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Variant Classes - Official Guide
#1
Variant Classes

What is a Variant Class?

A Variant Class is just that, a variant of another existing class within WoW. These allow for freedom when creating your own character to mould them as you wish in order to give them a much more personal feel, playing them as you imagine they would be played. All Variant Classes must have roots within lore and have to abide by the rules of CotH. This cannot be used to multiclass.

What can and cannot be done?
  • Variant Classes are based around the idea that there are different manners to go about doing what a certain base class can do.
    • These different manners must be rooted within lore and have evidence to make something possible. Evidence does not include RPG classes as they are non-canon.
    • Some classes which are found in WoW do not have any roots in base classes like, for an example, Necromancer and are allowed to be played.
    • Each Variant Class must be based around the abilities of a single base class and cannot 'mix-and-match' from a selection of them.
  • Example: As a Hunter, they have many skills at hand which are vague in how they are explained such as Arcane Shot, Concussive Shot and Serpent Sting. These abilities can be explained in many different ways through technology and through magic. Because of this, a Hunter can be played as a many different variants such as a technologically savvy gunman, an archer with rudimentary skill in using the arcane or as a sneaky poacher with a knack for herbs (and spices).

  • Mutations are disallowed.
    • Some minor mutations are fine (Eg, sickly skin, a fel glint in ones eyes, slightly darker/lighter hue of skin color, etc)
    • Mutations which change a defining quality about a race are not allowed. This includes the Kaldorei's silver/amber eyes and the Blood Elf's fel green eyes.
    • As a result of becoming a certain class, it is highly unlikely that someone will spontaneously grow larger or shorter.
  • Example: A Warlock who abuses his affinity with Fel might possibly grow a few minor mutations as a result of the large intake of the devious energy. These might include things like darkening blood vessels, a pale, sickly look about their skin or even a bit of a green coloring to their eyes.

  • RPG material should be used as inspiration, not as a source for lore.
    • Abilities of a certain class may conflict with the canon lore in which case the canon lore from WoW should be followed.
  • Example: In the case of a Blademaster, in WC3 and in WoW, they follow a set of skills which are based around their physical skill with a sword and how they are trained in using it. Some sources dictate that they are capable of using the Elemental Spirits to perform some skills but this is not the case. However, with the variant system, it is very possible to play a Shaman skilled in enhancement which, while losing the physical prowess that someone who plays a Blademaster might have, you could use these Elemental Spirit-enhanced abilities.

  • No Variant Classes may be stronger than another class.
    • While the class may be more specialised and skill in one area, when you place them in a fight they are considered to be equal.
    • Anything that might sway from this is to be considered on a case-by-case basis with the person you choose to battle with.
  • Example: While you might play a large Warrior who is strong, wields a huge weapon and wears the toughest armor, you are very likely to still have to play it as equal to fighting a Mage of equal skill in his area of expertise.

FAQ

Q: There's an RPG class I would like to play but there is no evidence for it existing outside of the RPG? What do?

A: If this is the case then it is something that can be brought up in the Private Discussion board. It is likely that there is some way that you can shift things around a bit to make it plausible to play upon the server or it doesn't have much of a problem in the first place. There is never any harm in asking!
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#2
I have a question as to what this means for the Wiki. Now that a basis is established, will the wiki be updated?
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#3
Updated in what way? Adding a Variant Class page to it or. . .?
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#4
The pages are out of date on the variant classes and such. Are they just going to remain out of date for references? Or will they be updated?
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#5
Those classes are the prestige classes, they have notices up the top to say that they are removed from the server. You can use them as inspiration as they are basically just the RPG classes, non-canon but there for interests sake.
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#6
Two questions.

How far into the assumed can we go with a class? There's a very small amount of defining lore on what X class can do, but there's many consensuses in the player base that Y class can do Z. Can we base a whole variant off of a facet of a class that people have assumed is true due to many fingers pointing its way, or does there have to be a "Hey. Z can do Y," from Blizzard?

