
The second half of the old Geomancer class is gonna be all out DPS, with the possibility of tanking. The Spell Fighter, no The Spirit Champion. Spirit Champions in Lore are warriors who have built up a strong connection to the spirits. Fitting for a Warrior of Magic. This class takes most of the offensive features of the Geomancer class not related to the Rune Master.
Spirit Champion is a magical warrior who fuses magical prowess with martial skill. The Geomancer infuses his sword strikes with with fire and his and his arrows with lightning. He can battle both at range and in Melee. He is equally adept and countering magic used against him.
Armor: Cloth, Leather, Mail, Shields
Weapons: 1H and 2H Swords, 1H and 2H Axes, Spears, Daggers, Bows, Crossbows, Thrown, Wands
Resources: Mana
A lot of things carry over from the original version, however there is one significant difference. The focus has shifted entirely to combo physical/magical DPS, be it melee or ranged. The class is a fusion of Pandaren Shodo-Pan, Spell Breakers, Battle Mages, and Shadow Hunters. The S. Champ will have a lot in common with Enh Shaman and Ret Paladin. However he will have some machanics that make his play style completely different.
Talents - Warsong, Voodoo, Breaking
Warsong is akin to the martial tree from the Geomancer, and will have similar talents and abilities, however its focus will shift more toward the Shodo-Pan with it focus on war dances. It will focus on Fire and Nature magical damage. War dances will be a key part of the play style and it will have talents associated with the different weapon styles. Twin Embers talent will focus on dual-wielding adding fire damage to all attacks while dual wielding. Towering Oak talent will improve your physical damage and increase your haste with two-handed weapons. Lastly the third style is unique to Warsong stance, Twisting Storm Talent will improve the damage you do with one handed weapons and let you equip wands as one handed melee weapons and adds nature damage to your weapon strikes. Each talent will also provide inherent bonuses that work regardless of weapons equipped, this is to promote taking all three instead of focusing on one style. For Warsong Champions it will be wise to carry additional weapons in order to maximize damage by using multiple Wardances.
Voodoo is the ranged spec, it is the second physical damage based ranged class, after the hunter, but with more magical damage. This spec is based off of the shadow hunter. Like hunters they'll have an auto-shot/throw and want to stay at a range, because even though they're attack work at both melee and at range their talent only benefit attacks made with a ranged weapon. Magical damage will focus on shadow and nature damage. To facility a consistency within the class some strikes will be usable regardless of range using ranged weapon beyond 5 yards. The class will lose the most of its ability to heal but will definitely gain serpent ward and big bad voodoo. Will focus on Loa spirits for talent and signature skills.
Breaking or Spell Breaking is based on the elven spell breakers, this is the possible tanking spec, as it will be the most shield focused of the three. They will use spell shields and have a talent to convert Intellect into AP, which will be low tier (1 or 2) to provide access for the other specs. It will focus on Arcane and some Holy damage for magic. It will have abilities like Spell Reflect, Spell Steal, Power Word Shield, Purge, Silence, Wind Shear, and Mana Burn, as it is focused around countering magic. However many of these will work for non magical effect as well in the case of the breaker. Offensive attacks will use mostly arcane, while defensive will be holy, with talents like Reflective Shield inflicting damage. They will also have talents that improve Channeling.
Players will want to dip into the other trees for different reasons. Warsong to improve wardances, Voodoo for better CC, and Breaking for more powerful channeling.
Wardances are abilities that have no cost but have a strong effect on your play style. Wardances will come in 2 Varieties, unrestricted and weapon locked. Unrestricted dances can be used with any weapon and work for any of the specs. Weapon locked dances however can only be preformed by have the right weapon combination equipped. However so long as the right kind of weapon can be found in your inventory it will automatically equip it. Each tree will have a signature wardance. Voodoo will be Legba Rumba which would increase movement speed and ranged damage, and decrease the duration of movement impairing effects. Breaking would be Sunstrider's Waltz, which increased dodge and parry, and reduce mana cost. Warsong would be the Dance of 7 Dragons which would shift through the different wardances in the Warsong school.
Channeling would be equivalent to Stances or Aspects. There would be three key one. Spirit, Element, Energy. Spirit Channeling would be used by Voodoo, increase the effect and damage of nature and shadow spell. Transforms a small amount of damage done into AoE heal effect. Element channeling would be more used by Warsong increasing Fire and Nature Damage done decreasing enemy resistances to them as well. Energy channeling would be used by Breakers, Attacks would drain opponents resource, rage, energy, runic power, etc, and convert some of it into health and mana for the Champion, and damaging any attackers with holy damage. There would also by a universal channel called Focus Channeling used at lower levels, by all three specs.
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