Daaa/Great Sea expansion pack class ideas

103,470pages on
this wiki

This article is fan fiction

The contents herein are entirely player made and in no way represent official World of Warcraft lore or history. The characters, places, and events listed are of an independent nature and are applied for roleplaying purposes only.

Return to main page.

Rune MasterEdit


Dwarf, Tauren

No need for a list this time. It’s all in the lore.


Cloth; Runemasters wear light clothing that they can reach under or pull up to quickly inscribe runes on their bodies.


Unarmed, Fist Weapons, Staff (through training), polearms (20), dual wield (10, allows you to strike with both fists if unarmed)

The runemaster for the most part relies on his fists, but part of the theme here is to entail a monkish theme. Though no maces or daggers, they can use polearms for some strange reason. What hope is there for the Runemaster skinner without Finkles Skinner or the Zulian Slicer? Time alone will tell, but likely I’ll throw in swords. In the ranged slot, the Runemaster can equip glyphs, which much like Librams and Totems, are relics usable only by Runemasters.


Health/Mana bars:

Yes, I said that this is runic magic, so there should be mana. There technically is... it’s in the runes, and since the runes aren’t a pet or summoned item, there is no mana. Runemasters are energetic, much like monks, honing their bodies to deflect and parry with great success with the feel of kung fu grip that most players %*#***#@*e about. Beyond etching runes in the ground,on their bodies, or wherever, the Runemaster’s skills don’t rely too much on anything magical. Its punches and kicks(or tail strikes) for the most part.

Main Stats: Agility and stamina for survival reasons mostly. Strength is to pack a punch, though agi adds crit. Spirit does help reduce the damage taken from etching a rune on yourself. Int raises mana, which helps, but most spells at end rank aren't very expensive at all.

Class RoleEdit

You may know me to emphasize this greatly. After all, why make a ranger when a hunter does about the same but has a pet too? Why have a sorcerer when we have a mage? Why have knights or templars that sound like the bastard child of the current plate classes but still make no sense. Finally, in this case, we wonder why a monk is needed when it sounds like a rogue with some Oriental Fighting style under its belt? In the case of the Runemaster, you’re fighting in CLOTH, at MELEE RANGE.

Fortunately, Runemasters generate little aggro, and through runes, can reduce damage in many different ways. It does have a few ranged fist shooting projectiles, but they have cooldowns. There is also Mending Fist. It immediately punches an ally, healing them. It is only usable in combat though, and doesn’t require retargetting.

The target chosen is the enemy mob’s current target, making it a decent way to instantly heal the tank for a small amount. Problems? You need to stand close to him, and on bosses that cleave, that will hurt! Still, it’s not quite a rogue, or so I hope very much so. It has a few viable debuffs that it can apply through the use of its etchings, mainly fist runes. For instance: Bat’s Edge Rune on the fists increases damage dealt by melee attacks slightly, and causes a small percentage of melee damage dealt by the Runemaster to heal his party.

Skill TreesEdit

The Runemaster, like all classes, has three trees which their skills and talents go under. In this case, the three are Martial Combat, Runic and Survival

Before we get into the skills themselves though, let me explain a bit on runes, etchings and what they do, mainly in the case of self inscribed runes.

There are three slots at first where you can inscribe runes. They are arms, hands, and legs. Whether head, foot and chest should be added, I’m not sure, though maybe head is easiest.

In any case, lets assume its only three. What you get when you learn how to inscribe a body rune are three skills: Inscribe hand, Inscribe leg, Inscribe arm. It is the same rune, but it has different abilities and you can choose any rune you want for as many slots as you want, but only one rune per slot at a time. Etching a body rune deals about 1-2% of the Runemaster’s base healthbar.

