WOW: New Specializations (Emptylord)

;Overview
* Give every class a new specialisation. 
* Remove the pure status from all classes. Every class should have at least one healer/tank specialisation.
* New specialisations should appeal to existing players of the class. Attracting new players is secondary.
== Table of Contents ==
__NOTOC__	Healer 	Melee DPS 	Ranged DPS 	Tank 	Total
 	Fire 	FrostUnholy 	 	Blood 	4
 	 	Havoc 	Hatred 	Vengeance 	3
 	Preservation 	 	AugmentationDevastation 	Glaciation 	4
 	Restoration 	FeralPack 	Balance 	Guardian 	5
 	Scout 	Survival 	Marksman 	Beastmaster	4
 	Time 	 	ArcaneFireFrost 	 	4
 	MistweaverFiredancer 	Windwalker 	Lorewalker 	Brewmaster 	5
 	Holy 	Retribution 	Justice 	Protection 	4
 	Balance DisciplineHoly	Inquisition 	Shadow 	 	5
 	Apothecary 	AssassinOutlawSubtlety	 	Refuge 	5
 	Restoration 	Enhancement 	Elemental 	Earthguard 	4
 	Medic 	 	Demolition 	Pilot 	3
 	Balance 	 	AfflictionDemonologyDestruction	Void 	5
 	 	ArmsFury 	Berserker 	Protection 	4
Total 	15 (7 ) 	15 (2 ) 	17 (5 ) 	11 (5 ) 	58
== Levelling ==
Part of the goal of the intermission is to get everything up-to-date with the lore. Unfortunately, levelling from 10-50 (pre-Shadowlands) or 50-60 (Shadowlands) poses some interesting dilemmas - especially for Legion. However, given that allied races such as the Vulpera can already choose to level on Northrend, and starting in Shadowlands it will be possible for Death Knights and Demon Hunters to level through Burning Crusade - perhaps this isn't an issue that doesn't need addressing? The Intermission will not introduce a new max level, and it would be my hope that Shadowlands gets squished to 10-50 when the following expansion comes out (e.g. new content is always 50-60).
Perhaps it's as simple as having Chrome explicitly inform players that she's had to blend a few timelines together in order to keep things stable, and warns that your character might stick-out - but it's fine, she'll place a perception-filter on you that will cause others to perceive you in a form that makes sense to them (e.g. Opening the Dark Portal). Unlike the aforementioned example, this glamour would not have any cosmetic effect on the player - it would either have no actual effect and just be lore, or Blizzard could add a cosmetic-only debuff that says "Perception Filter: The locals of this time period think you're a human."
But the "especially a problem for Legion" part - how do you complete the class campaign if you're not playing as one of the specialisations required? The class campaign is interwoven with the Legion campaign - so it's not possible to simply skip the class elements. I do want all new specialisations to have their own artefact weapon and I imagine this being acquired during a quest line similar to Heritage Armor: a symbol of their specialisation. The quest line should be set post-Intermission - the weapon was never infused with AP. 
Options:
# The NPC that gives the new quest line is phased into the level 10 class hall. 
# Players must simply choose one of the other specs during class-specific Legion content.
# The news specialisations aren't available until level 50+. This option isn't future-proof.
# New specialisations cannot be selected for Chrome-time in Legion (would prefer option 2). Their weapon as well as being established within the order-hall would be unlocked via a level 50+ quest line. 
The actual levelling itself isn't a big deal - most players will be using heirlooms anyway, as with other lore-confused situations (e.g. Demon Hunters levelling in Outland). The issue with Legion specifically is the campaign.
Regarding the new Tinker class - their class campaign can be structured to fit within the Legion campaign easily enough and be available from level 10, but it would explicitly not be part of the Legion story. The location of the class hall could be on Mechagon or Kezan, or even both, and Tinkers would have a fast travel option - similar to Monks. Both locations are near enough to the Broken Isles that you wouldn't even need a Wormhole Generator - a classic rocket-ride could be enough. Whenever the Legion campaign requires something class specific - the Tinkers just pop home to continue their own campaign, like a vacation from all the serious matters while they wait for the main plot to advance.