Many classes overlap in both abilities and method of gaining said abilities. Shaman -> Druid; Rogue -> Warrior &c. Is a class that would focus much more heavily on the, say, more Druid-y part of Shamanism, allowed? In this case, official lore states that Shamans have control over plant-life to a fairly grand scale, either through the Wild spirit or the Earth spirit, but I feel that's pushing a bit much into Druidism. Thoughts? (This is merely an example, by the way. I have no plans for a Dhaman.)
[Image: RtK7PiZ.png]
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#7
If you're going into assumed territory with a variant class, it would be better to work on a case-by-case basis. If you have any thoughts on it or doubts with a certain class before you go ahead with it, post it in the private discussion. People tend to do that when they have doubts.

If two classes overlap in some manner than it is possible to create something more focused in another area. I'll use your Warrior-Rogue example because nature manipulation is more tricky. . .

A Rogue has many skills which would assist him in normal combat based on cheap shots and trickery. Not all rogues are sneaky assassins. A good example would be a Tauren Rogue. If Tauren Rogue was actually a class it would very likely to be based more off roguish tactics and fighting alike a bandit would other than sneaking around the battlefield. After all, Rogues have their three skill trees, Assassination, Combat and Sublety.

Using this, you could very well make a Rogue that is more focused on face-to-face combat as they wield an axe and wear leather.

Magic gets tricky, though.
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#8
Nice guide, kudos.
[Image: kuzco_llama_by_mroobalooba-d3jkg9p.png]

Oh my god... you didn't...
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#9
Alright... So.. I had a dwarf that I wanted to make into a bone crusher. A bone crusher is pretty much just a warrior who doesn't use armor/weapons, and has thus become tougher.... Could I make a character and call him a Bone crusher? I don't believe Bone Crushers were just made up by the P&P rpg, they are part of canon lore I think.
-Michael

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[Image: badge.jpg]
WTF is up with this? ^
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#10
If there is a Bone Crusher outside of RPG, it would be canon, however I cannot think of any that are such a thing.

You can make a character akin to a Bone Crusher but you still have to bare in mind that flesh vs cold, hard steel will end badly for you. As a Dwarf you could, every now and then, use your Stoneform if you're an Ironforge Dwarf to temporarily reduce the damage taken but I doubt you'd be able to use it in quick succession when up against blades and such. It is perfectly plausable for you to make one, you just have to keep common sense with you and remember that you're at a disadvantage due to your lack of armor and reach.
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#11
[Image: not_sure_if_gusta_plate-r06c38b76caf241b...b0_400.jpg]


Spoiler:
Maybe that's because I miss prestiges. Maybe that's because the disregarding of the DnD books still sits weird with me!
[Image: Ml7sNnX.gif]
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#12
I share Aph's feelings on the matter. I get the need for this, but for the same token it's gotten so complicated I don't even think variant classes are worth it, mostly because I'd be second guessing my every action at every turn, because I know someone, somewhere won't agree with my portrayal.



So we're good with Mecha-girl maids, right? Good, 'cause that's my next character.
[Image: desc_head_freemasons.jpg]

△Move along.△


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#13
Why are we disregarding the RPG? I know its officially non-canon, but considering that it was canon, its a great resource for ideas and the likes... Why aren't we handling this material as presumed RPable unless contradicted by lore or policy?

By this official guide's word, I can't play the plagueshifter character I've been developing because there's no outright mention of it in the Warcraft games nor WoW, and that's a serious bummer to me. :|
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#14
If you can apply the RPGs logics and abilities and explain them well using the available canon lore, it's fine. But many of the classes and abilities as described in the RPG aren't applicable using the in-game and canon lore, which makes many of the classes unavailable if you take the whole class for what the RPG portrays it as.

Like Bounty wrote, you can use the RPG for inspiration. If you find a class or concept in the RPG that you think would be really cool to transfer to in-game, feel free to do so and reason your way to it using what is available in canon lore. If it works, it works. If it doesn't work, too bad, it simply doesn't. There are usually ways to work around it if it's a concept that's believable, though, so we're not advocating complete disregard towards the RPG material.

Just take it with a grain of salt and don't take the text straight from their pages. Work with the concepts instead of the specifics, so to speak.
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#15
All the classes from RPG books are copy pasted on the wowpedia simply explained and fitting in the canon lore. What do?


Check.
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