Example: Etching “Sun Rune” provides a fire damage proc on your physical attacks if placed on hands, a boost to fire resistance and fire damage reduction on chest, and on the legs, it Increases resistance to ice based slowing effects, and provides slight fire damage added to your kicks. You can have all three on, but say you want to etch a new rune, let’s say “Black Lunar Symbol” which would be great on your legs reduce fall damage and add a small bolt of shadow or nature damage to your legs. It will replace the old rune. You can still have Sun Rune on your other slots if you so desire, but on your legs, you now have Black Lunar Symbol.

The runes provide an assortment of abilities, and mixing and matching properly is part of the Runemaster’s game. The aim is for a lot of them.

So, besides versatile self alterations, what else is there. Well, as I touched at very briefly, there are foot strikes(kick is taken by the rogue). Obviously, they strike with the foot and often have side effects. For instance, knee bash strikes with the knee, and may daze the opponent. Kicks often receive a benefit from leg runes and markings, but kicks cost mana to use. If a race that has no true feet or humanoid limbs, then I guess Kick’s name can be changed, though function would not.


Can attack well while unarmed. Repair bills are slightly cheaper.

Elementally versatile.

Monk coolness factor. I don’t see the charm, but some people want monks like the way I want many celebrities to DIAF.

Low mana costs on attacks means quick and effective attacks, some of which include support, though not too much. Don't go too crazy or you'll be OOM before you know it.

Naturally high defenses. Less of an advantage to offset CLOTH.

Low Aggro generation. Seriously, this is not as much an advantage as it sounds.


CLOTH! Nevermind the lack of melee cloth, the fact of melee in cloth is risky. AoE cleaves and pounds and sweeps kill fast if you don’t defend.

Weak Healing. Yes, it CAN heal by attacking an ally so to speak.

Must melee. There are no ranged weapons it has, other than a few wave fist moves that are not unlike a 2D fighter game style fireball that are actually punches focused into projectile energy.

Lack of swords or daggers. Pray for a skinning weapon that is fist, or armor, or even staff or spear. Just pray!

Parrying requires a weapon to be equipped main hand at least. On the subject of unarmed combat, unarmed damage is difficult to scale, and will fall behind actual weapons. Perhaps a good factor for balance, yes?

Runic - The Runic tree focuses on those runes we’ve been discussing all along. You may think this a bit one sided, but not all runes, etchings and marks go on the caster. Some actually are placed on the ground or as a small buff. All rune effects on the legs have the hand effects when kick abilities are used. Anyway, this trees is buff and debuff heavy. Runes are also inexpensive on mana bars. The reason put is that you may want to change runes during combat, even though it takes 5 seconds to etch a new rune and you have to stand still. Fortunately, attacks and being hit do not effect the etching in any way, but you cannot parry, dodge or anything good while etching. The amount of skills in the Runic tree is big, very big, though most serve a similar buffing/debuffing purpose.

Black Lunar Symbol - Places a symbol of the moon, colored black to represent the darkness of night on a body part. When on the back of the hand, it grants a shadow damage proc, which blinds the enemy with midnight, reducing their chance to hit temporarily. On the chest, it raises arcane and shadow resistance of the Runemaster, for in this game, moon magic is arcane, and darkness is shadow. On the feet, it causes the gravitational grace of the moon, and pads your falls slightly.

Sun Run - Places the burning light of the sun on your hand, representing that which is pure and that which burns. On the hands, it adds massive fire damage bursts, but these bursts generate a fair amount of threat. On the chest, it reduces fire and holy damage taken by the Runemaster, and on the feet, it reduces the chance to be slowed or snared by ice based effects and magic, including frost shock, ice traps, and frost nova. All have their uses, though the hand one sounds strangest. Its best application is on those fights where aggro drops like a hat and the healers need someone to hold it till the tank gets it back.

Bat’s Edge Rune - Etches a rune of a bat with sharp, almost sword-like wings. On the hands, this rune causes a slight physical damage boost and causes a small percent of the RM’s (which I’m going to use to abbreviate the Runemaster for now on) damage to heal his party very slightly. On the arms, it increases his chance to parry attacks, and on the legs, it increases resistance to noise inflicted effects, such as Psychic scream, demo shout, and Howl of Terror.