== (Healer) ==
Some bright spark saw weaponized blight and thought to themselves... WEAPONIZED POTIONS! No, wait, that doesn't sound right... BALLISTIC MEDICINE! 
Apothecary's hurl portions, vials and concoctions that heal, buff and debilitate. Some effects might have side effects - both those that offset the buff (like Mal'Ganis' Blind As A Bat talent) or a lingering debuff that can be removed in a horrific cycle of substance abuse (or with the help of an ally). Most of this spec's abilities are ranged, instant-cast and spammable - kite around the battlefield constantly lobbing potions at your allies and enemies. I do not know if they should have access to a ranged basic attack or a stat-stick.
And, if subtlety is in order - they can bandage you up from stealth. They gain an ability shared with Refuge Rogues that allows them to create a stealthing aura.
== / (Healer) ==
:I originally envisioned 'Balance' as a Priest specialization but I felt bad assigning them another healer specialization. As the theme is based on Overwatch's Warlock and it's based around reallocating life force - it would also work as a Warlock specialization. But, upon further reflection, it occurred to me that there's not really any reason why it couldn't be both.
Balance is a specialization that balances Holy and Curse magics to transfer life-force between subjects, inspired by the Overwatch Heroes: Moira. The healing output of Balance is directly proportionate to their damage output, making them one of the more intensive healing specializations and they are very likely to be subject to much of the same memes that plague Moira's reputation. If the same specialization cannot be used by two classes - then this specialization would be better suited as a Warlock specialization.
== (Rework) ==
Before anything else, Pet scaling needs to be addressed. At the moment - pets don't really scale with Hunter stats outside of the specialization's mastery and damage that is sourced from a Hunter ability. This is why pets cannot compete with Lone Wolf - when Lone Wolf should be a preference. I am not sure how to address this issue. Should pets just scale with Stamina, Strength, Agility and/or Intellect? Should pets be given their own equipment slots? Perhaps each pet type could be give its own mastery - i.e. Tenacity, Cunning and Ferocity. 
:The novelty of this rework is shared with the Void Warlock specialisation. Note that in spite of this, the gameplay is distinctive and both could exist simultaneously. 
This rework is an attempt to make a minion-based tank class that doesn't depend upon minion AI to perform important PVM manoeuvres, which is the reason Blizzard has reported for there being no minion-based tanks before now. My solution to this problem? The minion becomes the playable character and the champion becomes a ranged minion. All the hunter abilities that you're used to still originate from the champion - but for all intents and purposes: you're now a melee class. 
This would either be something that occurs automatically while in combat; using a form-swap bar interface similar to Druids; or as a component of Kill Command (or a new ability). 
Beastmaster could be a flexible specialisation, with Cunning, Ferocity and Tenacity pets allowing the hunter to queue as Melee DPS, Melee DPS or Tank respectively. However, the feasibility of adding a flex-class would depend on stats and itemization - should they be able to DPS and Tank with a single loot preference?
Unlike current pet-based specialisations - keeping your ranged minion alive is mandatory. Because, you know, you're dead if you die. However, as with other pet-based specialisations - keeping the summon alive is not strictly mandatory, but the ramifications of the tank dying is still applicable and there should be a cooldown on re-summoning pets (especially for the Beastmaster specialisation).
== (Ranged DPS) ==
Based on Draven from League of Legends and Zul'jin from Heroes of the Storm, who in turn is very similar to Olaf from League of Legends for readers not familiar with HOTS. The Beserker specialisation utilises thrown weapons such as axes, glaives and boomerangs, but with the potential for slings to be added for flavour although a sling would not be suitable for some of the abilities I have in mind. 
The balance for this class is most closely tied to Draven. I want their uptime and downtime to be based on performance, rather than cooldowns or procs. If you can keep catching axes - you can maintain your bleeds, steroids and the ability to throw more axes. If you fail, or are denied, there's a noticable (although not crippling) downtime until you can start again. 
Axe throwers aren't uncommon particularly among trolls, and thrown weapons have been an option for Warriors in the past - so this specialisation is the least new. The lore for the emergence of this specialization doesn't need to be complicated - thrown weapons saw a resurgence along with the resurgence of troll culture after the Battle for Azeroth.
