So a few weeks ago, I created a thread called 5 reasons why you’ll never see a Demon Hunter Class in WoW. It was a pretty popular thread, with well over a thousand replies, and lots of passionate debate going back and forth. After that discussion, I still didn’t believe that Demon Hunters would be a class in WoW, and frankly I still don’t. However, given the passion of Demon Hunter fans (myself included), I decided to give it a whirl. The purpose of this thread will be to see if there can be a viable Demon Hunter class that is significantly different than other classes currently in the game. I pulled a out a lot of tricks out of my class creation tool bag to get this to work, so hopefully I pulled it off and created a unique melee experience in WoW. The vast majority of abilities shown here come from Demon Hunters in either WC3 or WoW. What I did was expand some of those concepts while trying to stay true to abilities found in the Warcraft Universe. I purposely didn't utilize the Demon Hunter from Diablo 3 because I felt that it had no place in WoW lore, and that the majority of the people who want Demon Hunters want the DH as presented in WoW and WC3. Hopefully I did the class and the unit justice. Your poll results will tell the tale.
So without further adieu….
Here is my concept idea for a Demon Hunter class in World of Warcraft.
Demon hunters are dark, shadowy warriors who are shunned by the greater night elf society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the night elves' society, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness.
My class concept is for Demon Hunters to be a hero class that starts at level 55 ala Death Knights. This will allow certain liberties with the class that they wouldn't have starting at level 1. This would also allow Demon Hunters to immediately enter the Burning Crusade expansion, and have access to exclusive armor and weapons. I divided the class into three specs; Discipline, Vengeance, and Chaos. You will learn more about those specs later. Right now, let’s answer some questions that are sure to come up in this thread;
Solving some problems with Demon Hunters
1. Demon Hunters don’t wear armor.
A. See the Deconstruction section.
2. Only elves can be Demon Hunters.
A. I agree, which is why this class is limited to only 2 races; Blood Elves and Night Elves.
3. Metamorphosis and Immolation are Warlock abilities.
A. True, but the Demon Hunter version of Metamorphosis and Immolation are very different than the Warlock versions.
4. Demon Hunters are too powerful to start at level one.
A. Agreed, which is why they should be a hero class and start at level 55. This will also set them up to enter the Burning Crusade right out of their training zone.
5. Demon Hunters are just like Warlocks.
A. Demon Hunters are to Warlocks as Paladins are to Priests. They use the same magic type, but fulfill very different purposes.
6. Warglaives are rare weapons!
A. Demon Hunters would have their own training grounds and exclusive equipment similar to Monks in Mists of Pandaria.
7. Why no Diablo 3 version of Demon Hunter?
A. This is Warcraft, not Diablo. Also the majority of players want the WC3 version of the Demon Hunter above all else.
Races: Night Elf and Blood Elf
Armor: Agility-based Mail (Deconstruction)
Weapons: 1h Swords, 1h Maces, or 1h Axes, 2h Swords, 2h Axes
Type: Melee/Magic Ranged
Specs: Chaos, Discipline, Vengeance
Resource: Mana, Shadow Fragments (Discipline) Shadow Chain
Demon Hunters can choose from a wide assortment of Warglaives that no other class can equip. Demon Hunters are optimized for the Warglaive weapon, however they can still use a variety of other weapons. Demon Hunters purchase various warglaives from a vendor in their training zone, which they can teleport to when necessary. It is recommended that Demon Hunters who spec into Discipline for tanking utilize warglaives since it allows them to also block incoming damage since the weapons have a buckler on their handle. Demon Hunters can transmog 1h swords into warglaives or vice-versa.
Deconstruction transforms armor into a rune that appears as a tattoo on the Demon Hunter’s body. You can Deconstruct chest, shoulder, glove, cloaks, bracers, and helmet armor. Players can change the color, and appearance of the runes on their bodies.
