Before reading this thread you must know that every suggested ability is different from warlocks abilities .Before criticising what i wrote you must read all the thread. Every ability is different from Warlocks. Demon Hunters still use Fel, Fire,Shadow and Arcane Energy. 50% of the Basic abilities are changed because the lack of abilities caused by blizzard when they gave warlocks some Metamorphosis abilities. I have benefited from differences of Warlocks and Demon Hunters to create new abilities for this class.
-- Why Demon Hunters :
Many players like this class for what it represents and because its a dual-wielding class which uses magic.And adding this class in the last expansion against Burning Legion would attract too many players. I am inspired by the possible return of the Burning Legion, thats why has a possibility that lore allows us to create Demon Hunters.
--What types of spells can use a Demon Hunter ?
Demon Hunters can use Fel Spells, Fire Spells and they rarely use Arcane or Shadow magic.
--Demon Hunters are similar to warlocks. Why would Blizzard add a Demon Hunter as a class ?
First of all Demon Hunters are similar to Warlocks as Paladins are similar to Priests. Demon Hunters combine their spells with their blades for powerful attacks. Many players find this class attractive that's why i think that this will be the last class that blizzard will add .
--Demon Hunters are similar to Rogues and many abilities of the Demon Hunters are used by the Warlocks , so there is not enough space left . How do you think that Blizzard will create Demon Hunters when their spells are used by the warlocks!
Yes the Demon Hunters are similar to Rogues , but as i wrote before it's like Paladins with Priests. I think that Blizzard has used "some" of the Demon Hunters abilities for warlocks . An example of this is metamorphosis and i think this is the only spell used by the Demon Hunters that Warlocks have.
--But Warlocks use Immolate and Immolation Aura and they are also Demon Hunters' abilities !
When we say the word "ability" we will be more focused on the effecs more than on the "names" . Immolation burns an enemy who is 40 yards away , Immolation Aura burns the enemies who are within 10 yard range and to burn the enemies Immolating Aura needs to burn the ground , so Immolation Aura and Immolate are not Demon Hunters' abilities. I would agree if Immolating Aura would create a fire shield to burn nearby enemies within 5 or 6 yard range . So Demon Hunters' can have a new spell called Immolating Shield which burns nearby enemies at the cost of Fel Energy. How i see the 3 spells ( 2 warlock spells and 1 Demon Hunter spells ) :
Immolating Barrier (Demon Hunter )
-- There is not enough lore for this so how do you think Blizzard will create Demon Hunters ?
Of course there is lore and we have seen it on the 2 demon hunters that we brought back to life to fight a dreadlord. Ilidan also trained Demon Hunters in the black temple. Blizzard may bring Illidan back by using the twisting nether , or just use the 2 Demon Hunters that we rresurrected by doing the quests to teach the others the way to become Demon Hunters .
--Would Demon Hunters affect the number of subscribers?
OF course and i think the number of the subscribers will be increased if Demon Hunters are implemented. Implemeting Demon Hunters would increase the variety of the game and better variety leads to better gaming.
--The Transformations of Demon Hunters are used by the Warlocks , so Demon Hunters dont have possibilities to be implemented. What do you think about this?
I will not use Metamorphosis , but I will use demonic stances which change the appearance of the Demon Hunter
-The Warlocks represent the fighting against the Demons like Demon Hunters do. Why adding a class with the same purpose?
Adding a class that has "the same purpose" isnt bad to the game. This class has new abilities which are different from Warlock's abilities. Demon Hunters also use martial arts to dodge and defend themselves. In this way the variety of the game is increased. Bigger Variety leads to better gaming.
--Why aren't you using all the spells on WoWiki for Demon Hunters?
Because some of their spells are Warlocks spells and Demon Hunters are a different class and to increase the variety of this game they must have different spells.
--A large number of players want this class and is one of the most requested classes : Proof : Which will be the next class in WoW ?!
Facts that the Demon Hunters might be the next class:
Main Bars :
2. Fel Energy Bar(Maximum 150 Fel Energy ) ( 15 Fel Energy regenerated every second is the normal regeneration rate )
3. Nether Stones
1. Health Bar : If your health bar reaches 0 you will die.
2.Fel Energy : Fel Energy is used as a resource for most of your spells including Immolating Barrier , Chaos Strike , Shadow Strike etc.
3. Netherstones : Netherstones are used for powerful spells and have a recharge time of 15 seconds. Maximum of 3 Netherstones.
