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World of Warcraft Forum » Game Suggestions raquo; Second Hero Class.

14 posts found
  Axum

Novice Member

Joined: 7/17/06
Posts: 896

What if?

 
11/14/08 6:55:33 PM#1

I just finished trying out the Death Knight on a friends account, and boy can I say that they are a nice change from all the other classes.

Although there will probably not be many more expansions to WoW in the future, I believe that Blizzard may try to introduce some hero classes  through patches.

Since we just got an Anti Caster/Tank/DPS hybrid, I had an intriguing idea for something new.

 

Class name: Warchief/Commander (Work In Progress)

Main Role : Buffs/Debuff/DPS

Armor: Leather

Weapons:

Horde:  War Drums/War horn & 1hmaces & 2h maces

Alliance: 1h swords & 2h swords + Beacons & Trumpets

Details: Unlike the other classes in the realm of Azeroth the Warchief(or Commander) focuses on raising the morale of his allies, along with lowering the morale of his foes.

The damage of a Warchief would be a bit below par with that of the other classes, but the debuffs and buffs (if used correctly) can easily bring him up to their level.

The Warchiefs abilities can be broken into these groups

 

Short Term Buffs

Long Term Buffs

Debuffs

and

War Cries (different name for alliance but I haven't thought of it yet)

 

Short term buffs - generally last 1-5 minutes giving your group (and yourself) a boost which would last you through the duration of a few fights. (Only 3 at a time)

Long Term Buffs- last about 15 minutes on average, no more than 1 of these are allowed on at a time.

Debuffs - Weaken the enemy. No limit to how many you can put on one enemy.

War Cries - Short desperate bursts for power. Generally lasts 10-20 seconds, extremely powerful. (No limit to these, but generally long cooldown)

 

What do you think?

  emhilradim

Apprentice Member

Joined: 4/26/06
Posts: 2

11/25/08 11:22:36 AM#2

The problem with your heroic class idea, is, it's pretty much a warrior.

Warriors already get battle cries that raise the morale of allies, and demoralize their enemies.  And they can wield all types of weapons while wearing plate.

If you group with a good warrior with more than an hour, you'd see that they do all of what you described, only without the 15-minute duration.  Raise your AP, raise your HP, lower your foe's AP....  The warrior's got it.

Don't get me wrong mate, your idea is nice.  But a warrior who knows more about their class than "this button makes me swing my weapon!" already does all this and more.

  ZSlaya

Novice Member

Joined: 12/12/08
Posts: 30

12/19/08 9:17:58 AM#3

I was thinking of giving different hero classes to alliance and horde.

a great idea for horde:

War Shaman

Armor: Plate

Weapons: 2h maces and axes

Talent Trees: three different trees that have different ways of doing things, but they can all buff/debuff, dps, and heal

1) typical healing tree

2) melee burst dps and melee dependent healing tree

3) aoe dps and healing with more of a focus on multiple target healing

I think this would be a very fun class to play and would increase the number of healers for horde. trying to think of an alliance class that is also a healer.

  midillusion

World of Warcraft Correspondent

Joined: 2/08/09
Posts: 80

2/09/09 6:42:44 AM#4

both of those ideas just sound like variations on a theme. if you make a new class it has to has a totally new mechanic or be a totally different style. the only thing which I can think of is a class like the controller of City of Heroes or the mesma from Guildwars. Also having faction specific classes won't work (blizzard tried that before with the shaman and paladin) because you have to balance them together and make them similar in order to not give 1 faction an advantage over the other.

  Tartleton

Apprentice Member

Joined: 7/21/09
Posts: 36

7/28/09 11:09:52 AM#5

A new hero class? I'm feeling Warden. Its not too night elf to be race specific. A secret order who hunt the burning legion and lurk in the dark places of the world protecting relics and prisoners.

Role: Ranged Warrior/Melee Caster: Uses ranged weapons primarily but can also fight well in melee and focus on crippling debuffs and buffs. Two bars, Rage and Mana. Mana is generated by moves that use rage, and rage is generated by moves that use mana. By weaving the two together properly you end up being in the fight indefinitely, if you don't you'll very quickly consume both and be without either and screwed in combat.

