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* FragileSpeedster: They hit hard and they hit fast. They get hit and they go down almost instantly.
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** [[BearsAreBadNews W]][[FullBoarAction e]] [[RhinoRampage c]][[BatOutOfHell o]][[TheMarvelousDeer u]][[NobleBirdOfPrey l]][[NeverSmileAtACrocodile d]] [[TurtlePower f]][[KillerGorilla i]][[FantasticFoxes l]][[RaptorAttack l]] [[EverythingsBetterWithMonkeys a]][[ScarabPower n]] [[PantheraAwesome e]][[SnakesAreSinister n]][[GiantEnemyCrab t]][[NobleWolf i]][[BeeAfraid r]][[ALoadOfBull e]] [[TyrannosaurusRex p]][[SpidersAreScary a]][[ExtremeOmniGoat g]][[SandWorm e]] [[OurDragonsAreDifferent w]][[TheHyena i]][[CirclingVultures t]][[ScaryScorpions h]] [[RobotDog b]][[OminousOwl e]][[AlienAnimals a]][[SeaMonster s]][[StrongAnts t]][[CanineCompanion s]]. Trust us. There's a LOT to tame.

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* TheBeastmaster: Does not apply to Marksmanship talent hunters in ''Legion'', in which they no longer possess the ability to tame pets.

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* TheBeastmaster: Does not apply Perhaps one of the most unique things about Hunters is their special ability to Marksmanship talent hunters tame nearly any animal. From savage raptors to noble wolves, a Hunter is incomplete without their loyal companion. Beast Mastery Hunters specialize in ''Legion'', in which they no longer possess the beast, gaining the ability to tame pets.Exotic Beasts, which are more spectacular and magical than regular beasts. Survival Hunters also get a unique take on the trope, fighting in melee tandem with their pet to work together, revealing weaknesses for the other to exploit.
** Marksmanship Hunters can subvert this trope. While they have access to a pet, they're the only spec with zero focus revolving around it, relegating the beast as a 'pocket tank' while the Hunter shoots from afar. With a talent, Lone Wolf, Marksmanship Hunters can opt into a petless style, trading their companion for increased damage on their abilities.



* BladeSpam: The Survival artifact ability, Fury of the Eagle, has the Hunter do this, rapidly stabbing their spear in a cone in front of them to deal massive damage.



* DualWield: Subverted to an extent. They used to be able to dual wield single handed weapons until MoP made ranged weapons occupy the main slot. It is possible for them still to dual wield, but given their ranged DPS nature it would be ineffectual. As of ''Legion'', Survival hunters have been re-tuned into a melee class, and could viably dual-wield before acquiring their artifact.

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* DualWield: Subverted to an extent. They used to be able to dual wield single handed weapons until MoP made ranged weapons occupy the main slot. It is possible for them still to dual wield, but given their ranged DPS nature it would be ineffectual. As of In ''Legion'', Survival hunters despite the fact that Hunters can dual wield and have been re-tuned into a melee class, and could viably dual-wield before acquiring their artifact.specialization in Survival, the spec is built around two-handed combat with a spear, instead of dual wielding.


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** Beast Mastery's Artifact, the Titanstrike, is a rifle empowered by Titanic magic. When you wield it, Thorim's wolf, Hati, accompanies you into battle.


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* ScarilyCompetentTracker: Hunters have access to a unique mechanic called Tracking. This allows them to see enemies on the minimap by tracking their enemy type (Humanoid, Beast, Demon, etc). Tracking isn't exclusive to Hunters; Feral Druids can Track Humanoids, and Warlocks can Find Demons. But Hunters are notable for not only for being able to track every enemy type in the game except Aberrations, but also being able to track enemies that no one else can track, like Dragonkin and Giants.
* ScreamingWarrior: Like a roaring bear or a shrieking eagle, Survival Hunters shout battle cries often during combat.
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*** Played straight with the Demon Hunter's implied backstory. As you progress through the starting quests, one leads to a cutscene (the Illidan animated short released shortly before Legion launch). In this cutscene, the player's stand-in, a female night elf asking the questions that allow for Illidan to be MrExposition, flashes back to her days before joining the Illidari. She was a survivor of a demonic attack that [[spoiler: claimed the lives of her parents, and pretty much everyone else around her.]] She came to Illidan to [[ItsPersonal get revenge, nothing left in her but rage.]] Flash forward to the end of her training, and she's taking on a Pit Lord and later, helping lay siege to a demon-controlled world. [[RoaringRampageOfRevenge Demon Hunters are probably Warcraft lore's preeminent example of this trope when the motivating factor is making the demons pay for every loved one you lost.]]
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** LastSecondHitPoint: Clever mages use Cauterize as a warning to encase themselves in their Ice Block, which negates all incoming (and outgoing) damage, including from Cauterize itself.