Exploding Surprise - Places a rune on the ground. This rune works much like a hunter trap, except that it is visible to all. Though able to be set instantly in combat, runes can be destroyed. Whether destroyed or stepped on, runes still have effects, but their range is usually not big, so sniping the rune may make it useless. Ground Runes cost no mana though, even if they have cooldowns. Anyway, Exploding Surprise places a red, pulsing rune on the ground. When destroyed, it explodes, dealing AoE fire damage. This rune has a 2 minute cooldown. Runes can be set up to 20 yards away through the use of throwing, and activate instantly. The further thrown though, the more likely a rune will activate/detonate too soon. This rune is based on the Warcraft 2 rune used by the Ogre magi.

Grounding Spike - Places a rune on the ground. The grounding spike, when activated, throws spikes out of the ground, dealing physical damage, and knocking an enemy into the air, which may add additional damage on the way down from falling (which wont be too much for balance sake.) When they land, they will be stunned for 1 second. Until then, they can still do things like instant cast, or intercept if they are close enough to their target, altitude-wise. This rune has a 5 minute cooldown.

Etchings of Bravado - Etches a rune that represents bravado, the art of intimidation. On the hands, every attack has a chance to debuff the enemy with intimidation, slightly reducing attack damage. The effect stacks 4 times. On the chest, it causes all nearby enemies to be slightly more susceptible to fear, while increasing resistance of allied targets. On the feet, it causes fear effects to last slightly less time for the RM, and makes him not want to run far away from where he was feared.

Blood Scarring - Instant strikes the enemy, drawing a runic scar on them to deal boosted damage. The rune placed causes the target to take more damage from white damage style melee and ranged auto attacks unboosted by abilities. Scarring moves deal more damage and hit more often when wielding a polearm to reach the enemy with.

Mind Scarring - Instant strikes the enemy, drawing a runic scar on their head, reducing intelligence and spell damage they output slightly for a short duration.

Martial Combat - Yes, this name is the same as the Breaker’s talent tree focused on throwing weapons and tanking. It’s not quite the same thing here. For the RM, the theme is DPS, whether by punch or weapon. DPS for the RM is fairly strong, and fortunately generates little threat. In the case of some kick moves, there are alternative names for races that don’t get feet and must rely on a tail instead if ever such a race were to get this class, which is doubtful. Most skills don’t cost gobs of mana, and are spammable, but when done in continuation, you can deal good damage and feel like you’re doing some 50 hit combo in a 2d fighter. In fact, a combo point system where martial arts combos would be unleashed based on the moves used was in consideration. Including the likes of a knee to punch to uppercut. This idea was tossed away fast. Some skills are weapon based. Here are some of the skills in the Martial Combat line.

Ham Fist - Strikes with power... like an ox! Well, okay, maybe a super boar. Causes your next attack to deal bonus damage, much like other ‘on next hit’ moves. Every time its used, it will cooldown for 4 seconds, and then for 30 seconds, its mana cost goes up by 5 and attack power bonus goes up by 3%. If not used in 30 seconds, it will revert to regular cost. This can happen up to ten times, meaning +50 mana. After the tenth time, the next time you choose Ham Fist, it will be an instant attack that always crits. After that, the spell reverts back to original price and power. Useful for long battles.

Axe Kick/Axing Tail - Strikes the enemy with your foot, causing damage at 30% of your weapon damage reduction. On the bright side, it is instant, has a 65% crit chance naturally, and is effected by leg runes. 4 second cooldown.

Scissor Kick/Tail Lashing - Instantly strikes the enemy twice with a kick followed by another kick. These kicks have nothing special to them, which makes it a great move. Problem? 30 second cooldown.

Tripstrike - Strikes with your staff or polearm, tripping the enemy, stunning them for half a second, and causing daze for 4 seconds after that ends. Deals minor damage. 5 second cooldown.