3 Specs

Execution: Focus on Melee Damage with a one hander and melee buffs [Fire]

Vengeance: Focus on Ranged Damage and ranged debuffs [Shadow]

Justice: Focus on Melee damage with two handers and melee debuffs [Holy]

To bring them into the game create a shared new area set in outland and have the starting level be 65 (as it will be 90 by the time this happens) have them trying to seal off the world from the Burning Legion using mighty magicks found in outland only to be destroyed from the inside by traitors or something. The survivors flee and end up joing the alliance and horde.

  Mistou

Novice Member

Joined: 8/10/05
Posts: 28

7/28/09 11:20:14 AM#6

come on the best next class should be a Monk and his three skill trees should be Light Path, Shadow Path, Meditation. Light Path would be a little bit more Healing and self buffs while Shadow Path would be Damage and some minor self buffs then you top it off with a Meditation tree that deals with healing, party buffs, and cures and stuns. Makes him a very cool class to play and we finally have a real class to expand the fist weaponry for.

  Gravarg

Advanced Member

Joined: 8/24/06
Posts: 1280

"Wardens only port the people we need for a fellowship."

9/22/09 6:13:37 AM#7

The Warchief/commander sounds too much like a warrior, and the war shaman sounds too much like a shaman.  In order to make a new hero class, they'll be looking to bring something totally new.  I happen to have 2 classes, although similar to each other, they're nothing like the other classes, (I suggested these when DK was announced with WotLK, but to no avail)

 

Class name: Necromancer

Main Role : Multiple Pets

Armor: Cloth

Weapons: Staff, Wand, Dagger

Bars: Health/Mana/Concentration

Details: If anyone has played Dark Age of Camelot, then you'll get the hang of what this class should be (it is basically a Theurgist hehe).  The Necromancer uses almost primarily pets, with a couple of poison spells for good measure.  The Necromancer can cast multiple pets that go out and attack the target.  Different pets do different things, some stun, some poison, some have high dps, some tank, etc.  Concentration is basically the maximum number of pets the Necromancer can have at one time.  Starting at 0 the amount of Concentration will gradually increase overtime to a maximum of 10 (some pets use 2 even 3 concentration).

Talent Trees:

Bone - Primarily Buffs to Tank pets and survival of the Necromancer.

Poison - Increases spells and abilities using poisons and ranged pets.

Necromancy - Balanced Tree, Increases overall summoning spells (cast speed, concentration regen/max, mana cost, etc)

This class was my original 2nd hero class idea, as it would've fit right in with the DK storyline, could even use the same start area, with just a few changes to the quest line there.

 

 

Class name: Beastmaster

Main Role : Multiple Pets/DPS/Self-Buffer

Armor: Leather, Chainmail (40)

Weapons: 1h Axes, 2h Axes

Bars: Health, Instincts

Details: Borrowing the idea of taming pets from the Hunter class, the Beastmaster is able to tame, summon, and control multiple Beasts at the same time.  The Beastmaster can tame one "main" pet, and two "minor" pets.  The Main pet would be something around 75% as effective as a Hunter's Pet, while the Two Minor Pets would be around 25% as effective each.  The two minor pets follow the orders given to the main pet, but they can use the abilities based on thier type. The Beastmaster is fairly weak by itself, and relies on it's pets to deal about 75% of the dps output.

Instincts is a new "bar" if you want to call it that.  The Beastmaster is able to use Instinct skills (much like Hunter Aspect skills), to cause multiple effects on itself and/or its pets.  The "bar" portion is set up after the use of each non-summoning spell.  When an Instinct is used, it cannot be changed for 30 seconds.  Based on the currently active Instinct, pets will behave differently (use different abiliities), and the Beastmaster's attack skills will have added effects.  For Example, if a Beastmaster uses "Survival Instinct", Bear pets will focus on Growl, and "Wildstrike" (basic +damage attack) will have an added effect of reducing damage taken for 2 minutes, or until another Instinct is used.  If the Beastmaster uses "Killer Instinct", Bear pets will focus on Bite and Claw, and "Wildstrike" will have an added effect of increases critical damage and chance for 2 minutes, or until another Instinct is used.  I was thinking of having possibly 3 "Attack" skills like Wildstrike, and 5-10 different Instincts.  Attack skills would have a shared 10 second cooldown, Instincts would have 30 second shared cooldown.  You could then use an Instinct, and then the 3 Attack skills in order to get a total of 3 buffs plus the Instinct itself.  You could then chose wether to change Instincts and repeat, or keep the 3 buffs you have for another minute and 30 seconds.