So i think Demon Hunter must be a hero class which starts at lv 85 and through questing they reach the required level to join the Army of Azeroth. Their leader must be Illidan( after Blizzard will bring him to life ) or the other Night Elf Demon Hunters( I am sure that the 2 night elf demon hunters who are alive now would like to teach the way to become Demon Hunters ) . Demon hunters can dual wield weapons which can be combined with Fire/Fel/Arcane/Shadow Magic and use agility as their primary source of damage dealing. Their Main Bars are HP bar and Fel Energy Bar( maximum 150 Fel Energy ) .
Warglaives: Weapon Type considered as sword that deals damage between a dagger and a sword and has an attack speed between a dagger and a sword.
Primary Abilities :
So Demon Hunters must have these primary abilites :
1.Fel Stance: Fel Runes appear over your body (Like Illidan's Fel Runes-color green) increasing your threat, armor by 60% reducing 15% of the damage taken and increasing your parry chance by 10%.Also Transforms your Mana Burn Ability to Burning Heart.
2.Shadow Stance: Dark Runes appear over your body increasing movement speed by 10% ,causing your melee autto attacks to generate 1 FE and causing your melee attacks to deal an additional 20% weapon damage.
3.Mana Burn(50FE/Cd:9sec/15 yard range): Deals 125% weapon damage as ShadowArcane Damage and also reduces the mana regeneration of the target by 5% for the next 3 seconds.
4.Burning Heart(45FE/Cd:9 seconds/15yards): Deals 150% weapon damage as fire damage over 3 seconds. Heals you for 100% of the damage when it Deals Damage.
5.Demon Rush(5-20yards/Cd:15sec):You rush towards your enemy damaging all enemies in your way for 20% w-dmg and rooting your target for 2 seconds.
6.Spectral Sight(Passive):Allows you to track demons and Undeads and to track Stealth.
7.Arcanic Strike(30FE/Cd:25sec): Deals 30% weapon damage as arcane Damage and silences the target for the next 3 seconds.
8.Fel Regeneration(Cost:1NS/Cd:1min): When used regenerates 10% HP and 75FE.
9.Dark Shield(1NS/Cd:2min): Reduces damage taken by 15% for the next 26 seconds. Every second heals for 1% HP.
10.Burning Speed(Cd:1min) : Increases your movement speed by 20% for the next 28 seconds.Leaves a trail of flames in its wake.
11.Touch of Nether(2NS /Cd:4min) : Reduces damage taken by 95% for the next 4 seconds. Heals 5% HP every second for 4 sec .
12.Vampiric Aura(Cd:10min/3NS): Affects all allies within 30 yards causing their attacks to heal them for 10% of the damage done. Lasts for 30 seconds. A player cannot be affected 2 times within 10 minutes with this aura. Cannot be used in Arena.
13.Sacrifical Rebirth(Cost:35%HP/1NS/Cd:15min/40 yards) : Sacrifice 35% of your HP to bring an ally to life. Can be used while in combat.
14.Arcane Protection(1NS/Cd:2min): Reduces damage taken by 10% on all party members within 30 yards for 12 seconds.
15.Shadow Strike (Cd:2sec)(40 FE ) : Deal 100% weapon damage as Shadow Damage.
16.Immolating Barrier(Cost: 2FE per sec) : Your body is covered in flames dealing 15% weapon damage as fire damage to all enemies within 6 yards. Is deactivated when your Fel Energy Reaches 0.
17.Speallbreak(Cd:40sec): Reflects all the spells cast on you by your enemies for the next 3 seconds.
18. Blade Defence(Recharge:40 sec/2 Charges): Increases your parry chance by 15% for the next 9 seconds. Stacks up to 2 times.
===============Demon Hunters are capable to channel energy thorugh their weapons:
1. Channel Arcane: Causes your auttoattacks to deal 5% damage as arcane damage to all enemies within 3 yards of the damaged target.
2.Channel Nether: Causes your autto attacks to heal you for the 3% of the damage.
3.Channel Shadow : Your autto attacks deal 10% damage as Shadow Damage.
4.Channel Chaos : Your autto attacks have a 20% chance to deal 120% weapon damage as Chaos Damage.
---------------------If you have questions for this:
1. Why the demon hunters deal low damage ?!
---These are their primary abilities. Above there are no specs.
2. Why are you giving priorities to their autto attacks :
---Because using Energy Types combined with autto attacks is fun to players. Example: Shamans use Flametongue Weapon ,Windfury Weapon etc.