Shadow Chain is a unique core mechanic that allows the Demon Hunter to string together a series of melee abilities into devastating combos that end with an enhanced version of a magic spell. Every melee ability has the potential to begin Shadow Chain, but only Demon Strike can initiate Shadow Chain every time. Other melee abilities require a precondition before Shadow Chain initiates. For example, to initiate Shadow Chain with Wings of Chaos you have to hit at least 4 targets at one time. Once Shadow Chain is initiated, the player’s ability bar will light up, showcasing which melee attacks they can use next in the chain. The furthest a chain can go is 4 melee abilities and a finishing move.
Shadow Chain’s stacks decrease the casting time of your magical abilities by 25% per stack. At the end of the chain, select non-melee abilities will be transformed into more powerful versions of your spells. In addition, there are melee abilities that can only be activated after you have passed a chain threshold. Rising Demon Wing for example requires 3 stacks of Shadow Chain to activate. When you perform the finishing move, you transform into a demon to correspond with the enhanced ability.
Sample list of spells effected by Shadow Chain:
Firebolt becomes Flame Burst: Fires a powerful blast of damage at the target, stunning them for 2 seconds.
Shadow Blast becomes Shadow Storm: Summons a violent storm of Shadow Energy that damages targets in a 8 yard radius.
Mana Burn becomes Mana Fist: Surrounds your fist with Demonic power, striking the target, damaging their Mana as well as their HP. If the target has no mana, damage is doubled.
Spec Specific Finishers:
Chaos: Flame Crash becomes Meteor Crash: Slams the ground from above, causing a pillar of fire that damages targets within 8 yards.
Vengeance: Dark Barrage becomes Shadow Cannon: Fires a beam of destruction into the target, causing significant damage, and continues on its path, dealing damage to additional targets in its wake.
Discipline: Draw Soul becomes Soul Eater: Draws targets towards the DH, damaging them, and stunning them for 5 seconds. Damage heals the DH.
Mana Burn: (1.5 second cast) Hits an enemy with an anti-mana bolt. For each point of mana consumed by the bolt, the target takes 1 damage. If the target doesn’t have mana, the damage to the target’s health is doubled.
Immolation: Core ability.Engulfs the Demon Hunter in flames, causing damage to nearby enemy targets. Drains mana until deactivated
Evasion (passive): Increases chance to dodge melee or ranged attacks by x%
Metamorphosis: Transforms the Demon Hunter into a demon for 20 seconds. Increasing damage and firing powerful bolts of demonic fire at a target causing AoE damage. 3 minute cooldown
Infusion: (passive) Your weapon is imbued with power based on your spec.
Firebolt: (2 second cast, 40 yard range) Inflicts fire damage to an enemy. The closer the target, the more intense the damage done.
Shadow Blast (2.5 second cast, 40 yard range) Deals Shadow damage to the target and any enemies within 8 yards of the target.
Demon Strike: Viciously slashes the target, causing 150% weapon damage and an additional effect depending on spec and initiates Shadow Chain. Short CD
Cross Slash: Slashes the target with both weapons. Has a chance to bring Demon Strike off of CD.
Lasher: A powerful cleave attack whose properties change based on your spec: Shivara Sword, Abyssal Wave, Infernal Blade. See individual specs for abilities. All lasher abilities have an 8 second CD.
Rising Demon Wing: A vicious spinning upward slash that hits the target 3 times and knocks the target down. RDW requires three stacks of Shadow Chain.
One thousand Cuts: (channeled) The Demon Hunter draws the target to its location, rapidly slashing them multiple times, and causes the target to bleed for 6 seconds. Requires three stacks of Shadow Chain.
Demonic Grab: (0-30 yards) Rushes towards a target, lifts it into the air and grips it by the throat. Demonic Grab’s secondary effect varies based on spec. If the target dies during Demonic Grab’s effects, its cooldown is reset. 12 second cooldown.
Wings of Chaos: The Demon Hunter spins, unleashing demonic wings from its back that burns targets in an 8 yard radius. Heals the Demon Hunter for a percentage of the damage done. 1 minute CD
Glaive Toss: Throws one of your Glaives forward, damaging all enemies in a cone in front of the Demon Hunter, and damages the targets again as the Glaive returns to the Demon Hunter. (Requires Glaive). 1.5 minute CD
Banish: Banishes an enemy, preventing all action but making it invulnerable for up to 1 minute. Only one target can be banished at a time.
