Three Missing Classes - Time To Find a Home!

Something else that could be an option would be to give every class a secondary troop type. This would solve a lot of problems – no classes would have to have their troop type changed, and synergies would drastically increase. Here are my proposed second troop types, based on troop types being either a race + race, race + profession or just a race (see a much longer explanation here: One of the lesser talked about 4.8 changes: troop types). So some classes wouldn’t have a second troop type because there are only three professions (Knights, Rogues, and Mystics), and some races don’t mix at all (like Centaur Merfolk).

Class Kingdom Current Type Suggested Second Type Type Added
Warden Maugrim Woods Beast Wargare Race
Oracle Divinion Fields Centaur Beast Race
Diabolist Blighted Lands Daemon Dragon Race
Sorcerer Karakoth Daemon Construct Race
Doomsayer Sin of Maraj Daemon Mystic Profession
Priest Whitehelm Divine Human Race
Dragonguard Dragon’s Claw Dragon
Slayer Dhrak-Zum Dwarf Undead Race
Runepriest Khaziel Dwarf
Archer Forest of Thorns Elf Elemental Race
Monk Shentang Elf Divine Race
Orbweaver Zhul’Kari Elf Beast Race
Hierophant Bright Forest Fey Elemental Race
Frostmage Glacial Peaks Fey
Warlord Broken Spire Giant Elemental Race
Titan Stormheim Giant Elemental Race
Thief Zaejin Goblin Beast Race
Plaguelord Darkstone Human Mystic Profession
Warpriest Leonis Empire Human
Knight Sword’s Edge Knight Human Race
Mechanist Adana Mech Human Race
Tidecaller Merlantis Merfolk Mystic Profession
Dervish Drifting Sands Monster Elemental Race
Archmagus Silverglade Mystic Elf Race
Assassin Mist of Scales Naga
Barbarian Grosh-Nak Orc
Sunspear Pridelands Raksha
Corsair Blackhawk Rogue Human Race
Stormcaller Suncrest Stryx Elemental Race
Shaman Wild Plains Tauros
Deathknight Ghulvania Undead Knight Profession
Necromancer Khetar Undead Mystic Profession
Sentinel Urskaya Urska
Bard Pan’s Vale Wildfolk