aggressive old god tendrils that progressively smash all nearby targets, inflicting Shadow damage and Spirit damage over time.
Haunting Echoes

Passive

Your offensive spells have a high chance to summon a vengeful spirit that rushes the target, exploding for Shadow damage to all nearby enemies.
Carrion Swarm

Active (2.5 Sec Cast)

Sends a horde of pests at the target, dealing heavy Nature damage and splashing 50% of the damage to nearby targets. Pests are unique to races. Bats for trolls, Spiders for Night elves,
Exploding Carrion

Active (0.5 Sec Cast)

Causes one of your summoned creatures to violently explode into shards of blood and bones. Causing AoE blood damage and spreading curses or disease.
Bone Armor

Active (3 Sec cast)

Gather materials from a corpse to give you bone armor. Bone armor explodes when broken. Causing AoE damage and spreading curses or disease.
Loa’s Madness / Wrath of the Wild

Passive

Targets affected by your Voodoo Curse or Hex take 15% increased damage from your periodic Shadow and Nature spell effects.
Sleep

Active

Puts target non-hostile humanoid to sleep for 30 sec. Empowered talent “Visions of the old ones”. Does small dot psychic damage to sleeping target which explodes once cc breaks for remaining dot damage.
Summon Old One (Loa)

Summon Guardian

Active (Bargain)

Converts all basic spirit and vermin summons from Black Arrow and Raise Dead into powerful, permanent or extended aspect avatars (e.g., Hakkar or Kur’talos visages), significantly increasing their baseline damage.


Spec 2: Shadow Hunter (Horde) / Shadow Stalker (Alliance) primary stat Agility.

  • Role: Ranged Physical & Shadow Damage (DPS)
  • Concept: Agility meets dark magic. Uses Bows, Crossbows, or thrown Glaives to delivery rapid, magically tracking ranged attacks that decay targets from afar. Has the option to engage in melee for Stronger strikes and AoE damage.

Talent/Skill

Description

Shadow Strike / Dark Arrow

Passive (Replaces Auto-Shot)

Imbues your ranged weapon or thrown glaive with shadow energy. Your basic auto-attacks deal pure Shadow damage and generate Mojo / Spiritual Fervor.
Silencing Ward / Psychic Silence

Active (1 Min CD)

Detonates your active Ward in a burst of psychic energy, dealing Shadow damage and silencing the primary target and all enemies within 8 yards for 2 seconds.

Shadow Clone Ward

Empowered Spirit Ward

Active (45 Sec CD)

Causes your active Ward anchor point to sprout aggressive shadow Clone that clones your attacks and attacks your target, inflicting Shadow damage and Spirit damage over time.
Anti-Magic Shell / Banshee’s Veil

Active (1 Min CD)

Envelops an ally or yourself in a spiritual barrier that absorbs a massive amount of incoming magical damage and grants immunity to magical crowd control or debuffs for 8 seconds.
Scavenged Blade Armor (Empowered Bone Armor)

Active (1 Sec cast) 3 min drration

Gather dense materials and spirit energy from a corpse to give you Blade Armor. Can be cast again to explode blade shards sausing AoE damage and spreading spirit damage. Armor explodes when broken. Primary defense for melee/ranged focused build. (Fan of Knives visual)
Withering Strike

Passive

Your auto-attacks have a chance to instantly reset the remaining cooldown of your Javelin / Glaive Toss and increase your Ranged Attack Speed by 20% for 6 seconds.


Spec 3: Fu’jin Hoodoomancer (Horde) / Aessina’s Chosen (Alliance) primary stats Spirit and Intelligence

  • Role: Healer / Support
  • Concept: A tactical combat healer who relies heavily on balancing damage-to-healing conversions, managing team utility buffs, manipulating enemy life forces and Crowd control.
    Talent/Skill

Description

Bargain of Blood (Essence)

Active (1 min CD)

Summons a 15-second Loa/ Guardian Spirit on a friendly or enemy target. A percentage of all incoming damage the target takes is immediately inverted, radiating outwards as an AoE heal to all party members within 15 yards.
Hoodoo Healing / Tap Essence

Channel (2 Sec Cast)

Siphons life force from a target, dealing Shadow damage and converting 150% of the damage dealt into a heal for party members standing in the channeled spells link. If self-targeted the caster sacrifices a small amount of health to spreads in an AoE HoT around the Ward.
G’huun Serpent Ward Horde / Kur’talos Raven Ward Alliance

Empowered Spirit Ward

Active (45 Sec CD)

Causes Spirit ward to summon minions that act as shielding (mitigated damage) and empower nearby allies to take less damage. Small amount of Damage is reflected back to the attacker as exploding blood magic and shadow damage over time.
Wild God Frenzy

Active (2 Min CD)

Infuses an ally with primal fury, increasing their melee, range, and spell-casting speed by 30% for 10 seconds. However, the target consumes 1% of their maximum health every second for the duration.
Juju-Jinx / Vampiric link

Passive

Your damaging spells leave a curse on the target. Allies who attack this target receive a passive vampiric healing effect equal to percentage of their weapon damage and armor points.
Mojo Overload / Fervor Overload

Passive

Converts your Spirit Blessings into amplified baseline buffs. Increases the primary stat of your party by 5% and changes your Bargain of Blood into a burst of Haste whenever it successfully triggers a heal.


Faction-Specific Spirit Blessings & Summon Cosmetics

When choosing certain baseline utility buffs or utilizing your avatars, the visuals adapt seamlessly to your faction choice, only one spirit can be summoned at a time:

  • Spirit of Vengeance: Summons a fierce shadow visage to fight alongside you.
    • Horde: Appears as an avatar of Quetz’lun troll spirit of vengeance.
    • Alliance: Appears as the ghostly, armored specter of Lord Kur’talos Ravencrest.
  • Spirit of Wrath: Summons an attacking Wolf spirit which Generates a party-wide combat buff that works like the hunter pet wolf buff.
    • Horde: Invokes the Horde persona of Lo’Gosh, manifesting a spectral ghostly wolf fighting alongside party.
    • Alliance: Invokes the Ancient Guardian Goldrinn, manifesting a glowing, moonlit wolf fighting alongside the party.
  • Spirit of Malice: Inflicts Blood damage (bleeding) and vulnerability on the target.
    • Horde / Alliance: Summons the ghost of Ashamane to tear into the target’s wounds. Increasing damage over time.
  • Spirit of Spite: A powerful spreading disease talent.
    • Horde: Infused with the corruption of G’huun, releasing Toxic worm minions.
    • Alliance: Infused with the dark nature of Lady Sathrah, releasing toxic spider minions.
  • Big Bad Voodoo / Guardian’s Embrace: 3 Min Cooldown. Causes your active Ward to grant 3 seconds of total invulnerability to all nearby allies within its ring.
  • Fu’jin’s Hoodoo / Azshara’s Insight: Talent (Passive). Greatly improves the overall throughput and range of all placed Wards and Guardian spirit attacks.