Path of Flames: Absorbs your Immolation, increasing your movement speed by 70% for x seconds, leaving a trail of flames in your wake. (1 minute CD)
Cremation: (Passive) When you kill targets with your fire spells who wield experience or honor, you regain a % of your total mana. If your mana bar is full, your health will be replenished instead. Demon and Undead targets restore more of your mana.
Hot Skin: (Passive) As immolation burns, your skin becomes burning hot, causing fire damage to melee attackers. Hot Skin’s damage is increased in the Chaos spec.
Spectral Sight: Increases your chance to hit targets in melee range, and allows you to see invisible units for 10 seconds. (3 minute CD)
Smite Demon (passive) You have a chance to instantly kill a demonic enemy. Does not work against bosses or elites.
The original art of the Demon Hunter originated with Chaos. Chaos Demon Hunters master demonic magic, and use it against their creators in spectacular fashion. They often leave their victims in charred ruin, or completely obliterated by the flames of chaos. So skilled in their gruesome work, their allies fear them almost as much as their enemies. These Demon Hunters wield considerable power, and can fight from multiple ranges effectively, utilizing an incredible mixture of demonic flames and potent melee abilities. However, they must be ever vigilant because the seed of their own destruction lies within them, ever waiting for a chance to turn them towards the will of the Burning Legion.
Overview: Melee/Caster DPS spec that specializes in fighting from multiple ranges and overwhelming opponents.
+Improved Immolation: (passive) Increases the damage done by your immolation effect, while reducing its mana cost. In addition, Firebolt and Agonizing Flames can be cast instantly. However, their mana cost is doubled, and they have a 5 second cooldown. Casting Firebolt and Agonizing Flames reduces the remaining cooldown on Metamorphosis by 3 seconds per cast. Improved Immolation increases the passive damage of Hot Skin.
+Agonizing Flames: (1.3 second cast, 40 yards) Deals x Fire damage and continues dealing x Fire damage over 15 seconds. Enemies standing within Immolation’s range while affected by Agonizing Flames have a chance to restart its duration. In addition, if a nearby target is affected by Immolation, Agonizing Flames has a chance to spread to that target as well. Maximum of three targets.
+Infusion: Demon Fire: (passive) Infuses your weapons with demonic flames, increasing your target’s vulnerability to fire damage by x%.
+Demon Strike: Chaos: Damage from your immolation restores your mana for 6 seconds after Demon Strike.
+Infernal Blade: Slashes 2 targets in front of the DH, dealing fire damage, and setting the ground beneath them ablaze, dealing additional damage over 6 seconds and increasing their weakness to fire damage.
+Chaotic Drive: (2 second cast time) You explode into a burst of flames, and charge a target. You explode on impact, causing a devastating explosion that does significant damage, knocking the target down and stunning them. If the target is under the effects of Agonizing Flames, the damage is increased. (30 second CD)
+Demonic Grab: Fel Vulcan: Unleashes a powerful blast of Fire into the gripped target, sending the target back 15 yards and dazing them. Blasts are multiplied if Soul Furnace stacks are present.
+Soul Furnace: Sacrifices health to increase power of your next fire-based spells. Stacks up to 3 times. Each charge lasts 15 seconds and appears as a glowing red orb above the Demon Hunter's head. Effects Firebolt, Wings of Chaos, Agonizing Flames, Fel Vulcan, Chaotic Drive, and Flame Crash.
+Flame Crash: (2 second cast) Strikes the ground with your fists, cracking open the earth and releasing hellfire, burning all targets within 10 yards for 8 seconds.
+Brimstone: Instantly teleports the Demon Hunter to the location of any target afflicted with Agonizing Flames in a cloud of black smoke. 30 second CD
+Master of Disaster: (passive) The Demon Hunter has a low chance to completely absorb the damage from an offensive fire spell, restoring mana equal to 50% potential damage caused.