3 Specs :
2-Terrorblade (Melee DPS)
3-Fel Master (Melee DPS)
Terrorblade and Fel Master Spells :
Demon Strike (Cd: 6 sec)(65FE): Deals 165% weapon damage causing mortal wounds for 12 seconds.
Doom Strike(90 FE)(Cd:30 sec) : Deals 215% weapon damage as shadow damage and another 600% weapon damage over 6 seconds. Can be used only on targets that have less than 20% HP.
-----Shadow Charges: Shadow Charges are one of the Damage dealing resources of the Terrorblade specced demon hunters. Demon Hunters generate Shadow Charges when they deal damage using Mana Burn, Burning Heart , Shadow Strike , Debilitating Strike, Demon Strike and Dark Lance. Maximum of 4 Charges.
1.Shadowstalk( 35 sec cooldown ) : Stealth yourself into the shadows increasing movement speed by 25%. Lasts for 10 seconds. If used in battle lasts for 3 seconds.
2.Shadow Barrage( 20 FE)(Cd:6sec)(15 yards): Deals 120% Weapon Damage as Shadow Damage. Deals another 20% damage per Shadow Charge.
3.Demon Verdict(1 Shadow Charge)(1SH):Strike your enemy hard with your weapon dealing 180% w-dmg.
4.Shadow Clone(1 Sh)(Recharge time:30sec)(2 Charges Maximum):Summon a Shadow Clone which deals 20% of your damage and will use Demon Rush, Shadow Strike and Debilitating Strike. Lasts for 8 seconds. Maximum of 2 charges.
5.Dark Fury(Cost:1-4SH):Increases your autto attack damage by 5% and your auttoattack speed by 10% per Shadow Charge.Lasts for 12 seconds.If used on 4 Shadow Charges grants ano 5% increased autto attack damage and causes your autto attacks to deal pure Shadow Damage.
6.Dark Lance (20 yards)(Cd:15 sec): Deals 135% weapon damage as Shadow damage rooting the target for 2 seconds.Deals another 35% weapon damage as Shadow Damage when the user has 4 Shadowcharges.
7.Shadow Swipe(Cd:3sec)(75 FE): Your hands gain the might of Darkness swiping every enemy within 8 yards for 70% w-dmg as Shadow Damage.
8.Shadow Tap(2Sh):Immediately heals you for 5% of your HP and another 15% over 5 seconds.
9.Shadow Energy (Cd:2min) (Cost: 1 NS) :Regenerates 1 Shadow Charge and 3 Shadow Charges over 6 seconds. In addition heals you for 10% and regenerates 90 Fel Energy over 6 seconds. Replaces Fel Regeneration.
10.Debilitating Strike(45FE/Cd:4sec): Deal 90% w-dmg and increases the damage of your next autto attack by 45%.
10.Dread Strike(30 FE) : Deal 80% weapon damage to the target. Cannot be parried or blocked.
11.Dark Strikes(Passive):Your Shadow Strike deals an additional 40% damage on targets above 80% HP.Increases the duration of Shadow Clones by 8 sec.Your Shadow Stance now deals 30% additional w-dmg not 20%.
12.Mastery: Shadowy Warrior(Passive): Increases the duration of the Shadow Clones by 25%.
Questions u may have:
1. Why the hell did u gave Demon Hunters a stealth ability like rogues have ?!
This is a limited stealth ability because it has 35 seconds cooldown and allows you to stealth for 10 seconds/3 seconds when used in battle. So this ability is not like The Stealth that rogues have. This ability increases the movement speed so you can reach your enemy faster. This ability servers as a movement increasing mechanism and as a Protection mechanism.
2.Why do we need the Shadow Clones ?!
Having an ability which deals constant damage like the Shadow Clones is fun and you will feel more protected when you have your Shadow Clones with you. They make this spec feel unique.
3.Shadow Barrage ?! That is similar to Arcane Mages. It only consumes Shadow Charges instead. Why did u suggest this ability ?!
No it doesnt consume Shadow Charges. It is only empowered by them. This makes the spec feel unique because you have to decide to keep the Shadow Charges for The Shadow Barrage or unleash them using other abilities like Dark Fury, Demon Verdict or Shadow Clones.
----------------------------Fel Master :
Damage Dealing Mechanisms:
Chaos Charges: Generated by using Chaos Strike,Molten Strike and Chaos Lance. Maximum of 5.