Calling Multiple pets would work by setting the main pet in the active pet, at the stablemasters, and whenever you call your pets, you will call your active pet and the 2 extra slots will also be summoned if there is a pet in the slot.  You gain access to your first pet at 55, 2nd at 65, 3rd at 75 (based on the fact that DK started at level 55, would basically start with 1 pet, have get another pet every ten levels, to a max of 3)

 

Talent Trees:

Affinity - Increases and grants skills that assist with the taming, summoning, and control of Beasts. Primarily a balanced tree between the Beastmaster and its pets.  Has a wide variety of enhancing talents.  (Final Talent could be a skill to summon multiple random pets for ~30 seconds)

Instinct - Increases and grants skills that assist with the use of Instincts.  Primarily a tree that shifts the balance of power towards the Beastmaster, and puts its pets on the back burner, so to speak.

Wild - Increases and grants skills that assist with the use of pets and attack abilities.  Primarily a tree that increases the power of the Beastmaster's pets.

 

Possible Skills:

Call Pack - Summons your main pet and two minor pets.

Wildstrike - Powerful attack that adds a % of damage to the attack (strikes with both weapons if dual wielding)

Furystrike - Fast succession of attacks that have an increased chance to miss, but will attack 3 times every second until you miss

Beaststrike - Powerful attack that deals weapon damage with an increased chance to critically hit. All pets will gain an extra attack on their next attack.

Survival Instinct - Reduces damage taken by the Beastmaster and its pets.  Wildstrike reduces damage further. Furystrike increases chance to dodge. Beaststrike causes % of damage to be dealt to pets.

Killer Instinct - Increases attack power of the Beastmaster and its pets. Wildstrike increases critical damage and chance.  Furystrike increases attack speed.  Beaststrike increases attack power.

Feral Instinct - Renders theBeastmaster and its pets immune to Charm, Sleep, and Polymorph.  Wildstrike increases health regeneration. Furystrike increases movement speed. Beaststrike calls another random minor pet.

  tro44_1

Apprentice Member

Joined: 6/20/06
Posts: 1836

I Love the Holy Warrior Archtype

1/06/10 8:31:10 AM#8
Originally posted by ZSlaya

I was thinking of giving different hero classes to alliance and horde.

a great idea for horde:

War Shaman

Armor: Plate

Weapons: 2h maces and axes

Talent Trees: three different trees that have different ways of doing things, but they can all buff/debuff, dps, and heal

1) typical healing tree

2) melee burst dps and melee dependent healing tree

3) aoe dps and healing with more of a focus on multiple target healing

I think this would be a very fun class to play and would increase the number of healers for horde. trying to think of an alliance class that is also a healer.


 

That would go against lore.

Shamans are casters. Thrall is an exception, sence he was a Warrior before becoming a Shaman. Shaman wear Cloth

  Zillen

Hard Core Member

Joined: 9/15/10
Posts: 125

I am free of all prejudices. I hate everyone equally.
(W.C.Fields)

9/19/10 5:11:18 AM#9

Hi,

As someone already stated in the thread, what you're looking at is basically a warrior without the plate or axes.

What you're also looking at is the shaman ability "Bloodlust" renamed as your warcries.

And to top it off, you're missing some really key "hero class" concepts.

Blizzard designed the Death Knight so that it would be a new playing experience. This is displayed through the rune/runic power system, the runeforging ability, and their combination of various armour/weapon abilites, but not so much as to unbalance Blizzards' precious, oooh so vital class balance. You do not give a description of anything that really makes your "Warchief" unique.

Does it use an new and advanced rage/mana/rp esque. power system for its abilities? You did not mention anything such. Does it have special weapons/powers/traits that other classes haven't touched on before? Besides the instrument ideas, not really. Maces, leather and buffs have been here since the first devout networking junkies hopped on the WoW party bus, but the musical weapon idea, while showing some interesting potential, doesn't really work into the WoW mainframe. (eg. The Lich King stands over the corpse of the adventurers, Frostmourne draining their souls. All hope is lost, and for some unknown reason, Fordring doesn't feel like starting the resurrrection event. All hope is lost...when suddenly some random orc jumps out from behind a rock and rocks out on his drum kit....) 