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** LastSecondHitPoint: LastChanceHitPoint: Clever mages use Cauterize as a warning to encase themselves in their Ice Block, which negates all incoming (and outgoing) damage, including from Cauterize itself.



* LastSecondHitPoint: As of ''Legion'', Retributions have one in Divine Intervention: attacks that would kill them instead automatically trigger their Divine Shield.

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* LastSecondHitPoint: LastChanceHitPoint: As of ''Legion'', Retributions have one in Divine Intervention: attacks that would kill them instead automatically trigger their Divine Shield.



* LastSecondHitPoint: Their Cheat Death talent is a notoriously popular choice, to the point where other classes' LastSecondHitPoint mechanics are often grouped under its name. Upon taking fatal damage, Cheat Death restores the Rogue to low health and grants high damage mitigation for a brief period.

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* LastSecondHitPoint: LastChanceHitPoint: Their Cheat Death talent is a notoriously popular choice, to the point where other classes' LastSecondHitPoint LastChanceHitPoint mechanics are often grouped under its name. Upon taking fatal damage, Cheat Death restores the Rogue to low health and grants high damage mitigation for a brief period.



* LastSecondHitPoint: The Purgatory talent allows them to absorb fatal damage (and [[ThereIsNoKillLikeOverkill any damage after]]) as well as incoming healing for 3 seconds. If the absorbed healing outweighs the absorbed damage by the end of 3 seconds, they live; if not, they die. Of course, there's nothing to stop them from being killed immediately ''after'' Purgatory saves them in the case of a narrow margin.

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* LastSecondHitPoint: LastChanceHitPoint: The Purgatory talent allows them to absorb fatal damage (and [[ThereIsNoKillLikeOverkill any damage after]]) as well as incoming healing for 3 seconds. If the absorbed healing outweighs the absorbed damage by the end of 3 seconds, they live; if not, they die. Of course, there's nothing to stop them from being killed immediately ''after'' Purgatory saves them in the case of a narrow margin.



* LastSecondHitPoint: Vengeance Demon Hunters can take a talent to restore some health and enter SuperMode when they take fatal damage.

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* LastSecondHitPoint: LastChanceHitPoint: Vengeance Demon Hunters can take a talent to restore some health and enter SuperMode when they take fatal damage.

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* HealItWithFire: One of the mages' spells: "Cauterize" involves the mage burning their wound together, damaging them for a small amount but healing them afterwards.

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* HealItWithFire: One of the mages' spells: "Cauterize" involves the mage burning their wound together, healing them immediately but damaging them for afterwards.
** LastSecondHitPoint: Clever mages use Cauterize as
a small amount but healing them afterwards.warning to encase themselves in their Ice Block, which negates all incoming (and outgoing) damage, including from Cauterize itself.


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* LastSecondHitPoint: As of ''Legion'', Retributions have one in Divine Intervention: attacks that would kill them instead automatically trigger their Divine Shield.


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* LastSecondHitPoint: Their Cheat Death talent is a notoriously popular choice, to the point where other classes' LastSecondHitPoint mechanics are often grouped under its name. Upon taking fatal damage, Cheat Death restores the Rogue to low health and grants high damage mitigation for a brief period.


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* LastSecondHitPoint: The Purgatory talent allows them to absorb fatal damage (and [[ThereIsNoKillLikeOverkill any damage after]]) as well as incoming healing for 3 seconds. If the absorbed healing outweighs the absorbed damage by the end of 3 seconds, they live; if not, they die. Of course, there's nothing to stop them from being killed immediately ''after'' Purgatory saves them in the case of a narrow margin.


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* LastSecondHitPoint: Vengeance Demon Hunters can take a talent to restore some health and enter SuperMode when they take fatal damage.
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* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[UnnecessaryCombatRoll Vengeful Retreat]], and [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[UnnecessaryCombatRoll [[SpringJump Vengeful Retreat]], and [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.



* DifficultButAwesome: Demon Hunter attacks have some of the most acute areas-of-effectiveness in the game, requiring enemy hitboxes to line up perfectly in order to get mileage from attacks like Fel Rush and Eye Beam. Otherwise, most of their [=AoE=] is limited to instant bursts from cooldowns.
* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance. They can also create fields of shadow that allow their allies to sometimes avoid attacks entirely.