* Tryndamere, Olaf and Zul'jin's innate - Gain an increasing amount of an offensive stat based on your missing health. This could just be haste for Spinning Axe cooldown reduction, or it could be attack speed. Mastery could increases the maximum amount of attack speed, or reduce the amount of health required to reach the maximum amount.
** Alternatively, like Dr. Mundo, it's an activated ability for a short duration but the strength of the effect is still based on your missing health (either dynamic or on-activation). 
* Draven's Wicked Blades - Spinning Axe and critical strikes apply a bleed. The damage stacks on reapplication. Possible mastery or just a passive.
** Possible mastery - Critical strikes have a chance to create a ricocheting axe. This allows some grace/lenience in encounters where you don't have much option to run around and catch axes, but without removing the gameplay of denying axes.
* Draven's Spinning Axes - Hurl a axe at the target that deals damage and ricochets to a nearby location. Holds 2 charges. 12 second recharge time. Catching the axe readies a charge. 
* Draven's Blood Rush - Gain a short burst of movement speed. Catching Spinning Axe refreshes the cooldown. Instant. 12 second cooldown.
* Draven, Olaf and Zul'jin's axe throw - Multiple could exist.
** Hurl an axe forward that marks enemies, granting bonus damage against them. Instant. 8 second cooldown.
** Hurl an axe at the target enemy dealing damage and marking them. Perform a melee attack against the target to rip out the axe, dealing execution damage. Instant. 8 second cooldown.
** Hurl an axe forward the slows enemies hit. Pick it up to refresh the cooldown. Instant. 7 second cooldown.
** Hurl an axe forward that knocks aside enemies hit. Instant. 18 second cooldown.
* Zul'jin and Tryndamere's ultimate - Become unkillable for 5 seconds. Instant. 90 second cooldown.
* Zul'jin's Guillotine - Throw an axe high that lands at the target location, dealing massive damage. Instant. 40 second cooldown.
* Draven's Whirling Blades - Throw whirling blades dealing damage to all enemies hit. Upon reaching maximum range, the blades return dealing damage again. Moderate cooldown. Instant. 90 second cooldown.
== (DPS) ==
Demos utilizes an array of turrets, bombs and other contraptions to devastate the enemy. Much of an Engineer's damage is delayed or restricted to small zones, making them highly reliant on disables from their allies or stupidity from their foes. 
== (Tank) ==
Earthguard Shamans derive their defensive power from the earth, utilising physical barriers to mitigate incoming damage. 
== (Healing) ==
The Fire specialisation was inspired by Bolvar Fordragon's relationship to the Red Dragonflight. 
The healing power of fire.
From the perspective of those on Azeroth: 
# The Helm of Domination was destroyed and this opened a portal to the Shadowlands.
# It is learned that the souls of the departed are being consumed by a villain and aren't entering the afterlife.
# Key world leaders were kidnapped by servants of the aforementioned villain and have not been seen since.
# The Champions of Azeroth entered the Shadowlands and have not been seen since.
# Alexstraza's sister is "alive" in the land of the dead. Emotional motivations don't have to be rational. 
While the undead are still regarded as unnatural: the Maw of Souls is regarded as abhorrent. In light of this new evil, the Red Dragonflight have come to include even the undead within their domain as Aspects of Life. Preserving life of all kinds is now of utmost importance - all souls must be spared from eternal damnation, and the Jailer must be denied as many souls as possible. 
In the absence of the Helm of Domination, Death Knights now depend on the power of the Red Dragonflight to prolong their lives. Some Death Knights even adapted this new power into something they could wield to preserve the life of others - which is where the Fire specialisation comes in. 
I had no particular gameplay fantasy for this specialisation when I came up with the idea. It came up during a discussion about undead variants within the Warcraft mythos - from the first death knights raised by Gul'Dan with the souls of warlocks; to the scourge and death knights risen by Arthur; to the Naaru's light-risen... I asked about Bolvar. Was he functionality a Death Knight of the Red Dragonflight? Even if he didn't technically die, is this not still something that could happen again? An army of the fallen, risen by the Red Dragonflight. Part of me just wants to play as character with charred skin and lava-lines. 
