
With the new rush of Cataclysm info we learned of the of the demise of the Death Knight system of Talents, this means the DPS/Healer hybrid Geomancer is now obsolete so what does that mean. Well in all honesty it's not bad news. One of the things that occurred with the Geomancer Class that I ended up merging a lot of lore classes together to allow for both healing and DPS in each tree, but now I only need one DPS tree. The original design for the Geomancer gets split in two. For a healing class, The Rune Master, and for a DPS (Possible Tank), The Spell Fighter (Name Tentative). Well start with the Rune Master.
Rune Masters are master of Titanic Rune magic. By painting Runes onto themselves, their allies, or the earth itself they can channel magical energy directly through it to heal or strengthen. Runemaster whether they are Healing or Doing Damage work best in the thick of the fray alongside Warriors, Rogues, and other melee fighters as many of their spells require contact, but also they can improve their Healing by inflicting damage on their Enemies.
Armor: Cloth, Leather.
Weapons: Fist Weapons, Daggers, 1H Maces, 2H Maces, Staffs, Rune Brush (Relic)
Resources: Mana/Chi
The Mana/Chi system is the evolution of the original Quintessence system from the original Geomancer class, however there have been some changes to how it works. Chi will function almost identically to Rage, in that when you are damaged or do damage it will build. However it will not be required for most of your abilities, which will cost mana. Instead chi will allow you to tap into the power of your runes, be they on yourself, your allies, or the ground. This means there will be no ramp up time for DPS or more, importantly, healing. With Mana you'll place your runes and cast your normal heals. The Tap ability will be a standard use of Chi for healers and will be standard. Tap releases the energy of the rune Healing for x amount, and some other effect based on the rune, but reduces the duration by 5 seconds. Talents will reduce the amount of time eaten by the spell. Other will cause AoE effects from Ground Runes. Rune Burst will absorb all the runes on a target increasing healing by the total duration of all active runes which be a massive heal with an AoE component. Chi strikes will tap the power of Runes or Ritual Tattoos on the player to do damage. These will be reminiscent of Monk attacks with names like "Thousands Palms" and "Iron Soul".
Like Shaman Totems(Relic) which are required to actually use totem abilities, Rune Master will have to have a Rune Brush. The Rune Brush is what's used to draw Runes. There will essentially by 4 kinds of runes. Runes of Fire, Runes of Earth, Runes of Air, and Ritual Paint. There will be a Class profession called Ritual Tattooing which places enchants on Head or Chest items. These are permanent and don't stack with other enchants, (Arcanum of Torment for example) in addition they overwrite the Armor graphics placing blowing tattoos on the character instead, but it can be glyphed to show armor if one choses. Ritual Paints will be long duration buffs, like Blessing of Kings or Prayer of Fortitude, which will require Runic Ink as a reagent. Earth Runes will create area of effects as glowing patterns on the ground players will only be able to place 2 different Earth Runes at any given time possibly with a talent. Air runes will be short term buffs or DOTs, often secondary effects of other spells. Runes of Fire will be short term Debuffs.
Talent Tree - Burning Fist, Sky Painting, Geomancy
Burning Fist or the Way of the Burning Fist will be the DPS tree it will be focused on melee damage and Runes of Fire. It will also increase the benefit you receive from your own runes of earth and air. Also you will gain bonuses to Runes that increase you and your parties Damage and Defenses. You will also gain improved Chi generation as you will rely on it more that the healing specs. Dipping into Sky Painting will allow access to Storm Runes for added DPS, While Geomancy will award additional survivability.
Sky Painting will focus on Runes of Air and Ritual Painting and Tattooing. Your Runes of Air will be more potent making you better suited to single target healing, however you will also be able to spread your Runes of Air around to other targets, giving you more AoE ability. You will also be better able to Heal from a distance with the ability to use tap on enemies and some ranged offensive abilities, called Storm Runes, which act like both Runes of Air and Fire. Dipping into Burning Fist will improve your secondary buff, while Geomacy will improve AoE healing.
Geomacy is all about Runes of Earth. It will allow you to use Tap with your Runes of Earth which will have longer durations than Runes of Air or Fire (about 5 Minutes)for single target heals as well as AoE. You will be more suited to group healing and will be able to place additional Runes of Earth. Your other Rune abilities will have the chance to cause a Crystal Rune on any target under the effect of an Earth Rune. Spending points in Sky Painting will improve single target heals while Burning Fist will improve your secondary buffs.
Rune Masters will use the same gear as druids and rogues. Talents will allow for Attack Power from Intellect(Sky Painting), Spell Power from Agility(Burning Fist), or Hit Rating from Spirit(Geomancy). These will be high enough in the trees so that it's possible to get all three, though DPS won't need hit from spirit, while heals won't need spell power from agility. Since healing on the Rune Master requires melee. Int and Spirit will have to preform double duty for so both specs will put point into the other healing tree for that. Look for Int to AP and Spirit to Hit to be Tier 1 or 2 while Agi to SP will be much lower 5+.
This new Rune Master comes almost entirely from the Rune Master Lore, with influence from Pandaren Geomancer and Transcendent. This also builds upon the class theorized by Matthew Rossi of WoW.com and the WoW Insider Show.
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