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* DifficultButAwesome: Demon Hunter attacks Hunters rely on reaction timing and the advantage of speed to be effective. Havoc Demon Hunters have some of the most acute areas-of-effectiveness [[DashAttack most]] [[EyeBeams narrow]] AreaOfEffect attacks in the game, requiring enemy hitboxes enemies to line up perfectly in order for the best mileage. The Blade Dance ability gives all Demon Hunters a [[InvulnerableAttack 100% chance to get mileage from attacks like Fel Rush and Eye Beam. Otherwise, most of their [=AoE=] is limited dodge incoming attacks]] for ''1 second'', allowing them to instant bursts from cooldowns.
bypass big hits completely if used properly -- but ''Illidan have mercy'' if you play one with server lag.
* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance. They can also even create fields of shadow that allow their allies ''allies'' to sometimes avoid attacks entirely.
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* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], Vengeful Retreat[[labelnote:*]]A backward vault that damages nearby enemies and renders the user airborne[[/labelnote]], and Metamorphosis[[labelnote:*]]A leap toward the target location that {{GoombaStomp}}s enemies at the impact site and enables SuperMode[[/labelnote]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[UnnecessaryCombatRoll Vengeful Retreat[[labelnote:*]]A backward vault that damages nearby enemies Retreat]], and renders the user airborne[[/labelnote]], and Metamorphosis[[labelnote:*]]A leap toward the target location that {{GoombaStomp}}s enemies at the impact site and enables SuperMode[[/labelnote]] [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* MageKiller: Mages have always had difficulties when dealing with Death Knights due to their AntiMagic capabilities. They also have access to a Dark Simulacrum which can copy enemy spells to turn them against their casters. In the past, Death Knights could even convert regeneration effects placed on their foes into diseases to kill them faster.

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* MageKiller: Mages have always had difficulties when dealing with Death Knights due to their AntiMagic capabilities. They also have access to a Dark Simulacrum which can [[PowerCopying copy enemy spells spells]], to turn them against their casters. original casters or redirect their benefits to the Death Knight. In the past, Death Knights could even convert regeneration effects placed on their foes into diseases to [[HoistByTheirOwnPetard kill them faster.faster]].



* CombatParkour: Demon Hunters employ their [[DashAttack Fel Rush]] and Vengeful Retreat effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]] and Rush]], Vengeful Retreat Retreat[[labelnote:*]]A backward vault that damages nearby enemies and renders the user airborne[[/labelnote]], and Metamorphosis[[labelnote:*]]A leap toward the target location that {{GoombaStomp}}s enemies at the impact site and enables SuperMode[[/labelnote]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.



* DifficultButAwesome: Demon Hunter attacks have some of the most acute areas-of-effectiveness in the game, requiring enemies to line up perfectly in order to get mileage from attacks like Fel Rush and Eye Beam.
* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance.

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* DifficultButAwesome: Demon Hunter attacks have some of the most acute areas-of-effectiveness in the game, requiring enemies enemy hitboxes to line up perfectly in order to get mileage from attacks like Fel Rush and Eye Beam.
Beam. Otherwise, most of their [=AoE=] is limited to instant bursts from cooldowns.
* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance. They can also create fields of shadow that allow their allies to sometimes avoid attacks entirely.



* LightningBruiser: Demon Hunters are Agility-based attackers with, at the time of their inclusion, the highest burst mobility in the game. However, they have very limited access to self-healing, and no resistance to crowd control; if a Havoc Demon Hunter slows down, [[FragileSpeedster they'll go down easily]].

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* KnockbackEvasion: Clever players have come to find that their Glide ability allows them to negate the momentum of effects that would render them airborne.
* LightningBruiser: Havoc Demon Hunters are Agility-based attackers with, at the time of their inclusion, the highest burst mobility in the game. However, they have very limited access to self-healing, and no resistance to crowd control; if a Havoc Demon Hunter slows down, [[FragileSpeedster they'll go down easily]].
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* {{Mana}}: All spellcasters in game use this as a main resource.

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* {{Mana}}: All Prior to ''Legion'', all spellcasters in game use used this as a main resource.resource. Following, it's primarily used by Mages, Warlocks, and healers.
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* BadassArmy: Demon Hunters are perhaps rightfully considered the most dangerous neutral force to ever come from Azeroth. Absurdly powerful, near immortal, usually unhinged, and capable of permanently killing demons. Yet all the same, they've dealt multiple crushing blows against the Legion, who before Demon Hunters came into existence had never encountered a significant counterattack from a planet they invaded.
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* BodyHorror: No, elves aren't supposed to grow horns. Metamorphosis turns it [[UpToEleven Up to Eleven]].