1.Power of The Chaos (Passive):Your Shadow Stance now becomes Fire Stance whicch covers your body with Flame Runes that no longer causes your weapon abilities to deal more weapon damage, but it causes your autto attacks to generate 2 Fel Energy and increases movement speed by 15%.
2.NetherPlague(Passive):Netherplague is unleashed when Chaos Strike is used. It deals 2000% weapon damage over 1 min.Each time this plague deals damage has a 20% chance to grant a Chaos Charge.
3.Chaos Strike(Cd:6sec)(70 FE): Deals 145% weapon damage as Chaos damage increasing the magical damage taken by the demon hunter by 10% for the next 3 seconds. Replaces Shadow Strike.Cannot be dodged or parried.
4.Molten Strike(60 FE)(CD:2sec): Deals 80% weapon damage as fire damage and another 200% Fire damage over 10 seconds. Deals an additional 50% weapon damage if the target is under the Molten Strike Damage over Time effect, but does not refresh the duration, instead increases the duration by 2 seconds.
5.Furious Channeling(Cd:3min)(Cost: 1 NS+ 1 Chaos Charge): Allows you to channel all types of energy and reduces the cooldown of the Chaos Strike by 3 seconds. Lasts for 24 seconds.
6.Chaos Lance(45 FE)(Cd:3 sec)(20 yards) : Deal 115% weapon damage as Chaos Damage to a target within 15 yards.If target is under the effect of Netherplague it increases the duration of The Netherplague by 4 seconds.
7.Fire Explosion(2 Chaos Charges):Blast all enemies within 8 yard range for 70% weapon damage as fire damage burning them for 60% weappon damage as fire damage over 3 seconds.
8.Shield of The Living Flames(4 Chaos Charges)(75 Fel Energy):Consumes 2 Flame Charges and the Immolating Barrier to Create The Shield Of The Living Flames for 9 seconds. This shield reflects 25% of the damage taken to the enemy. Immolating Barrier cannot be activated when this shield is active.
9.Chaotic Wrath(1 Chaos Charge)(Requires Channel Chaos Active):Increases the chance of dealing Chaos Damage by Channeling Chaos by 40% for the next 6 seconds.
10.Burning Blades(2 Chaos Charges):Increases your autto attack damage by 10% and causes it to deal pure fire damage for the next 12 seconds.
11.Flame Fury(Passive):Each time you consume Chaos Charges the cooldown of Burning Speed is reduced by 3 seconds.
12.Flames of Chaos(3 Chaos Charges):For the Next 14 Seconds your Chaos Lance,Chaos Strike,Molten Strike will have no cost and no cooldown and will deal pure Chaos Damage , but they will not regenerate Chaos Charges.
13.Spread Nether(3 Chaos Carges): Spread The Nether Plague to all players within 20 yards of the affected enemy.
14. Chaos Blast(4 Chaos Charges): Deal 245% Weapon damage as Chaos Damage to all enemies within 8 yards.
15.Channel Flame: Increases the damage done by Molten Strike/Molten Hand DoT by 50%.
16.Mastery: Fel Beast(Passive): Increases the damage that you deal based on your remaining Fel Energy. When your Fel Energy is full your damage is increased by 20%.
17.Meta: Dread Ascendance(5 Chaos Charges/1NS):You transform yourself into a Dark Dreadlord Entity increasing your ranged capabilities and causing your autto attacks to deal damage from 40 yards away and to imitate Fel Bolts dealing pure Chaos Damage. In addition your Mana Burn and Burning Heart becomes Dread Bolt, your Molten Strike becomes Molten Hand, Your Chaos Strike becomes Chaos Wave and you can no longer generate Chaos Charges. Lasts for 25 seconds.
-Dread Bolt(40 yards)(1.7 sec cast)(40FE): Deal 195% w-dmg as Shadowflame damage to an enemy healing an injured ally within 20 yards for 60% of the damage done.
-Molten Hand: (20 yards)(70 FE)(CD:3sec): Deals 80% weapon damage as fire damage and another 200% Fire damage over 10 seconds. If the target is under the Molten Hand Damage over Time effect it consumes the effect dealing 160% Fire Damage immediately.
-Chaos Wave(20 yards)(85 FE)(CD:6sec): Deal 125% w-dmg as Chaos to your target and 40% Chaos Damage to all enemies between you and the target infecting them with Nether Plague.
Questions you may have:
1.Why The Abilities that consume Chaos Charges deal high damage and the abilities that consume Flame Charges deal Medium Damage !?
