Hey Guys! Yes I am still in business and I bring another creation to fill your imagination
NOTE: This is not a HERO CLASS-- My bad for the misleading title =)
Armor: cloth with intellect for support spec and agility for dps and healer specs(again this cloth totem would be shared between bards, invokers and one more class--no spoilers here =P)
Weapons: staff, dagger, one handed mace, one handed axe, scythe, War Glaive
Races: troll, orc, worgen, human, dwarven, goblin, tauren, night elf.
The witch doctor is an alchemical and spiritual master, skilled at not only simply brewing potions and alchemical goods, but at awakening the spirits of the ingredients that go into his goods. The powers that witch doctors revere are creatures of wild, ecstatic worship who demand dynamism from their servants. The witch doctor's arcane magical art is formed from the ability to twist and turn nature through a crude yet effective science called juju. Creating curses and hexes is a specialty of the witch doctor. The witch doctor can make a deadly doll of wax or tallow containing a specific person's hair, skin or blood. He can affect the target with a harmful touch attack spell as long as the person is on the same plane. Using shadow and voodoo magic, the witch doctors can also cast spells without the use of dolls. By repeating old ritualistic chants, the witch doctor curses the target into feeling pain without physically harming it, only mentally. This might still prove deadly.
Doctor Stance: Increases all healing spells by 20% and range by 15 yd but reduces the critical hit chance by half on your damage spells.
Shadow Stance: Increases attack speed by 10% and reduces the healing reduction when in Spirit Realm by 15%.
Witch Stance: Allows the return of an extra 20% of Mojo from Voodoo spells but you cannot use your healing spells.
Juju:A Juju spec WD at work can be unsettling, for he croons and chants to the herbs and animal parts that go into his brew, shaking a rattle to awaken them from their slumber, and sometimes even bursting into dance to appease them and make them favor him. The witch doctor's seething cauldron contains a hallucinogenic mixture of herbs, poisons, crushed insects and other noxious materials. Through potent rituals and potions, this spec is capable of heavy healing although to do that other allies may suffer, which makes it a bit harder to master. This spec is a healing spec based on the thin line between science and faith, the juju magic.
Shadow:Like other practitioners of voodoo, shadow hunters deal with the darker aspects of the spirit world. Brave practitioners of rituals and dark rites, shadow hunters tread a cautious line between darkness and light. Roughly spoken, shadow hunters are former headhunters who have gone deeply into the arts of voodoo and Loa. However, they have not forgotten their hunting skills, which makes a shadow hunter very dangerous in combat. They can stand far away from their enemies while throwing weapons at rapid speed, track down enemies with ease, and also heal themselves and allies. This spec brings a multitude of options that set it apart from other dps'ers. It's wide rnge of strategies requires a bit of practice but if used in tune with allies this can be as good as a supporter without loosing dps.
Damnation:All shaman and witch doctors know of ways to invoke spirits to do their bidding. The hexer (or hexxer) takes this craft to a new level, calling the wrath of spirits down upon his enemies. With a dance and a chant, he weakens and debilitates his foes. If a particular enemy becomes troublesome, he can bind a hostile spirit into an idol, delivering a permanent curse. Hexers are also benders of will, as they can control other lesser intellectual beings with their mind. These tricks can be fatal for several enemies of the witch doctor, not knowing whom of their allies to trust anymore. They are also able to sear through a targets mind and erase or create new memories as they please, causing the target to get confused and not knowing what is real. These rituals will also inflict massive pain onto the target. This spec is a negating support spec, based around cc curses and location based abilities but that are very powerful if used correctly.
When you apply a Voodoo on someone, the Voodoo is only at 1/2 power. To maximize the power of the Voodoo, you need to apply a Mantra, which will add a new effect and refresh the Voodoo. The Mantra is a catalyst for the Voodoo and can only be applied over an active Voodoo. For Ex, When you cast Voodoo of Dancing Freaks and then Mantra: Cut, the Mantra will have added power along with the effects of Voodoo of Dancing Freaks. No two Mantras and Voodoos will act the same. Only one mantra and one voodoo can be active at the same time.
Healer special resource:
Good & Bad Mojo: The WD can have up to 5 of each and each time that the WD uses a healing or damaging ability, a stack will be sent to the target. Your most potent healing abilities will only affect targets with Good Mojo while some twisted ones will only affect targets with Bad Mojo. Targets can have up to 4 stacks of Good & Bad Mojo and they last 5 min.
