03-25-2008, 07:18 AM
(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.
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.
Ardayus Moulaine - SI:7 Agent : Brutally Murdered
Zul'rin Zanzoa - The Exiled Frostmane
Zul'rin Zanzoa - The Exiled Frostmane