Vacuum Fist - 1.5 second casting time. Launches a punch at the enemy from up to 25 yards away. This attack deals your unarmed damage, regardless of what you have equipped. Has a 2 second cooldown. This damage is dealt as arcane. Very useful as it is one of the RM’s only sources of ranged attack.

Surge Fist - Instant cast fist launch. Much like Vacuum fist, this one is instant attack, but has a 7 second cooldown. It also deals slightly less damage. Fire damage is dealt. Costs more mana than most skills due to its magical nature.

Jump Kick/Tail Lunge - Leaps at the enemy, dealing fair damage. It quickly travels up to 30 yards away to reach and strike an enemy. Like all kicks, it benefits from leg runes. 1 minute cooldown.

Head Bang - Instant attack that deals surprisingly good damage. The RM strikes with his hardened head, dealing good instant damage, and interrupting spell damage. Be careful, you might get a red card for this one. 8 second cooldown. It’s useful, no?

Survival - This tree shares a name with the hunter’s. Fortunately, beyond name and function of ‘surviving’, they are different. Survival is that off tree that’s just there. Don’t discount it. If needbe, a Survival specced RM CAN dodge/parry tank, but I wouldn’t recommend it if you’re sane enough as crushing blows and crits cannot be stopped. It still has potential for DPS in here too. Remember, these lists of skills are not full yet. They are only a sample of what can be found.

Mending Fist - Instant attack. Targets your target’s target and punches them, healing them decently. Will not work on enemies, and cannot heal yourself. 5 second cooldown.

Rune Block - Causes you to ‘block’ the next attack you receive from an enemy, reducing damage fairly well, provided of course they are standing in front of you. Its mechanics are a bit complicated. Lasts 10 seconds or one attack. Useful, very much so because it’s so inexpensive and helps reduce damage that your piss poor armor cannot so well. 8 second cooldown.

Imperfector - Deals strong melee damage instantly and generates fair threat as an unfortunate side effect. Even more unfortunate, this skill can only be used if the enemy has 85% of its health or more. 3.5 second cooldown. Strong, but only at the start of a battle.

Inwards Block - Causes you to parry an enemy attack and instantly strike with a punch in return. This works while unarmed in that it is the only way to parry weaponless.

Mark of Absorbency - Creates a rune around the RM that absorbs the enemy spell that deals direct damage. The spell is reflected, dealing no damage to the RM and 45% of its damage to the caster. Useful if timed right. A mage eating his pyroblast... but the cooldown sucks. 20 second cooldown.

Anything else? Eh, for now, not much. I honestly expect this to bom

Necrologist Edit


Orc, Tauren, Gnome, Draenei, Undead, Dwarves

Race Logic: I’m gonna need to make this sound good.

Orcs have a history with necromancy and know well the dangers that skeletal minions can provide in battle. As such, they feel that with Necrology, they can cling on to old methods of undead summoning, even though their cause is not corrupt. Don’t like that explanation? Fine! Let’s just say that it’s because they have that nifty pet bonus, okay? So bossy you all are! Actually, Necrology is believed to be a precursor to Necromancy. When dark magics corrupted the Horde decades ago, it is believed that Necrologists were warped by power, which necromancy indeed has. (Do you smell a potential DIFFERENT class as necromancer here?)

Tauren have the most lore supporting reason. Through druidic magic, Tauren have sought to cure the Forsaken of their undeath, but to no avail. Now, brave cows seek new methods, and through the Earth Mother approved Necrology, they work to help the Horde and grow closer to the Forsaken. The Forsaken despise this practice though. (More on this in a bit)

Gnomes have had the most recent of losses, and many gnomes know that their brethren and relatives are not quite ready for their endless sleep. As such, taking up the necrologist way, they seek to fight to free their home land, and their skeletal relatives wish to fight alongside their families once again and gladly will protect in their cause. Actually, gnomish engineers were known to sometimes have Necrology in their veins. Their dead friends helped them with their great inventions, being tireless and all, and most gnomes were grateful for the help. It also gives gnomes a healer class. If you want gnome healers, then vote yes on Necrologist.