And does it feature any special armour/weapon combinations that bring out the "mix and match" qualities the death knight possesses?

....I'm sorry, but no.

What you need is a class that takes a little from every part of WoW, and mixes it together to make something new. As well as that, to make a hero class, you need to add something completely unseen before in WoW so that it makes the new class unique, not just a mix of others entirely.

Work on it a bit. it's a good idea, but a black-and-white shaman/warrior hybrid isn't really too heroic.

Don't take it seriously, its just Blizzard's warped and colourful business.

Oh, and some suggestions for Alliance names for War Cries:

Marches, Rally Calls, Fanfares, Encouragement Song....Have fun.

  Zillen

Hard Core Member

Joined: 9/15/10
Posts: 125

I am free of all prejudices. I hate everyone equally.
(W.C.Fields)

9/19/10 5:14:37 AM#10
Originally posted by Axum

I just finished trying out the Death Knight on a friends account, and boy can I say that they are a nice change from all the other classes.

Although there will probably not be many more expansions to WoW in the future, I believe that Blizzard may try to introduce some hero classes  through patches.

Since we just got an Anti Caster/Tank/DPS hybrid, I had an intriguing idea for something new.

 

Class name: Warchief/Commander (Work In Progress)

Main Role : Buffs/Debuff/DPS

Armor: Leather

Weapons:

Horde:  War Drums/War horn & 1hmaces & 2h maces

Alliance: 1h swords & 2h swords + Beacons & Trumpets

Details: Unlike the other classes in the realm of Azeroth the Warchief(or Commander) focuses on raising the morale of his allies, along with lowering the morale of his foes.

The damage of a Warchief would be a bit below par with that of the other classes, but the debuffs and buffs (if used correctly) can easily bring him up to their level.

The Warchiefs abilities can be broken into these groups

 

Short Term Buffs

Long Term Buffs

Debuffs

and

War Cries (different name for alliance but I haven't thought of it yet)

 

Short term buffs - generally last 1-5 minutes giving your group (and yourself) a boost which would last you through the duration of a few fights. (Only 3 at a time)

Long Term Buffs- last about 15 minutes on average, no more than 1 of these are allowed on at a time.

Debuffs - Weaken the enemy. No limit to how many you can put on one enemy.

War Cries - Short desperate bursts for power. Generally lasts 10-20 seconds, extremely powerful. (No limit to these, but generally long cooldown)

 

What do you think?

 Shaman/Warrior, right there...you see?

What part of the Warchief concept did you like best?

Buffs/Debuffs
Armour choices
Weapon choices
War Cries
The name of the class?
Special stuff (Drums, instruments, etc.)
(login to vote)

  Johnny5s

Novice Member

Joined: 8/23/06
Posts: 6

9/19/10 5:15:20 AM#11

I'm still holding out for the bard hero class they mocked us with, complete with a guitar hero mini-game system for combat.

  VirusDancer

Advanced Member

Joined: 11/18/04
Posts: 3280

Heroes are about character - not gear.

9/19/10 5:23:11 AM#12

http://www.wowwiki.com/Warcraft_III_hero_units

Warcraft IV, aka WoW, already includes several Hero classes - though the Lore has been changed at their leisure to suit their profit requirements.

In the end, there are no "hero classes" in WoW - afterall, they are not more powerful than the regular classes (so to speak) - thus the "hero" part is removed and it is just another class.

Now if you were talking other classes...there are some nifty classes at that link.

I miss the MMORPG genre. Will a developer ever make one again?

Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20%

  Coaldust

Novice Member

Joined: 8/29/08
Posts: 6

Live by the Sword Die from a Hunters arrow ........... Kiting is a b*#ch

12/05/10 5:27:18 PM#13

While I think a New Hero Class would be great as Zillen said You really are describing the warrior I play now with shammy Ability and LW drums lol

AKA. Xavior Thanatos
AKA. Coaldust
AKA. RavenDarc

  DLangley

Apprentice Member

Joined: 1/13/10
Posts: 1429

12/05/10 10:42:02 PM#14

Please do not necro post in old threads.