A Demon Hunter that specializes in control and manipulation of the energies of its targets. Those who specialize in Vengeance destroy their opponents from within with demonic magic, and use that energy to empower themselves with devastating results. However, their hunger for magical energies can cause them to fall into darkness and corruption. The art of Vengeance originated with Blood Elf Demon Hunters, and that race continues to be the majority of its adepts. Though not as flashy as Chaos, or as sturdy as Discipline, Vengeance Demon Hunters are still feared opponents on the battlefield especially among spell casters or magic users.
Overview: DPS spec that devours mana and resources. Best used against casters or magical opponents.
+Mana Beast: (passive) Whenever you absorb additional mana with a full mana bar, you receive Mana Beast. Mana Beast increases the damage you do with spells and physical attacks, increases your movement speed, and reduces the cooldown of Metamorphosis by 1 second per melee hit. Whenever you enter this state, blue energy begins to pulsate from your body, growing more intense as you stack the buff.
+Fusion: (Toggle) Combines the energies of Mana Burn and Immolation, causing your Immolation spell to damage the target and its resource. This turns your immolation and all fire spells while immolation is active blue. However, while this effect persists, your immolation ability burns more intensely, increasing the drain on your mana while it is active.
+Improved Mana Burn: (passive) 100% of the damage done by your Mana Burn spell is converted into mana.
+Infusion: Feedback: (passive) Your attacks cause feedback. Feedback reduces the cast time of your Mana Burn, Fire Bolt, and Shadow Blast ability by 20% per stack. Stacks up to 5 times.
+Demon Strike: Soulbreaker: Your Demon Strike have a chance to reduces the target’s spell damage for 6 seconds.
+Demonic Grab: Incubus: Drains the target’s health with shadow flame, restoring the DH’s mana. Target is then silenced for 3 seconds, and tossed aside.
+Mana Transfusion: (toggle) While active, mana is converted into health. This process stops if the Demon Hunter is out of mana, or at full health.
+Fel Resistence (passive) Increases your resistence to magic spells by a percentage of your current mana.
+Shivarra Sword: Fuses your mana with shadow energy, dealing damage to up to 2 targets based on your current mana levels. If at higher mana levels, the sword does more damage and has lower mana return. If at lower mana levels, the sword does less damage, but restores more mana.
+Mana Parasite: (instant) Sends a parasite into a target, dealing damage over its duration, and slowing the target’s movement speed. While dealing damage, it restores the Demon Hunter’s mana. In addition, Mana Parasite devours the buffs of its target, immeadiately granting it to the Demon Hunter for up to 30 seconds. (2 minute CD)
+Dark Barrage: (Channeled) Launches a volley of Shadow Magic towards a target. Lasts up to 8 seconds.
+Control magic: Takes control of an enemy summoned unit for the remainder of that unit’s duration. If the summoned unit is permanent, control magic can last up to 1 minute. (2 minute CD)
+Meridian You permanently switch your mana and health bars. Best used if you are low on health and high on mana and you need to survive. (20 minute CD)
+Spell Breaker: When you are attacked by an offensive spell, you teleport behind the assailant if within 40 yards, and stun them for 2 seconds. You have 3 seconds to use this ability once it activates. (5 minute CD)
Due to the rarity of Shadow Magic use among the Illidari, Discipline adepts are by far the fewest in number within the ranks of Demon Hunters. However, what they lack in numbers, they more than make up for in resilience. Discipline attempts to create a balance between the chaotic energies of demonic magic, and the physical prowess of the Demon Hunter. Though not always successful, Discipline Demon Hunters are extremely formidable fighters, and are more than capable of protecting their allies and leading others into battle. Unfortunately, their reliance on Shadow magic makes them prone to rapidly losing control and unleashing the demon within.
Overview: Tanking spec that uses life energy and Shadow magic.
+Glaive Wall (passive) Increases your chance to block with Glaive weapons.
+Shadow Fragment: (passive) A secondary resource that allows you to perform certain abilities. Max: five fragments.
