Conquest of the Horde

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(Please Feel free to add to the List, note: My source was Wiki, not the best of sources either. Probably obvious but I edited a few things and changed things around. These are only Suggestions!)

Druids

Night Elf Druid

Arch Druid
This will be a hybrid class in the same vein as its “father” class, and Storm Crow form may make a reappearance.

Keeper of the Grove
The druid will sacrifice some of his shapeshifting abilities in exchange for improved healing and casting, and will even be able to command treants on occasion.

Tauren Druid

Arch Druid
See above

Elder
This is essentially a druid that has lost some shapeshifting abilities and gained some beast-like abilities similar to the hunter. The casting and healing abilities are also amped up, but not nearly as much as the Keeper of the Grove.

Hunters

Night Elf Hunter

Ranger

The Ranger is sort of a hunter/rogue mix. The Ranger will use the energy bar, will have a few stealthy abilities (but not of the same caliber as the rogue), and will no longer have a pet.

Beastmaster
The Beastmaster focuses more on the beast aspect than the ranged aspect of the hunter. He gains new beast abilities, such as switching pets in battle or maybe multiple pets out at once, and is a bit meaner in melee combat in exchange for a lot of his ranged hitting power.

Dwarf Hunter

Mountaineer

The Mountaineer is similar to the ranger but without the stealth aspects. The Mountaineer is hardier in melee combat than the hunter and also has more extensive tracking and detection abilities.

Beastmaster
See above

Orc Hunter

Outrider

The Outrider is very similar to the wolfrider from Warcraft III, focusing on swift maneuvers and incapacitating enemies.

Beastmaster
See above

Tauren Hunter

Tracker
The Tracker still retains the hunter pet, and as a result is not as tough as the Mountaineer.

Beastmaster
See above

Troll Hunter

Headhunter
The Headhunter still has the ranged emphasis of the hunter, but it focuses on throwing weapons (a massive revamp for throwing weapons is planned). The Headhunter uses energy, has more combat abilities, and drops the pet.

Shadowhunter
This is essentially a hunter that drops some of it's beast and survival abilities for some shadow spells (think Hex). The Shadowhunter still uses mana.

Mages

Human Mage

Archmage

The Archmage is an exact extension of the mage class, with arcane, fire, and frost spells. Apparently one of the abilities being toyed around with is Summon Water Elemental. The planned incarnation of the spell will be a long-cooldown summon that will not function like a normal pet, and will instead function more along the lines of the Mechanical Yeti (no player control).
It may be interesting to note that Summon Water Elemental is now a 41 point Frost Mage talent, released with The Burning Crusade expansion. Considering this article was created prior to the public release of information about Burning Crusade content, this particular part of the rumor leads one to believe there may have been some accuracy behind it.

Necromancer
The only similarity between the Necromancer and the mage is the emphasis on magical damage. The necromancer uses shadow damage and has a major focus on pets, similar to the warlock. However, unlike other pet classes, the majority of the Necromancer's damage will come from the pet instead of the Necromancer. I do not know if the Necromancer will be able to have pets.

Gnome Mage

Archmage

see above

Arcanist
The Arcanist is similar to the mage, with a focus on arcane magic. The Arcanist does slightly less damage than the Archmage, but gains added utility and new support spells.

Undead Mage

Archmage

See above

Necromancer
See above

Troll Mage

Hydromancer

The Hydromancer is similar to the Arcanist, but with a focus on the frost tree. The Hydromancer may also receive the Summon Water Elemental spell. In addition to added utility and support spells, the Hydromancer will also get some limited healing abilities.

Shadowcaster
The Shadowcaster is essentially a mage that uses shadow magic instead of fire and frost.

Paladins

Human Paladin

Templar
The Templar is the holy warrior that so many paladins wanted their class to be. The Templar has limited healing, but receives a slew of new combat abilities, making the Templar much better at tanking and melee damage than the paladin.

Cleric
The Cleric is the other side of the paladin spectrum. Instead gaining new combat abilities, the Cleric gains improved healing, more utility and support, and some holy damage spells.

Dwarf Paladin

Templar
See above

Cleric
See above

Priests

Human Priest

High Priest

The High Priest is essentially a priest that drops the shadow tree, but gains new damage spells from holy and discipline. The High Priest will be the most powerful healer in the game.

Dwarf Priest

Thane

The Thane is basically a priest in mail, with a slight hit to healing abilities but a few new combat abilities.

Runelord
The Runelord is similar to the High Priest, although not as healing heavy.


Night Elf Priest

Priest of the Moon
The Priest of the Moon is similar to the High Priest as well, but has some extra damage and utility spells coming from arcane and nature magics.

Undead Priest

High Priest

See above

Shadow Priest
The name is pretty self-explanatory. The Shadow Priest does not have all the healing abilities of the High Priest, but makes several gains in the damage, utility, and crowd control departments.

Troll Priest

Shadow Priest

See above

Rogues

Gnome Rogue

Assassin
The Assassin is an extension of the rogue with damage, stealth, poisons, and martial arts.

Scout
The Scout has slightly less damage than the Assassin, but is tougher in combat, and has the ability to use traps among other new utilities.