However, given the origin of the specialisation - Heroes of the Storm's Alexstrasza would be a good place to start. This gives us a healer whose core healing spell costs the caster's health - this perfect for a class that's already rooted in self-sustain. 
* Pyke's Gift of the Drowned - You restore a percentage of damage taken and health spent to cast spells over the next 4 seconds. Mastery.
* Alexstraza's Gift of Life - Heal the target for 15% of the caster's current Health. 1.5 cast time. No cooldown.
* Alexstraza's Abundance - After a 2 second delay, allies within the target location are healed. Instant. Low cooldown.
* Soraka's Wish - Party heal. Heals more to low-health targets. Instant. 3 minute cooldown.
* Alexstraza's Flame Buffet - A dot that deals bonus damage and heals the caster when reapplied. Low cooldown.
* Alexstraza's Life-Binder - Heal the target to your current % health, or yourself to their % health. Whichever is highest. 1.5 cast time. 2 minute cooldown.
* Alexstraza's Life Unbound - Heal the target for a percentage of their missing health and deal the same amount as damage to nearby enemies.
* Prevents the target/nearby allies from being reduced below your current % health for 5 seconds. 2 minute cooldown. (Ability I created for a Tryndamere rework.)
== (Healer) ==
;Mistweaver
* Dedicated to Yu'lon.
* Ranged healer class.
* Can now move while challening Soothing Mists.
* Damage power reallocated into Spinning Crane Kick and Crackling Jade Lightning from instead of melee spells.
* Corrosive Dosage could become a baseline effect, with Torghast simply stacking it to a ridiculous degree.
;Fistweaver -> Firedancer
* Dedicated to Chi'ji.
* Melee healer class.
* Shadowlands Fistweaving legendary now a baseline effect. New legendary added, or the effect modified, or stacks with the baseline effect.
* Damage significantly increased relative to current Shadowlands Fistweaving.
* Healing increased from Fistweaving. 
* Access to ranged healing significantly reduced (either by cost, cooldown, or removal of entire spells.
* Basic attacks extend the duration of Mists. Realistically possible to maintain on an entire party. 
== (Tank) ==
Newly empowered with frost and nature spells by the Aspect of the Storm Dragonflight, Glaciation Evokers know how to bulk up and clash horns. 
== (Ranged DPS) ==
:This specialisation has the same inspiration as Justice and there is a significant overlap between them.
This specialisation is inspired by the Valla from Heroes of the Storm (a Demon Hunter from Blizzard's own Diablo series) and League of Legends' Vayne, which are themselves a reference to the gothic vampire hunter trope that non-gamers would probably identify as Van Helsing. 
As it is unlikely that we will ever have "new" Demon Hunters and with the Legion defeated, the Hatred specialisation was adapted by existing Demon Hunters in order to fight new evils. I imagine they would fit into a niche very similar to Witchers, at least as far as they're portrayed in episode one of the TV series - a class that has earned the respect and admiration of the general public, but it's a thin respect. People want the opportunity to cast them out, but will happily use them for their proficiency at killing. 
The signature weapon of Hatred Demon Hunters is dual-wielding single-handed cross bows. 
* Talent choice
** Valla's Hatred - Stacking movement speed while in combat. 
** Vayne's Night Hunter - Bonus movement speed toward enemies. 
** Lucian's Ardent Blaze - Mark an enemy. Gain bonus movement speed whenever that enemy is damaged. 
* Vayne's Tumble / Valla's Vault - Short dash and brief steroid. Low cooldown. 
* Valla's Hungering Arrow - Bouncing projectile.
* Vayne's Condemn - Push a target back and stun them if they hit geometry, otherwise slowed.
* Vayne's Silver Bolts - A proc that deals %max health. Mastery.
* Valla's Strafe / Reaper's Death Lotus - Channel to damage surrounding enemies. Can move while channeling. 
* Valla's Rain of Vengeance - A wave of bolts that stuns/heavily slows enemies in a line. 