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* BodyHorror: No, elves aren't supposed to grow horns. Some of the skin options also give them scales. Metamorphosis turns it [[UpToEleven Up to Eleven]].
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Heralds of Death, Harbingers of Destruction, Ebon Riders of Darkness...Words cannot describe how powerful and how terrible these undead warriors are. Clad in [[ColorCodedForYourConvenience heavy armor as dark as the dead of the night]] and wielding wickedly fashioned weapons glowing with runes, they represent the pinnacle of the might of the [[TheDarkSide Scourge]] and were often powerful paladins and knights felled under the onslaught during the [[ZombieApocalypse Scourge Invasion]]. Risen through dark {{Necromancy}}, these warriors are imbued with the mightiest powers of the Scourge and often serve as [[TinTyrant leaders]] and [[FourStarBadass lieutenants]] for the Lich King, [[WalkingWasteland sewing death and destruction in their wake]].[[AnIcePerson Frost sharpens their strikes]]; [[OurVampiresAreDifferent blood fortifies their bodies]]; and [[TheUndead undeath]] allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long [[TheDreaded will feel the warmth pulled from their bodies]], replaced with cold steel.

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Heralds of Death, Harbingers of Destruction, Ebon Riders of Darkness...Words cannot describe how powerful and how terrible these undead warriors are. Clad in [[ColorCodedForYourConvenience heavy armor as dark as the dead of the night]] and wielding wickedly fashioned weapons glowing with runes, they represent the pinnacle of the might of the [[TheDarkSide Scourge]] and were often powerful paladins and knights felled under the onslaught during the [[ZombieApocalypse Scourge Invasion]]. Risen through dark {{Necromancy}}, these warriors are imbued with the mightiest powers of the Scourge and often serve as [[TinTyrant leaders]] and [[FourStarBadass lieutenants]] for the Lich King, [[WalkingWasteland sewing death and destruction in their wake]]. [[AnIcePerson Frost sharpens their strikes]]; [[OurVampiresAreDifferent blood fortifies their bodies]]; and [[TheUndead undeath]] allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long [[TheDreaded will feel the warmth pulled from their bodies]], replaced with cold steel.



* AndThenJohnWasaZombie: They died fighting the Lich King's forces, only to join them.

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* AndThenJohnWasaZombie: AndThenJohnWasAZombie: They died fighting the Lich King's forces, only to join them.
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* AnimateDead: Unholy Death Knights can [[ArmyOfTheDead summon various undead minions]] to do their bidding.

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* AnimateDead: Unholy Death Knights can [[ArmyOfTheDead summon various undead minions]] to do their bidding.bidding, including up to ''two'' permanent pets at the same time.



* ArmyOfTheDead: One of the Death Knight skills.

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* ArmyOfTheDead: One of the Formerly a skill available to all Death Knight skills.Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.



* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks. While all Death Knights can learn to resurrect their allies, the Unholy specialization has the best use of this, being able to summon and transform ghouls, raise skeletons, animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.

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* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks. While all Death Knights can learn to resurrect their allies, the Unholy specialization has the best use of this, being able to summon ghouls and skeletons as permanent minions, [[BodyHorror transform ghouls, raise skeletons, ghouls into monstrosities]], animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.
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* BloodKnight: While Death Knights in game have a handful of ranged abilities, they rely heavily on rune-empowered melee onslaughts.

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* BloodKnight: While Within the lore, Death Knights in game have a handful of ranged abilities, suffer wracking pains whenever they rely heavily ''aren't'' inflicting suffering on rune-empowered melee onslaughts.others.



* DarkIsNotEvil: They prove to ultimately be heroic [[HeelFaceTurn after their intro experience]].

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* DarkIsNotEvil: They prove to ultimately be heroic [[HeelFaceTurn after their intro experience]].experience]], although the Ebon Blade remains somewhat [[AntiHero dubiously]] [[TheUnfettered so]].



* EverythingsBetterWithSpinning: Bone Shield ability of Blood Death Knight.

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* EverythingsBetterWithSpinning: Bone Shield ability and Bonestorm abilities of the Blood Death Knight.Knight, and Remorseless Winter for Frost Death Knights.



* FallenHero: Due to being raised as the Lich King's servants. "A hero...that's what you once were."
* FlyingWeapon: Blood Death Knights can create a Dancing Rune Weapon that will fight on its own, copying their creator's attacks. Come ''Legion'', Frost Death Knights can use a weaker version of this with their Artifact.

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* FallenHero: Due to being raised as the Lich King's servants. "A hero... that's what you once were."
* FlyingWeapon: Blood Death Knights can create a Dancing Rune Weapon that will fight on its own, copying their its creator's attacks. Come ''Legion'', Frost Death Knights can use a weaker version of this with their Artifact.