+Shadow Carapace: (passive) Shrouds the Demon Hunter in Shadow magic, reducing damage taken by 25% and reduces your chance to be hit by critical attacks. In addition, when you take damage, you have a chance to manifest a Shadow Fragment.
+Blood Oath: (passive) When you absorb health from an enemy at full health, the extra healing becomes a ward that stacks up to 10 times, and lasts up to 2 minutes. Whenever you receive damage, the ward releases, healing you and party members in range.
+Heat Shield: (passive) Your hot skin passive turns into heat shield. Reducing the damage you take from physical attacks..
+Frenzy:(Passive)During combat, you have a chance to go into a Frenzy. When this occurs, your damage is increased by 25% and your Attack speed is increased by 15%, for 8 seconds. During Frenzy, the Demon Hunter takes on a more demonic appearance, and enemies have a higher chance to miss you. Damage done during Frenzy reduces the cooldown of Metamorphosis by 1 second per melee hit. As you decrease in health, your chance to proc Frenzy is increased.
+Demon Strike: Umbrage: Heals you for 1% of damage done. Generates 1 shadow fragment.
+Infusion: Debilitation: (passive) Your melee attacks have a chance to apply weakened blows.
+Demonic Grab: Shadow Smash: Grips up to three targets with Shadow energy, and slams them into the ground, dealing significant damage.
+Draw Soul: Draws targets towards the Demon Hunter, generating threat and 1 Shadow Fragment.
+Consume Shadows: Consumes Shadow Fragments, healing you instantly. Costs 2 Shadow fragments. (8 sec CD)
+Dark Crystal: You fuse your Shadow Fragments into a Dark Crystal, allowing you to save it for future use. When you consume a Dark Crystal, it heals you for X% of your health, and shields you from damage for 15 seconds. Costs 5 Shadow Fragments. (1 minute CD)
+Nightmare: Combines Shadow Blast and Firebolt into a single instant-cast spell, combining their damage into a devastating AoE attack. Consumes all shadow fragments.
+Shadow Flux: Instantly teleports you next to an enemy target within 30 yards. Costs 1 Shadow Fragment per teleport.
+Abyssal Wave: Slashes targets in an arc in front of the Demon Hunter, dealing damage to up to 3 targets and healing the Demon Hunter for a % of the damage. Costs 2 shadow fragments. If Abyssal Wave is a critical hit, 1 fragment is refunded.
+Morning Star: Infuses your Glaive with Shadowflame, dealing Shadow, Fire, and weapon damage to targets in a cone in front of the demon hunter for 3 seconds before returning to the Demon Hunter. Consumes all shadow fragments.
+Aura of Madness: Damage done to all party members is drawn towards the Demon Hunter, reducing its total damage, and pushing the Demon Hunter into a more powerful Frenzy for 10 seconds, transforming the Demon Hunter into a Demon in the process. While in this phase, all damage done to the DH is reduced, its damage is increased, and all of its melee attacks deal damage to multiple targets. The damage done is distributed as healing to all party members within range. (CD)
+Shadow Evasion: Increases your chance to dodge by an additional 15% for 12 seconds. (3 minute CD)
+Demonic Fortitude: Reduces your damage taken by 30% for 12 seconds. (3 minute CD)
How would all of this work?
A Demon Hunter has three options when he begins an attack. He can either use a combo via Shadow Chains, Use spells at range, or a combination of melee and magic abilities. All specs have the ability to cast spells instantly while performing melee combat. This class allows the player to fight effectively from almost any range.
Starter Zone and Class Quest Ideas:
I hope you enjoyed reading this concept. I would like to think Blizzard for making the game, and making it great enough for us to be passionate about it. I would also like to think Golden Yak and other participants in the “How would the Demon Hunter Class work in WoW” thread for the great feedback and wonderful discussion. Special thanks to Edlarel for the Talent tree and Glyph ideas. All art in this thread is owned by their respective creators, and can be freely found on the web.
Edit: LoL! Forgot the poll. Oh well.... Hope you enjoy the concept regardless.