Draenei are the most out of place, obviously, but their reason is simple enough. The Draenei are lost, and though making friends with the dead may seem strange, by befriending the fallen of different races, they can learn lots about their new neighbors on Azeroth.

Dwarves are new to the list. Dwarves are studious creatures always delving the past and their heritage. By delving to those ancient dead and befriending them, they feel they can learn a lot and use their help to study and dig deep. Archeology and Necrology go hand in hand here.

Undead are the corrupted ones here. They see Necrology as an art to control the dead in a way different to Necromancy and use a taste of the Lich King's medicine against him without hearing his voice command them. Most envy their pets, fortunate to have truly embraced death, and yet they find it odd that these dead would be willing assistants. Most are confused, but most wish to learn.

Blood Elves - They do not want to deal with the fears and pangs of the dead. Much like their Forsaken kin, they are disgusted, but in this case, because they fear the undead may take over their homeland again. Honestly a pending choice, but I scrapped it.

Night Elves - Those paranoid purples(TM)... always fearin’ somethin’. Ayup!

Trolls - Deep attunement with the Loa and the spirits has lead the trolls to believe that Necrology may not be as kinshipped as it is made out to be. These dead suggest they may not WANT to live.

Humans - Human followers of the idea of Necrology tended to flock to the Northern part of the Eastern Continent. Thusly, many of their number were simply just wiped out, and with the Scourge on the rise, humans are quicker to shun this than they are demonic arts.


Daggers, 1h swords, 2h swords, 1h maces, 2h axes, Polearms(20), Dual Wield (20)


Cloth, Leather (40)


Bars: Health/Mana

Important Stats: Intelligence and Spirit are a healer’s friend as always. Stamina is good, but not important, and strangely enough, Strength is important as well. Strength boosts some of the Necrologist’s physical based spells that work with armor and attack rating.


Can heal sufficiently all while having a pet that can support with other means.

Can buff Agility. Rogues, Hunters, and Warriors <3 you long time.

Decent magical abilities that use, shadow, ice, and nature, as well as physical based damage.

Versatility through pets can provide up to three different skeletons: Warmonger (warrior/tank), Wizard (mage-like, burst dps), and marksman (hunter with consistent DPS). Of course, only one pet at a time, and pets get one trinket slot less than player characters.

Pets require no food, love, or reagents. Any ammo equipped on your pet is simply there to determine how strong their shot is, and in no way does this ammo get used up. Of course, you need a full stack of bullets or arrows for the bullet to be effective, so if you get your blue quality arrows or bullets from instances, you may need to make a second trip.

Pets are fear immune. Great to have, but watch out for shackle... and avoid paladins They’ll fear your pet and *#*! it with Exorcism, then they’ll outlast your weak armor.

Pets have talent trees that allow you to specialize them in certain ways and improve certain aspects of themselves.

After running an instance many times, you’ll find repeats of many items. In such a case, you might want to gear up your pet. This is probably going to be the most preferred time to gear it up, rather than to gyp a player.

Resurrection spell, a strange one at that, but it brings back deal people. Not as effective as a Priest’s or the faction hybrid, but still, worthy of Soulstone possession if you have a warlock.

Dual Wielding to get two caster daggers can be helpful. Let’s say... Lorespinner and Gift of the Elven Magi? A nice combo of caster weapons that can be (lol) used for melee if you’re nuts enough.


If pets die or take damage, they will need repairs just like a regular player. This can in the end be a bigger hassle than food or shards.

Heavily pet dependent. Unlike Warlocks and hunters, you’ll want a pet out at all times. Most pets can fortunately fit in raid settings, mainly the wizard and marksman.

Pets, though their equipment does not take up slots, may sometimes have different armor sets for different battle settings. In this way, your pet needs lots of gear.

Your heal spells are less effective on your own pet.