* AnIcePerson: Compared to those mages who study the properties of ice to manipulate them as methods of offense, death knights are the incarnate of winter itself. Their [[TheDreaded mere presence brings a chill upon a normal man's heart]] and when they strike, their frost-encrusted blades howl with the might of winter. Frost Death Knights are particularly adept in this field.
* ImplacableMan: Some of their abilities make them hard to slow down: Death's Advance, Pillars of Ice, Path of Frost, On A Pale Horse etc.

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* AnIcePerson: Compared to those mages who study the properties of ice to manipulate them as methods of offense, death knights are the incarnate incarnation of winter itself. Their [[TheDreaded mere presence brings a chill upon a normal man's heart]] and when they strike, their frost-encrusted blades howl with the might of winter. Frost Death Knights are particularly adept in this field.
field, calling in arctic winds and winter storms.
* ImplacableMan: Some Though [[MightyGlacier not very fast]] to start with, some of their abilities make them hard to slow down: Death's Advance, Pillars of Ice, Path of Frost, Advance[=/=]Wraith Walk, Icebound Fortitude, On A Pale Horse Horse, etc.



** Unholy death knights are particularly noteworthy in this regard come ''Legion'', with the ability to weave [[PlagueMaster diseases]], [[{{Necromancer}} necromancy]] and [[CastingAShadow shadow magic]] at long range, albeit not dealing damage as efficiently as they could in melee. The Clawing Shadows spell can replace their main attack, complementing their Death Coil.

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** Unholy death knights are particularly noteworthy in this regard come ''Legion'', with regard, trading heavy melee damage for the ability to weave [[PlagueMaster diseases]], [[{{Necromancer}} necromancy]] and [[CastingAShadow shadow magic]] at long a longer range, albeit not dealing damage as efficiently as they could in melee. The Come ''Legion'', the Clawing Shadows spell can replace their main attack, complementing their Death Coil.Coil for ranged barrages.



* SpellBlade: The Death Knight's calling card is his magically empowered Runeblade.

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* SpellBlade: The Death Knight's calling card is his magically empowered Runeblade. Frost and Unholy Death Knights in particular can infuse the blade with elemental energy on some swings.



* TheUnfettered: In ''Legion'', the Knights of the Ebon Blade elect to "do what the living cannot". This includes everything up to [[spoiler:storming Light's Hope Chapel to raise Tirion Fordring into undeath, although it doesn't work]].

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* TheUnfettered: In ''Legion'', the Knights of the Ebon Blade elect to "do what the living cannot". This includes everything up to [[spoiler:storming Light's Hope Chapel ''[[FullCircleRevolution again]]'' in an attempt to raise the fallen [[TheParagon Tirion Fordring Fordring]] into undeath, although it doesn't work]].



* YouWillNotEvadeMe: Death Knights have many, many ways to keep a target pinned so they can unleash hell upon them. A Death Knight's most notorious ability is Death Grip, which grabs an enemy and forces them beside you. Other abilities like Chains of Ice and Asphyxiate also work to keep enemies in place so you can slice them to bits.

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* YouWillNotEvadeMe: Death Knights have many, many quite a few ways to keep a target pinned so they can unleash hell upon them. A Death Knight's most notorious ability is Death Grip, which grabs an enemy and forces them beside you. Other abilities like Chains of Ice and Asphyxiate also work to keep enemies in place so you can slice them to bits.
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* HeroicSacrifice: Paladins once had the power to sacrifice themselves to remove an ally from combat and make them immune to damage; this was particularly useful to cast on a healer when the party was losing a fight, allowing them to resurrect the party after the battle to reduce downtime. This ability is returning in the form of a Paladin-exclusive item in ''Legion''.
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* LightIsGood: Primarily played straight. Most Paladins worship the Holy Light, a omnipresent and conscious "force" that functions as the source of their powers. Paladins with strong faith in the Light have been granted many [[DeusExMachina inexplicable blessings]], particularly protection from the powers of the [[DarkIsEvil Scourge and Burning Legion]], and increased strength when fighting against them. Many of the most heroic NPCs in the game are also Paladins, such as Tirion Fordring and Bolvar Fordragon.

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* LightIsGood: Primarily played straight. Most Paladins worship the Holy Light, a omnipresent and conscious "force" that functions as the source of their powers. Paladins with strong faith in the Light have been granted many [[DeusExMachina inexplicable blessings]], particularly protection from the powers of the [[DarkIsEvil Scourge and Burning Legion]], and increased strength when fighting against them. Many of the [[TheParagon most heroic NPCs heroic]] and [[TheFettered honorable]] major characters in the game are also Paladins, such as Tirion Fordring and Bolvar Fordragon.