* Sylvannas' Withering Fire - Damage the closest enemy. Instant. Castable while casting other spells. Uses charges. Gain charges whenever you kill an enemy. 
Metamorphosis would either take a form similar to StarCraft's Kerrigan or Varus from League of Legends. Hatred Demons are the most slender of the demon forms. Their ranged attacks would either involve flicking spikes from their wings, or loosing the spikes from their claws. During Metamorphosis, gain speed/haste and the Tumble ability now grants either stealth or evasion for a brief period. 
As a ranged DPS class that uses ranged weapons and physical projectiles - there will inevitably be overlap with Hunters. Similar to Varus, it is possible that Hatred Demon Hunters could forgo physical ammunition and instead manifest magical bolts from thin air... but I don't think that the colour/nature of the "bolt" will reassure Hunters from the thought that their niche is being stolen. Hatred Demon Hunters lack access to pets and do not have any tools to drop aggro; Hatred also trades range for mobility, which is great for chasing but not so great for kiting/being chased.
== (Melee DPS) ==
Paladin is basically Tank Priest as a separate class, so the only real option for Priests that meet my requirements is a Melee DPS specialization. The idea for an Inquisitor class was a culmination of "what types of Religious Combat units are there in the Civilization series?", "does D&D have any Priest-Swordsman hybrid classes?" as well as watching Dom Noble's Adaptation Analysis of the Three Musketeers while questing in Revendreth... 
Common depictions of an D&D Inquisitor typically wear what appears to be leather or chainmail, and wield swords, maxes, scythes, sickles and torches, which occasionally crosses over with witch hunter theme to include a bow or off-hand crossbow. However, wanting to avoid further overlap with my Justice and Hatred specializations, as well as Priest being a cloth class - I leaned more into the Musketeer/fencer aesthetic, and drew gameplay inspirations from League of Legends' Fiora, Master Yi and Yasuo. While World of Warcraft features many sword-wielding classes - I don't feel that any of them features abilities that convey mastery with a sword, and so I feel there's plenty of room here to explore. 
* Fiora's Vitals - Reveal the weak spots of nearby non-trivial enemies, which can be attacked to deal bonus damage and grant movement speed. Weak spots take 1.75 seconds to identify, and you will begin identifying a new one on a target immediately after triggering the last. Weak spots are wedges of the targets hitbox (for those not familiar with League - Fiora divides a targets hitbox into 4, one in each cardinal direction). Mastery increases damage and movement speed. A talent could modify the number of sections. 
* Fiora's Lunge - Dash a short distance in the target direction and thrust your weapon toward a nearby enemy, prioritizing your most recent attack target followed by vitals. Low cooldown. Cooldown is reduced if an enemy is hit. 
* Fiora's Parry - Become immobile but invulnerable for a short duration. Cannot be interrupted. Gain bonus damage proportionate to the damage mitigated. 
* Fiora's Riposte
** Periodically blocks immobilizing crowd control. Blocking a crowd control effect allows you to activate Flourish for a few seconds, which stuns enemies in a line. 
** Activate to block the next crowd control effect and reflect it upon the caster, if possible. Talent could return it to any nearby target, or to all nearby targets. 
* Titus's Dirty Fighting - Fling an dagger at an enemy, revealing the target as well as a weak spot in your direction. Low cooldown.
* Cassia's Fend / Pantheon's Heartseeker - Damage enemies in a cone over the next few seconds. Low cooldown.
* Master Yi's Alpha Strike or Fiora's Blade Waltz - Become untargetable as you strike 6 times at nearby enemies, prioritizing different targets. May include a dash to an initial target input. Low or moderate cooldown based on the damage/duration of untargetability. 
* Master Yi's Highlander - Become immune to slowing effects and gain attack speed. Moderate cooldown.
* Yasuo's Sweeping Blade - Dash through the target enemy. No cooldown, but enemies cannot be targeted again for a moderate cooldown. 
* Yasuo's Last Breath - Dash to the target immobilized enemy, extending the crowd control duration as you perform 3 swifts strikes before slamming them into the ground. Proc. Moderate cooldown.