Item priority of Need rolls is not designed for pets to get first dibs on items. Fortunately, seeing advantages, pets are good candidates for excess gear. Furthermore, keep an eye on your DKP. Your leader likely isn’t going to let your pets have their own DKP bars and the pet will likely run your DKP dry if you prioritize. In this way, pets will likely be a tier behind fellow players.

Heal spells that are very efficient have disadvantages attached to them, and a few seconds of debuff to make up for their benefits.

The Necrologist, gearwise... well, lets face it, it makes little sense! They are casters, healing casters, yet they get no staves, get fist weapons, PARRY, and DUAL WIELD. They also get two handed swords and axes, yet can’t get 1 handed axes, or 2h maces. It is a very strange combo, and though dual wielding two caster daggers/swords can be very effective as Shamans will soon display in the X-pac, you might find offhand items as a want. Still, Fist Weapons, Two handed swords, and polearms... this is of course intentional. After all, I’m telling you straight up that its quirky. It’s MEANT to be screwed up though. Axes are harvest weapons as are spears. Swords are just swords.

No ranged weapon slot filler. Yup, no wands Instead, Necrologists get relics, and their relics are Skulls. Though some are good, they cant compare to wands. (Lets face it, after 2 class concepts in a row with wands, its time for a damn break from em )

Ice damage spells do not have frost slowing effects the way most frost spells do. Though a good thing for PvE, it is disastrous for PvP. The skeletal wizard pet however does have slow on its ice spells, but that’s different, and as of yet, don’t quote me on this because the pets are going to be a LONG painful process of talent builds and skill designs. Yes, pets have talent tress (small ones but still) because they are more than drones.

Management Nightmare Let’s face it, you have a pet to control, and a party to heal. You have your work cut out for you if you still use click commands instead of hotkeys, and even with hotkeys, you might wanna use clicking just for the pet to have it a bit easier.

DKP? No, you’ll be out of Points by the end of your first ZG run, even sooner if you use points in UBRS. Your pets need gear. They’re strong with it, but really, it gets TEDIOUS!

Class Role: In a party, the necrologist will have an obvious role HEALING In this regard, they are good at it, even with negative side effects on certain heals. For the most part, its not about what the Necro should do, but more about what his pet’s function shall be. In this case, the answer is VERY complicated.

Warmonger - You might want to give it a protective specialization, mostly to keep your inventory clear of excess items that warriors already face. You think druids suffer from full inentory? Hah! If you try to diversify your pets... you’ll have twice as much gear, nevermind your OWN gear. A nice two hander is always nice for a quick switch if needbe, but for the most part, use it to tank. By gear, they can use up to mail, and plate armor at 40 with training, in all eight slots, all types of melee weapons, whether main hand, offhand, or two hand, equip a cloak, one trinket, a necklace, two rings, and can use shields. They can also wear tabards... freaky! They can begin dual wielding at 16. They are quested for at level 1.

Wizard - Probably the one you want for PvP. Their spells have stuns, slowing effects, and lots of damage and little control over threat generation. In some PvE settings, they are good, since as mages, they can transform things into creatures. By equipment, they can wear cloth in all 8 slots, a cloak, get one trinket slot, a wand, two rings, a necklace, and strangely enough, a tabard. They cannot wield melee weapons.

Marksman - This is probably the pve Instance pet of choice most often. By being consistent on DPS, and having minimum aggro, this pet is like a free Dot that you always cast so long as it lives and you can still heal to your heart’s content. By gear, it can wear up to leather in all eight slots, wield a bow or crossbow, and equip it with a quiver of arrows, wear one trinket, get two ring slots, a necklace, cloak, tabard and all melee weapons, dual wielding starting level 20. When equipped with a stack of arrows, the arrows will never run out. The arrows need to be a full stack however, so make sure you run LBRS enough times to get enough blue quality arrows. If a stack of arrows is not full, the arrow’s damage output will be greatly decreased, and go down fast per arrow missing. It would probably be best to gear them like ranged rogues.

Additional Skills: See /Necrologist spells and talents.

