User:Lemona1d/Hero Specialization

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Introduction

A new addition to World of Warcraft in the Council of One expansion, hero specializations are a new feature and player progression system. Unlocked once a player reaches maximum level - 105 - the system is designed to bring new life into existing classes in a meaningful and impactful manner. Players don't just freely unlock a fourth specialization; rather players will grow into their new role throughout the course of multiple patches throughout the expansion, earning substantial rewards uniquely for their character, cosmetic and otherwise.

Death Knight

Chaos

Chaos death knights forgo the tradition of melee combat in favor of channeling deadly spells from a safe distance. Deeply intertwined in the spirit world, those who take up the call of the Chaos death knight will be subject to their fair bit of torment in order to harness the energy of death to sow discord throughout the battlefield, striking down enemies with both new found black magic mixed with the death knight's traditional diseases.

Mastery: Necrotic Rot - Your damaging spells leave Necrotic Rot on the target, dealing Chaos damage over time equal to 13.7% of the damage dealt. Each point of Mastery increases each bonus by 1.8%.

Active Abilities

Inv misc noose 01.png

Acherus Stalker - Summon a geist that stalks the target, increasing all damage taken by 15% for 6 seconds. 45 sec cooldown.

Ability creature cursed 04.png

Blood Surge - Surge blood magic into the target, dealing Shadow damage plus 12.5% for each of your diseases on the target. The wave of energy reverberates towards nearby enemies dealing half of the damage up to 2 times. Replaces Blood Strike.

Ability priest clarityofpower.png

Chaos Presence – Increases your rune regeneration by 15% and increases your maximum Runic Power by 200.

Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.

Spell mage thermalvoid.png

Entomb - Entomb the target's weapon in ice, disarming them for 8 sec.

Warlock spelldrain.png

Finger of Death - Launches a deadly magic spike towards an enemy, dealing Shadowfrost damage and infecting the target with Frost Fever. Finger of Death always critically strikes. Replaces Icy Touch.

Spell shadow shadowandflame.png

Necrosis - Blast the target with necrotic energy, dealing Plague damage. Costs 30 Runic Power. Replaces Death Coil.

Inv sword 1h felfireraid d 01.png

Rune of Death's Embrace - Affixes a rune which increases your spell power by 2% and Runic Power regeneration by 4% on one-handed weapons, and increases your spell power by 4% and Runic Power generation by 8% on two-handed weapons.

Inv hand 1h felfireraid d 01.png

Spectral Throw - Throw a spectral version of your weapon at the target, dealing Shadow damage and infecting them with Blood Plague and Frost Fever. Replaces Outbreak.

1 minute cooldown.

Ability creature poison 05.png

Virulent Flux - Contaminate the enemy with a deathly disease, dealing Nature damage and infecting the target with Blood Plague. In addition, dealing damage with Blood Plague has a chance to make your next Virulent Flux not consume a Rune. Replaces Plague Strike.

Passive Abilities

Abomination's Might - Your Blood Surge and Necrosis have a chance to increase the total Strength of party members within 45 yards by 10% for 10 sec.

Hand of the North -

Hoarfroast - Increases all damage done by 1% for every 1 Runic Power you have. In addition, spending more than 50 Runic Power in 5 sec grants you Boundless Winter, reducing the cost of your next ability that consumes Runic Power by 50%. This effect has a 20 sec cooldown.

Improved Chaos Presence - While in Chaos Presence,

Path of the Dead - Permanently converts all Frost runes into Death runes. Death Runes count as a Blood, Frost, or Unholy Rune. Your spell power is now equal to 150% of your attack power. Your Frost Fever now slows the target's melee and ranged attack speed by 6%, and your Blood Plague now causes the target to take 5% additional magic damage.

In addition, you may now use staves, and your auto-attack range is increased to 40 yds.

Druid

Wardens are druids that take up the mantle of an olden profession from night elf culture; the are war-faring, blade-wielding combatants that charge into battle with no protection other than steel and wit.

Warden

Active Abilities

Passive Abilities

Hunter

Highlander hunters fight in melee range, sharing the pain inflicted in battle with their pets as they tank any damage dealt by enemies in combat and protect their allies.

Highlander

Active Abilities

Passive Abilities

Mage

Magi that take up Blood magic unlock the ability to become dedicated healers, draining enemies of their vitality and invigorating allies.

Blood

Active Abilities

Passive Abilities

Monk

A monk who takes up the calling of the Cranedancer focuses Chi through their body and harnesses the raw power to channel destructive spells into the enemy from afar.

Cranedancer

Active Abilities

Passive Abilities

Paladin

Vindicator

Active Abilities

Priest

Twilight

Active Abilities

Shaman

Primal

Active Abilities

Slayer

Siren

Active Abilities

Rogue

Duelist

Active Abilities

Warlock

Felsworn

Active Abilities

Warrior

Physician

Active Abilities