Human Rogue

Assassin

See above

Scout
See above

Dwarf Rogue

Assassin

See above

Pitfighter
The Pitfighter is a rogue without stealth, but with improved combat and defensive abilities.

Night Elf Rogue

Assassin

See above

Scout
See above

Orc Rogue

Assassin

See above

Pitfighter
See above

Undead Rogue

Assassin

See above

Scout
See above

Troll Rogue

Assassin

See above

Scout
See above

Shamans

Orc Shaman

Farseer

The Farseer has more emphasis on healing and casting than the shaman, and as a result has less combat ability. The Farseer doesn't use totems but gains it utility from other abilities. Feral Spirit might make an appearance using a system similar to the Water Elemental.

Spirit Walker
The Spirit Walker is a more direct extension of the shaman than the Farseer, maintaining a rough balance of combat, casting, and healing ability. Gains the use of new spiritual beings, extensions from the previous ghost wolf.

Tauren Shaman

Farseer
See above

Primalist
The Shaman focuses more on attunement to Nature with increased healing and control over offense elements (lightning based attacks) Totems are not left out but are a bit neglected. The shaman may summon an earth or fire elemental under his command but they apply to the same rules as the frost elemental.

Troll Shaman

Witch Doctor

The Witch Doctor is similar to the Farseer, but has a heavy emphasis on totems. In addition to the elemental magics the Witch Doctor also uses some shadow magic.

Spirit Walker
See above

Warlocks

Human Warlock

Master Warlock
The Master Warlock is an extension of the warlock class, keeping the pet and the vast majority of the warlock mechanics.

Shadowguard
The Shadowguard has more melee emphasis than the warlock, and loses the demonic pet. The Shadowguard on his own is weaker than other melee classes, but is aided by demonic-type abilities (such as burning blood and fiery breath) to power himself up.

Gnome Warlock

Master Warlock
See above

Shadowguard
See above

Orc Warlock

Master Warlock
See above

Shadowguard
See above

Undead Warlock

Master Warlock

See above

Shadowguard
See above

Warriors

The Warrior is such a neutral class. Nearly any role could be took on.

Mercenary
A mercenary is a person who takes part in an armed conflict who is not a national of a Party to the conflict and "is motivated to take part in the hostilities essentially by the desire for private gain and, in fact, is promised, by or on behalf of a Party to the conflict, material compensation substantially in excess of that promised or paid to combatants of similar ranks and functions in the armed forces of that Party.
This is Bishnak's list, added with permission of course. ( These are only Suggestions!)

Balance focused Druid -> Druid of the Talon - think moonkin =P
Feral Druid -> Druid of the Claw
Restoration Druid -> Keeper of the Grove

Beast Mastery Hunter -> Beastmaster
Marksmanship Hunter -> Archer, Rifleman (Dwarf only)
Survival Hunter -> Ranger

Arms Warrior -> Blademaster or Headhunter (Troll only)
Fury Warrior -> Berserker
Protection Warrior -> Guardian

Arcane Mage -> Archmage
Fire Mage -> Pyromancer
Frost Mage -> Ice Sorcerer or Lich (Undead only)

Affliction Warlock -> Bringer of Pain
Demonology Warlock -> Dread Lord
Destruction Warlock -> Blood Mage

Assassination Rogue -> Assassin
Combat Rogue -> Warden
Sublety Rogue -> Shady Thief

Holy Paladin -> Champion of the Light
Protection Paladin -> Mountain King
Retribution Paladin -> Knight of the Silver Hand

Elemental Shaman -> Far Seer
Enhancement Shaman -> Earthshaker
Restoration Shaman -> Shadow Hunter

Discipline Priest -> Archbishop or Priest of the Moon (Night Elf)
Holy Priest -> High Priest
Shadow Priest -> Dark Cleric
I notice that you smoothly have avoided to add any Blood elves to the list. *smirks*

No Drenai either, but that is undersandable...*grins*
There is enough Blood elves as it is! :P Never really thought about Draenei, to be totally honest
It's an old list based on WoW beta.
Yup, sure is. Can't find the link right now, i'll get it some other time.
I'd love to see a Monk class. Focused on fist weapons, staves, clubs, and open hand. Sort of a Shaolin Monk kind of deal, Chi energy and all that. Training could involve going through the open hand forms, weapon forms, meditation, focusing of Chi, all that. Could be real cool.
I would love to see a Bard class, mabea for rouges and worriors, or even all classes. Could involve wiping agro from enimies and a wealth of buffing spells! Mabea a good idea?
Keepers of the Grove are a completely different species and shouldn't be applicable at all for a "title". They're half deer half night elf things, not just something anyone can become. You can't just turn into a Dryad randomly either

What the heck is a Shadowguard? They don't exist in WoW lore as far as I've heard. And how can there be any sort of unnecessary titles without Felsworn, the classic fel-blooded class? Felsworn would be a much better choice of titles for something, maybe like a warrior that has some warlock abilities or something

Anywho, what we need are Runemasters. They're the Warcraft versions of monks, and are much cooler. They're generally unarmed, although sometimes use fist weapons. They use tattoos inscribed on their skin in order to gain all sorts of benefits, such as healing, buffing or anything else. They're completely awesome
I know you all are fed up with the Blood Elves as it is, but I am wondering why Blood Mage wasn't added to that list of yours. :|