Befallen Edit


Humans, Undead, Dwarves, Blood Elves, Orcs


1h Swords, 1h axes, 2h swords (with training), 2h axes (with training), daggers, bows(with training), crossbows(with training), polearms (20), wands.


Cloth, Leather, Mail, Shields (Dual Wield through talents)


Bars: Health/Rage (with the ability to switch to mana and back to rage again)

Main stats: Strength for rage powers, stamina to take hits, and int for mana. Not that that's the order of priority, but still, they're the important ones.

In this short synopsis, I will try to explain the role I feel that the Befallen is meant to play in groups and game play in general. The befallen, basically, may at first seem like a warrior. Why not? It does, after all, wear mail, use shields and big weapons, and hurt things with brute force that costs rage. That’d be true, if not for a few very important factors. First off, the Befallen cannot use plate at forty. Tanking skills go kaput to a large extent. Also, starting at level sixteen, the befallen can quest for his fighting style ‘taint’, which drains all rage and switches the befallen to a mana bar, where they can use their unique brand of magic.

Okay, now you’re thinking they’re druids with swords and evil magic. That’s not an off assumption. When you think of it, it’s a one race per side class that holds roots to the Eastern Continent, and you bet your anus that these fallen Death Knights do have a base somewhat in a similar way to how the druids do. Yes, but again, their spells and skills are different. Where the rage stance, which is called Soldier, doesn’t quite focus as much on tanking as you’d think, it is actually a viable option for DPS, more akin to Fury than protection, but it DOES have tanking skills, but more power than a druid’s bearform, and the caster style, which is called ‘taint,’ hardly has any actual form of healing spells. Technically, they have one direct healing spell... yes, that’s right, ONE, and no, higher ranks don’t count as a better skill. The befallen is not a primary healer, nor can he resurrect allies. Resurrection is simply a skill that requires a strong link with the Lich King in this scenario, and here, my friend, there is no Lich King backing your power.

Okay, you may think they’re an anti-paladin. Well, okay, I’m weighing VERY carefully the idea of having a few dark auras, of which 2 spell types can now finally enjoy having a resistance providing ability (arcane and holy), along with a vampiric life draining aura, but these will likely not be put to fruition due to the lack of uniquity. Regardless, the befallen hardly has the survivability of a paladin.

So, you think taint style is basically a beefy, petless warlock? Well, no. You’d be surprised how only a few skills are shadow elemental, while others are arcane, with a holy thrown in there. Besides that, they have no fear, and DoTs are not a power they possess in high amounts. Also, while the befallen DOES have a pet, you won’t see it do any damage, heck, you won’t even see the enemy befallen’s shade unless you have great stealth detection. Besides that, their wand attack is not auto wand like a cloth caster’s. In fact, it’s a single shot like in the old days. This can be both good and bad, as using wand will not stop you from auto attacking, but now you can’t wand auto attack. Whether its good or not is up to you, seriously.

If you want the class role in a nutshell... you’ll probably hate hearing it, but here it goes: ultimate hybrid. Yes, the Befallen can fill many roles well (with the exception of healing which it sucks at.) Basically, it’s a DPS/tank hybrid that can both do magic and melee dps.

What next? Hmm, that about covers it, I’d say. I’d say we move on to the skills and thrills of the befallen to hopefully make this the most unique class ever, or at least the most unique I’ve ever come up with.

Schools: The Befallen has three schools of skills and spells. They are Slaughter, Honor, and Sorcery. Each bings out the best in an aspect of the Befallen’s skills. Slaughter is, as the name sounds, about killing things with weapons like a rogue or fury warrior. Honor is a more defensive and supportive aspect, bringing out the power in defenses, aggro management, and even helping their only heal spell, as well as a wand talent.

Sorcery is simply a focus on magic. Talents here boost spells, mana, and casting times. There’s even a wand talent, if you like feeling even more wizardly. It also houses the healing stuff, which are weak at the job of it.

Some Skills Edit

See /Befallen spells and talents.

Around Wikia's network

Random Wiki