* Fiora's Grand Challenge - Reveal all of the target's weak spots for a short duration. Successfully triggering all weak spots, or if the target dies after at least one has been triggered, creates a healing zone. Moderate cooldown.
== (Ranged DPS) ==
:This specialisation has the same inspiration as Hatred and there is a significant overlap between them.
This specialisation is inspired by the Valla from Heroes of the Storm (a Demon Hunter from Blizzard's own Diablo series) and League of Legends' Vayne, which are themselves a reference to the gothic vampire hunter trope that non-gamers would probably identify as Van Helsing. The main difference between the proposed Hatred and Justice specs is that Justice is less mobile (they're a plate-wearing class). To shore-up the lost mobility and attempt to further distinguish the two specialisations, I leaned harder into the Paladin class - adding more "magical" effects including abilities inspired by the Sentinels of Light from League of Legends. 
Justice Paladins wield two-handed crossbows. 
* Crusader Shot - Damage the target. 5 charges. 20 second recharge. Instant. Gain a charge on enemy deaths.
* Judgment (Hunter's Mark) - Damage the target and cause them to take increased damage from Crusader Shot for 4 seconds. Guaranteed to critically strike against targets above 80% health. 12 second cooldown.
* Holy Shock - Damage an enemy or heal an ally. This ability is twice as likely to critically strike. Instant. 9 second cooldown.
* Holy Hand Grenade - Damage enemies at an area and deal continuous damage to enemies within the area.
* Graves' Quickdraw / Vayne's Tumble - Dash and gain 2 charges of Crusader Shot. 30 second cooldown.
* Vayne's Silver Bolts - A proc that deals %max health. Mastery.
* Lucian's Piercing Light - Damage the target and all enemies in a line. Moderate cooldown.
* Lucian's Ardent Blaze - Damage and mark the enemy. For the duration of the mark, you gain a short burst of movement speed whenever the marked enemy takes damage. Moderate cooldown.
* Vayne's Condemn - Push a target back and stun them if they hit geometry, otherwise slowed. Moderate cooldown.
* Lucian's The Culling / Ashe's Ranger's Focus - Channel to either shoot a barrage in a direction or at a specific target. Can move while channeling. 
* Valla's Rain of Vengeance - A wave of javalins fall from the sky that heavily slows enemies in a line. 
* Vayne's Final Hour - Increase damage done by 35% for 20 seconds. Instant. 2 minute cooldown.
== (Ranged DPS) ==
The crux of the lorewalker specialisation is reciting stories that have an immediate effect as well as providing a lingering buff that represents lessons learned from the story, functioning like a stance system that provides adaptability to different situations. Their core damaging spells involve the expulsion of chi in various forms, such as the iconic Crackling Jade Lightning. 
== (Healer) ==
Based on Ana, Symmetra and Baptiste. The Medic class is an evolution of the Apothecary class - upgrading chemicals for technology. They deploy turrets, health dispensors and debilitiating traps, as well as having access to a selection of reactive utility such as shield generators, immortality fields, healing grenades and wall barriers. They have a spammable 'Booster Shot' that rips-off Ana's basic attack for spammable single-target brief heal-over-time. They have access ranged weapons and auto-shot.
== (Melee DPS) ==
Druid already encompasses such a wide variety of players and covers all specializations - creating one that specifically appeals to existing players is probably not going to be possible. In conjunction with there being no unused type, I allowed myself complete freedom with this specialization.
The Pack Form is something I've been familiar with lore-wise for a long time, despite the fact I only started playing in Mists of Pandaria and have never played a Worgen. (Hey, I like reading lore/wikis!). The Worgen starting zone in Cataclysm established a solution to the Pack form's instability - something that has not been utilized by other druids owing to the long-held taboo against the Pack form. Given the current temperament among the Night Elves, as well as Tyrande's disappearance atop Ice Crown, I think it's time for long-held taboos to be re-evaluated. The Night Elves are no longer a pacifist people (which they only became between Warcraft and WoW, anyway). Pack Druids utilizes the form of a direwolf and would be a Melee DPS specialization. In order to differentiate them more from Feral Druids: I thought it might be interesting if this was a summoner specialization and lean into the name of the form, 'Pack'. Once I began imagining a spectral pack being summoned to accompany the Pack Druid, I immediately began recalling the Mesmer class in Guild Wars 2, as well as my own Shaco rework. Thus, the illusionist/summoner specialization: Pack Druids.