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** Draenei Paladins draw their holy powers from the teachings of [[OurAngelsAreDifferent the Naaru]], who are the most unambiguously benevolent force in the Warcraft mythos.

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** Draenei Paladins draw their holy powers from the teachings of [[OurAngelsAreDifferent the Naaru]], who are the most unambiguously benevolent force in the Warcraft mythos.mythos, considered by some to be physical manifestations of the Light itself.
** Double subverted by the Blood Elf Paladins. Though High Elves had their own Priests prior to the fall of Quel'thalas, the Blood Elves' desperation led to the use of demonic powers and weakened their natural connection to the Light; the Blood Knights instead gained their holy powers by ''[[PoweredByAForsakenChild leeching them directly from a captive]] [[OurAngelsAreDifferent Naaru]]''. They later [[TheAtoner realized the error of their ways]], and when Velen reignited the Sunwell, they learned to once again draw their powers from faith.

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%%* NoArcInArchery

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%%* NoArcInArchery* NoArcInArchery: Hunter shots function similarly to spells, automatically homing in on the target, so long as that target doesn't dodge.



%%* LightIsGood

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%%* LightIsGood* LightIsGood: Primarily played straight. Most Paladins worship the Holy Light, a omnipresent and conscious "force" that functions as the source of their powers. Paladins with strong faith in the Light have been granted many [[DeusExMachina inexplicable blessings]], particularly protection from the powers of the [[DarkIsEvil Scourge and Burning Legion]], and increased strength when fighting against them. Many of the most heroic NPCs in the game are also Paladins, such as Tirion Fordring and Bolvar Fordragon.
** Draenei Paladins draw their holy powers from the teachings of [[OurAngelsAreDifferent the Naaru]], who are the most unambiguously benevolent force in the Warcraft mythos.


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* DifficultButAwesome: Demon Hunter attacks have some of the most acute areas-of-effectiveness in the game, requiring enemies to line up perfectly in order to get mileage from attacks like Fel Rush and Eye Beam.

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Demon hunters, disciples of Illidan Stormrage, uphold a dark legacy, one that frightens their allies and enemies alike. The Illidari embrace fel and chaotic magics—energies that have long threatened the world of Azeroth—believing them necessary to challenge the Burning Legion. Wielding the powers of demons they’ve slain, they develop demonic features that incite revulsion and dread in fellow elves.

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Demon hunters, elven disciples of Illidan Stormrage, uphold a dark legacy, one that frightens their allies and enemies alike. The Illidari embrace fel and chaotic magics—energies that have long threatened the world of Azeroth—believing them necessary to challenge the Burning Legion. Wielding the powers of demons they’ve slain, they develop demonic features that incite revulsion and dread in fellow elves.


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* SpikesOfDoom: Vengeance Demon Hunters can Metamorph into a spiked, flightless demon. While in their elven form, they can also invoke these same spikes on their bodies to reduce incoming damage.

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* CombatParkour: Demon Hunters employ their [[DashAttack Fel Rush]] and Vengeful Retreat effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] abilities. This can be comboed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* CombatParkour: Demon Hunters employ their [[DashAttack Fel Rush]] and Vengeful Retreat effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] abilities. abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be comboed {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.



* LightningBruiser: Demon Hunters are agility-based attackers with the highest burst mobility in the game. However, they have very limited access to self-healing, and no resistance to crowd-control.

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* LightningBruiser: Demon Hunters are agility-based Agility-based attackers with with, at the time of their inclusion, the highest burst mobility in the game. However, they have very limited access to self-healing, and no resistance to crowd-control.crowd control; if a Havoc Demon Hunter slows down, [[FragileSpeedster they'll go down easily]].



* VictorGainsLosersPowers: Defeating major demons grants them more powers.

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* VictorGainsLosersPowers: Defeating major demons throughout their starting zone grants them more powers.



* XRayVision: Their true sight functions as this when focused on it, allowing the demon hunter to see any living creature through walls and making stealth completely useless. However, to keep this ability balanced in PvP, using it slows the demon hunter to a crawl.

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* XRayVision: Their true sight functions as this when focused on it, allowing the demon hunter Demon Hunter to see any living creature through walls and making stealth completely useless. However, to keep this ability balanced in PvP, using it slows the demon hunter to a crawl.crawl.
* YourSoulIsMine: Demon Hunters can cleave off fragments of their victims' souls, devouring them to restore their own health; if the victim is a demon, their powers grow as well. A recurring motif with demon-related weapons and technology is that they require souls to power, which the Illidari have been willing to exploit.
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* PummelingTheCorpse: For a bit of bonus humiliation, Death Knights can learn to cast Corpse Explosion, which [[ExactlyWhatItSaysOnTheTin causes an enemy corpse to explode]] into a red cloud of LudicrousGibs, leaving only ribs and bloody meat behind.