DPS special resource:
Blessings of the Loa: critical strikes with abilities will grant 15 favor used for summoning a Loa blessing to the WD, depending on the type of ability used(requires 100):
Critical Healing abilities used on others- Lukou:Heals all your allies for 20% of their max health but makes you unable to benefit from healing from other players for 8 sec.
Critical Self-healing abilities- Dambala:Removes the CD on your next Biggest Fear, Shadow Blades or Healing Spirits used within 16 sec. If you don’t use any of these abilities then you will enter Shadow Realm free of cost
Critical damage over time abilities- Legba:Increases your movement and attack speed by 20% but reduces attack power by 10%.
Critical direct Damaging abilities- Xangô:You curse your target to take 1163 damage as electric whenever it attacks for the next 16 sec. However, if the target scores a critical hit you will take this damage instead
Critical Mantra abilities- Samedi: Deals 3489 nature damage on all enemies with an active Mantra, removing it but renewing the Voodoo.
Only affects forsaken, undead or death knights
Critical Voodoo abilities- Ogoun: Transforms the target in a frog for 16 sec. Works as a polymorph.
SUPPORT Special resource:
Mysticism: Each hex applied by the hexxer on a target or a mob of the same race and class will increase the power of the voodoo doll by granting significant and unique benefits to the play style of the hexxer until he decides to switch targets.
Allied targets effects:
Arms- Frenzied: increases damage dealt by 10% on the target.
Head-Enlightened: grants a 10% chance that the spell cast by the target is free.
Legs-Unstoppable: grants a 10% movement speed increase on the target.
Chest-Murderer: increases the target’s health by 10%.
Feet-Unbound: adds a stackable chance of 10% to resist snares on the target.
Arms-Controlled: grants 10% increased Mojo return from hexes active on it.
Head-Anguished: grants a 10% increased critical hit chance on spells cast against this target by any ally or the WD.
Legs-Decrepit: reduces target’s movement speed by 10% which can stack with other effects
Chest- Damned: Reduces target’s armor by 10%.
Feet-Misguided: Snares will last 3 more secs on the target
After getting the full body hexed, the Hexer has then access to the most potent spells of his spec, by creating an Idol/Fetish, which can be placed on the ground similar to a totem.
Primary Resource: Mojo-has a cap value of 50% of your health. It is only generated through active Voodoos. The WD gains 25% of the damage of the Voodoo as Mojo but when the Mantra is applied the Mojo stops generating.
Traits: Bloodletting-Passively increases all enraging durations by 2% for each 1% of health you miss.
This class’s resource for me is really interesting and allows for a lot of creativity when it comes to gameplay.
Being Mojo your main resource, you will need to generate it through Voodoo spells. The problem is that these Voodoo spells are very weak if you leave them be without applying a Mantra as well. So you have a decision to make, either get as much Mojo from Voodoos as you can by letting it fade or apply a Mantra at any time you see fit to boost the Voodoo. This way, you can either choose between leaving slow dots or burst damage.
Bad & Good Mojo: This is the healing spec’s secondary resource. You will need to use basic healing abilities in order to generate Good Mojo charges which in turn will add a base % chance to leave your next target under Voodoo with stacks of Good Mojo. Some of your most potent abilities will then only affect targets with Good Mojo. But you have to be careful because if you happen to have Good Mojo charges active and you use damage Voodoos or Mantras on an enemy you may leave it with Good Mojo. The same process happens with Bad Mojo. You collect charges by using damaging abilities and then these will have a chance of being released when using Voodoos and Mantras.
Mysticism: The support spec’s secondary resource is for me, a simple, effective and fun way of improving the support skills of the player not only to make it stand out as a support spec but also to represent hexes as a powerful source of magic.
You start by cursing the target into a voodoo doll. As stated, this voodoo doll will last until you get it full body hex and even then 3 min more. Each time you apply a hex on it you gain an injury bonus depending on where you decide to apply it. Each part of the bod will add a different negative effect on the target. This strengthens even more the concept of the hexxer as being an evil caster that supports his allies by directly injuring their enemies.
Loa Blessings: This type of resource is very versatile and allows to perform effectively in many different situations. It all comes down to your critical strikes. Each critical strike you score will earn you favour to a determined Loa. When you reach 100 favour, a Loa is summoned, acting a powerful bless or curse.