== (Tank) ==
Pilots stride into battle in bespoke mecha suits, inspire by the Mekkatorque, Galliwix and D.Va. Mechs are customizable with different offensive and defensive modules, such as a projectile-intercepting magnet or ear-splitting subwoofer. What could possibly be better for fighting giant eldritch horrors than a giant mech suit? Pilots can survive lethal damage by ejecting, but are highly vulnerable until they can Recall their mech.
Based on Dva, Kled and Rumble. Has access to a vehicle. Maintaining the vehicle in combat is this tank's gimmick. They have access to a "get out of trouble for free" card by ditching their vehicle - either by manually self-destructing or if it's killed. AOE attacks, moving while attacking, orbital strikes, defensive matrix, rocket-fists, jump-jets, shield generator, self-repair, vent-heat, etc. The pilot has access to ranged weapons and auto-shot, but minimal abilities are usable in this form. They but may be able to summon attack drones and other class-wide effects, depending on what feels cool.
== (Tank) ==
Refuge Rogues blend elements of the League of Legends champions: Shen and Pyke, characters who utilize misdirection and subterfuge to avoid incoming damage. When contrasted with other tank specialisations, Refuge Rogues are uniquely capable of protecting their allies, including allied-targeted dashes.
== (Healing) ==
Scouts are a support specialisation based on the Atlas Reactor character, Khita, as well as Tyrande as she appears in Heroes of the Storm. Sentries have the same keen sense, wild affinity and dexterous skills you'd expect from a Hunter - but utilise them to provide support to their allies.
;Example abilities
* Ardent Censor - Mastery that causes heals and shields to grant X attack speed and Y leach for Z seconds.
* Tryande's Elune's Light - Heals the target. Basic attacks reduce the cooldown substantially. 
* Malfurion's Regrowth - A buff that can be maintained on allies that causes them to leach from your damage.
* Tyrande's Hunter's Mark - Reveal the target and increase the damage they take from allies by 15% for 4 seconds.
** Could be tuned into a mastery that increases the damage they take by X%.
* Khita's Rain of Arrows or Tryande's Lunar Flare - Stun enemies at the target location.
* Khita's Resonance Burst - Grant a shield to ally allies in an area, or alternatively deploy a bubble to absorbs damage for people within the bubble. I'm not sure what's mechanically possible for player skills. 
* Varus' Hail of Arrows - Damages and slows enemies at the target location.
* Khita's Take Aim! or Bond of Stone - Applies a debuff to enemies that allies can attack to restore health.
* Ashe's Frost Shot - Attacks deal bonus damage and slow for a few seconds.
* Bard's Cosmic Binding - Tethers the target to another target or geometry or to the ground behind them.
* Tyrande's Shadowstalk or Senna's Curse of the Black Mist - Grant nearby allies stealth.
== (Healer) ==
Time Mages specialise in anticipation. When contrasted to the other healing specializations, Time Mages excel at mitigation and reversal - but lack any cut-and-dry "heal target" spells. The work well in small groups where they can easily keep track of their allies, or as off-healers in larger groups. Their core healing spell reverses recent damage taken (can scale to more than 100% with stats), and so requires quick reaction times and good target selection to optimize healing. Several of their effects put a burden of knowledge on their allies, which isn't ideal but ultimately necessary and suitably rewarding. 
 
* Chromie's Echo / Oz's Afterimage - Certain damaging and healing spells have a chance to create an echo that mimics your next cast of the aforementioned spells. Mastery. Alternatively, this is guaranteed and Mastery modifies the effectiveness of the duplicated spell. 
* Oz's Catch Me If You Can - Swap places with the target echo. Might feel redundant with Blink. Perhaps Blink could be DPS-exclusive, rather than a Mage-wide spell with the additional of Time Mages. 