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* CombatParkour: Demon Hunters employ their [[DashAttack Fel Rush]] and Vengeful Retreat effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] abilities.

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* CombatParkour: Demon Hunters employ their [[DashAttack Fel Rush]] and Vengeful Retreat effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] abilities. This can be comboed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.



* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance.



* LightningBruiser: Demon Hunters are agility-based attackers with the highest burst mobility in the game. However, they have very limited access to self-healing and no resistance to crowd-control.

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* LightningBruiser: Demon Hunters are agility-based attackers with the highest burst mobility in the game. However, they have very limited access to self-healing self-healing, and no resistance to crowd-control.

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* AllYourPowersCombined: Demon Hunters primarily employ Chaos damage in their attacks, which counts as a combination of [[UpToEleven every elemental damage type in the game]].



* BladeBelowTheShoulder: They have exclusive access to glaive-type weapons.

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* BladeBelowTheShoulder: They Aside from the Warglaives of Azzinoth, Demon Hunters have exclusive access to glaive-type Warglaive-type weapons.



%%* DemonSlaying
%%* DualWielding

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%%* DemonSlaying
%%* DualWielding
* CombatParkour: Demon Hunters employ their [[DashAttack Fel Rush]] and Vengeful Retreat effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight glide]] abilities.
* DemonSlaying: Demon Hunters gain several bonuses when fighting against demons. Their starting Warglaives increase their attack power against demons, their Soul Shards empower their damage if received from demons, and their Imprison spell can only be used against demons.
* DualWielding: The Demon Hunters' only weapon proficiencies are with one-handed weapons, and they cannot use shields. Their primary focus is on wielding a pair of Warglaives.



* InstantRunes: Vengeance's ''Sigil'' spells, which carve large runes into the ground.

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* InstantRunes: Vengeance's ''Sigil'' spells, which carve large runes into the ground. Zigzagged though, as the sigils have a delayed effect while they take time to form.
* LightningBruiser: Demon Hunters are agility-based attackers with the highest burst mobility in the game. However, they have very limited access to self-healing and no resistance to crowd-control.

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* AntiMagic: Death Knights have an Anti-Magic Shell that will not only absorb incoming spells and elemental attacks, but convert the damage into runic power to perform counterattacks. They are also capable of forming an Anti-Magic Zone to protect their allies, and unleashing Necrotic Strikes which cancel out healing magic wasted on their foes.



* ChillOfUndeath: The Frost specialization is built to reflect this, while the Icebound Fortitude spell allows Death Knights to freeze their blood to become more resilient towards damage.
** Many undead creatures associated with the Scourge, such as Deathchargers, Frostbrood drakes and player Death Knights, have a blue glow from "cold flames" used to animate them.

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* ChillOfUndeath: The Frost specialization is built to reflect this, while the Icebound Fortitude spell allows Death Knights to freeze their blood to become more resilient towards damage.
** Also a common motif: Many undead creatures associated with the Scourge, such as Deathchargers, Frostbrood drakes and player Death Knights, have a blue glow from "cold flames" used to animate them.



* EarlyInstallmentWeirdness: First generation of death knights that appear in ''Warcraft II'' are undead human knights whose corpses are possessed by spirits of deceased orc warlocks.

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* EarlyInstallmentWeirdness: First generation of death knights that appear in ''Warcraft II'' are undead human knights whose corpses are possessed by spirits of deceased orc warlocks. Some shown in ''World of Warcraft'' prior to ''Wrath of the Lich King'', such as Teron Gorefiend and Thane Korth'azz, were more heavily associated with Fire magic than Frost.



* FlyingWeapon: Blood Death Knights can create a Dancing Rune Weapon that will fight on its own, copying their creator's attacks. Come ''Legion'', Frost Death Knights can use a weaker version of this with their Artifact.



* MageKiller: Mages have always had difficulties when dealing with death knights in PVP due to their anti-magic capabilities (Ex. Anti-magic Shell)

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* MageKiller: Mages have always had difficulties when dealing with death knights in PVP Death Knights due to their anti-magic capabilities (Ex. Anti-magic Shell)AntiMagic capabilities. They also have access to a Dark Simulacrum which can copy enemy spells to turn them against their casters. In the past, Death Knights could even convert regeneration effects placed on their foes into diseases to kill them faster.



* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks. The Unholy specialization has the best use of this, being able to summon and transform ghouls, raise skeletons, animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.