* Undo Wounds - Basic heal spell. Restores a percentage of damage taken in the last 3 seconds. Unit Frames could show Time Mages the damage a target has taken in the last 3 seconds as pseudo-health. Low cooldown. Talent to increase the duration. Not sure how Blizzard's design philosophy would handle whether it should be possible to reach more than 100% of that value; whether or not the "damage taken recently" should be a reservoir that is depleted when you heal or if "damage taken in the last 3 seconds" is just a fact and the same wound can be undone multiple times with multiple casts. If this spell can be re-cast by an Echo, should it target the same ally or splash? Or maybe a talent/glyph choice?
* Foresight - Grant the target immunity for a short duration. Moderate cooldown. Cooldown is reduced proportionate to the damage the target mitigates while immune, or by a significant amount if a minimum amount of damage is reduced. 
* Pause Time - Absorbs all damage and healing received by the target for the next 4 seconds. When this expires, the absorbed damage and healing is delivered over 10 seconds. Long cooldown.
* Overtime - Significantly speeds up time for the target for the next 8 seconds, but then slows time for the target for the next 3 seconds. (Speed, haste, cooldowns, etc.). Long cooldown. 
* Stop Time - Place all party members into stasis for 3 seconds. Enemies do not lose aggro. I'm not very good with Blizzard crowd control categorizations. Long cooldown.
* Chromie's Time Trap / Bard's Tempered Fate - A trap or ranged abilities that puts allies/enemies/both in stasis when triggered/detonate/it hits. Has 2 charges. Moderate cooldown.
* Bard's Health Shrines - Create an anomaly that allies can pick up to restore health. Maximum number placed. Restores more health the longer its been on the field. Low cooldown.
* Bard's Magical Journey / Medivh's Gate / Symmetra's Portal - ... realized that Demonic Gateway already exists. If Blink isn't available to Time Mages, maybe this isn't a problem?
* Feedback Loop - Target Echo does not despawn for the next 8 seconds and you cannot spawn new ones, but will continuously cast the next applicable spell. Feedback Loop doesn't use GCD. Long cooldown.
* Chromie's Sand Blast - Hurl a bolt of sand at the target enemy. Low cooldown. WoW doesn't really do skill shots, does it?
* One of the following, or some combination:
** Willbachbakal's Borrowed Time - Activate to gain the ability to cast any ability that is currently on cooldown, but puts Borrowed Time on cooldown for the current remaining cooldown of the ability cast. The ability used goes back on full cooldown. Alternatively, this is a passive that allows you to ignore your cooldowns but you can only do so once per current remaining cooldown of the ability re-cast. Borrowed Time doesn't use GCD. 
** Zilean's Rewind - Reduce current cooldowns by 10 seconds. Instant. Expensive to cast. Unsure if the cost should be the only limitation. This might not be a balanceable mechanic. 
** Mage's Alter Time - Time Mages can target allies with this ability.
* Chromie's Temporal Loop - Link a target to their current position, forcing them to return to that position after 3 seconds. 
* Chromie's Slowing Sands - Create a vortex that significantly slows enemies while continuously draining mana. 
* Ekko's Parallel Convergence - Target an area. After a 3 second delay, if you're in that area - grant a huge shield to nearby allies and displace enemies. If you're not in the area, damage enemies. Hurl a device through time, that you either catch or it explodes.
* Zilean's Time Bomb - Attach a bomb to the target enemy that explodes after 3 seconds, damaging surrounding enemies. Placing a second bomb on the same target detonates the first one immediately and also stuns enemies hit. 
* Light Cycle (Game) - For the next few seconds, create a trail behind you as you move. Enemies who intercept the trail are stunned and damaged. 
* Zilean's Time Warp - Significantly haste a target ally or significantly slow a target enemy. Alternatively, the Light Cycle effect is combined with Time Warp. 
* Zilean's Chronoshift - If the target takes lethal damage in the next 3 seconds, they are revived after a brief delay. Long cooldown.
== (Tank) ==
:The novelty of this specialization is shared with the proposed Beast Master Hunter rework. Note that in spite of this, the gameplay is distinctive and both could exist simultaneously. 
==References==
Category:World of Warcraft
Category:Emptylord