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* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks. The While all Death Knights can learn to resurrect their allies, the Unholy specialization has the best use of this, being able to summon and transform ghouls, raise skeletons, animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.

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* BadWithTheBone: The ''Legion'' spells Bonestorm and Marrowrend.

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* BadWithTheBone: The Blood specialization takes a focus on this with the ''Legion'' spells Bonestorm and Marrowrend.



* BloodMagic: Blood death knights are [[OurVampiresAreDifferent vampiric warriors]] who takes the blood of enemies and uses it to [[BlackMagic keep themselves battleworthy]].
* BloodKnight: Death Knights in game have very few ranged abilities and rely heavily on rune-empowered melee onslaughts.

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* BloodMagic: Blood death knights are [[OurVampiresAreDifferent vampiric warriors]] who takes take the blood of enemies and uses use it to [[BlackMagic [[LifeDrain keep themselves battleworthy]].
* BloodKnight: While Death Knights in game have very few a handful of ranged abilities and abilities, they rely heavily on rune-empowered melee onslaughts.onslaughts.
* ChillOfUndeath: The Frost specialization is built to reflect this, while the Icebound Fortitude spell allows Death Knights to freeze their blood to become more resilient towards damage.
** Many undead creatures associated with the Scourge, such as Deathchargers, Frostbrood drakes and player Death Knights, have a blue glow from "cold flames" used to animate them.



** Unholy death knights are particularly noteworthy in this regard come ''Legion'', with the ability to weave [[PlagueMaster diseases]], [[{{Necromancer}} necromancy]] and [[CastingAShadow shadow magic]] at long range, albeit not dealing damage as efficiently as they could in melee. The Clawing Shadows spell can replace their main attack, complementing their Death Coil.



* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks, being able to summon and transform ghouls, raise skeletons, animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.

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* {{Necromancer}}: Death Knights, being the Lich King's champions, are some of the best necromancers in his ranks, ranks. The Unholy specialization has the best use of this, being able to summon and transform ghouls, raise skeletons, animate gargoyles and even [[ArmyOfTheDead raise a whole undead army]] on his/her own.


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* TheUnfettered: In ''Legion'', the Knights of the Ebon Blade elect to "do what the living cannot". This includes everything up to [[spoiler:storming Light's Hope Chapel to raise Tirion Fordring into undeath, although it doesn't work]].
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* ResurrectiveImmortality: While this is true of all player characters, only the Demon Hunter has it as GameplayAndStoryIntegration. During the introductory zone for the Demon Hunters, you have to sacrifice people at different points during the story to power portals for armies to march through. At the last portal, you can choose to sacrifice yourself rather than the intended victim. If you do, you go to the graveyard per norm for the game, but a surprised Illidan contacts you mentally, informing you that your soul is now demonic, so like any demon, your "death" only sends your soul to the Twisting Nether until you can find a suitable host to inhabit. And, if it hasn't been too long, you can reclaim your old body, which is still a viable container, as it only died recently. [[spoiler:Also foreshadows Illidan's resurrection.]]

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* ResurrectiveImmortality: While this is true of all player characters, only the Demon Hunter has it as GameplayAndStoryIntegration. During the introductory zone for the Demon Hunters, you have to sacrifice people at different points during the story to power portals for armies to march through. At the last portal, you can choose to sacrifice yourself rather than the intended victim. If you do, you go to the graveyard per norm for the game, but a surprised Illidan contacts you mentally, informing you that your soul is now demonic, so like any demon, your "death" only sends your soul to the Twisting Nether until you can find a suitable host to inhabit. And, if it hasn't been too long, long and in its good enough condition, you can reclaim your old body, which is still a viable container, as it only died recently. [[spoiler:Also foreshadows Illidan's resurrection.]]
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* WingedHumanoid[=/=]NotQuiteFlight: All Demon Hunters grow demonic wings, but they can only use them to glide, not to fly (by pressing the "Jump" button when flying).

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* WingedHumanoid[=/=]NotQuiteFlight: All Demon Hunters grow demonic wings, but they can only use them to glide, not to fly (by pressing the "Jump" button when flying).falling).

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* NotQuiteFlight: Demon Hunter have bat / dragon-like wings, and they can use them to glide (by pressing the "jump" button while falling).



* WingedHumanoid: All Demon Hunters grow demonic wings, but they can only use them to glide, not to fly.

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* WingedHumanoid: WingedHumanoid[=/=]NotQuiteFlight: All Demon Hunters grow demonic wings, but they can only use them to glide, not to fly.fly (by pressing the "Jump" button when flying).
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* NotQuiteFlight: Demon Hunter have bat / dragon-like wings, and they can use them to glide (by pressing the "jump" button while falling).

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