---Because the chance to get Chaos Charges is lower and the chance to get Flame Charges is higher. We must not forget that Shadow Stance also increases the magical damage that the demon hunter does.
2.Why did you give a plague to the Demon Hunters?!
---The Nether Plague is an unique plague and will make this spec more attractive. This plague is also a way to generate Chaos Charges. So if 2 enemies are affected by your nether plague u will have more chance to generate Chaos Charges. This is very useful in Arenas.
1.Soul Resistance(Passive): Increases your stamina by 25% and reduces the chance to be critically hit by attacks by 3%.
2.Improved Fel Power(Passive) : Your Fel Stance now increases your armor by 160% instead of 75% , reduces damage taken by 20% instead of 15% and increases your parry chance by 20%.
3.Blade Master(Passive): Your Blade Defence has a 25 seconds Recharge Time instead of 40 sec Recharge time.
4.Arcane Resistance(Passive):After you parry an attack you are shielded for 125% weapon damage for the next 8 seconds.
5.Curse Vision(1 NS)(Cd:2min):Allows you to avoid all incoming attacks for 16 seconds but drains 10 Fel Energy per second.
6.Shadow Image(Recharge time: 30 sec)(2 Charges Maximum)(Cost:15 FE):Summons a Shadow Clone that will help you tank the target for the next 8 seconds. The Clone will use the Soul Command ability, Demon Rush ability and The Dread Strike Ability. The clone deals 10% of your damage. After the Clones is dissappeared the threat is redirected to you.
7.Draining Strike(45 FE)(Cd:10sec) : Deals 140% weapon damage healing you for 160% of the damage done. Replaces Shadow Strike.
8.Fel Burn(Cd:9sec)(35 FE):Burns the enemy for 40% weapon damage every second for 8 seconds.Replaces Mana Burn.
9.Fel Addiction(Passive):Your Fel Burn heals you for 75% of the damage each time it deals damage. In addition the healing of Burning Heart is increased by 45%.
10.Fel Ward(Cost: 3FE per Sec)(Cd:45 sec):Reduces magical damage by 15%. Cancelled when you Fel Energy reaches 0.
11.Demon Soul(Passive):An attack that would kill you instead heals you for 170% of the damage. Cannot occur more often than every minute.
12.Immolating Ward(Passive):Your Immolation now generates more threat and consumes 1 Fel Energy per Sec.
13.Arcane Instability(Cd:30sec):Improved your Arcane Defence by 60% for the next 19 seconds.
14.Mastery: Fel Instability(passive):Improves the effectivitness of Fel Addiction by 68%.
15.Nether Tap(Cd:1 min)(Cost: 1NS): Heals you for 1% HP that is doubled for every second of the effect. Lasts 4 seconds. That means that the second sec it will heal you for 2% , the third sec for 4% and the fourth sec for 8% .
16.Soul Command(Cd:8sec):Taunts the target for 3 seconds.
17.Dread Strike(30 FE) : Deal 80% weapon damage to the target. Cannot be parried or blocked.
---Questions you may have:
1.Seriously ?! Shadow Clones again?!
---Shadow Clones in Discipline spec are used as a tanking mechanism because they deal 10% of your damage and will use low damage abilities. They will also use Soul Command and after they disappear the threat is redirected to you.
2.Why did u add that mastery!?
--I think that the players will really like that mastery because this will make the Demon Hunter tanking fun. Dealing Low Damage and then healing yourself using that damage is fun. Low Damage------>Medium Healing. As your mastery increases the healing from Fel Addiction and Fel Burn increases.
--->Opening: || The Demon Hunter uses Shadowstalk to go stealth for 10 seconds. He also uses Burning Speed to increase his movement speed. He must use these 10 seconds to strike the Enemy using the Hidden Glaive Strike ability. After this the normal rotation begins||
--> Constant Damage: || The Demon Hunter keeps using DreadBolt/ManaBurn/BurningHeart; Shadowstrike; Debilitating Strike and Glaive Strike to generate Shadowstones||
||After the Demon Hunter gains 1 or 2 Shadowstones he uses Shadow Barrage/ If He gains 3 Shadowstones he uses The Shadow Clone ability and goes back to the Normal Rotation||
-->Burst: || The Demon Hunter keeps using DreadBolt/ManaBurn/BurningHeart; Shadowstrike; Debilitating Strike and Glaive Strike to generate Shadowstones||
|| When the Demon Hunter reaches 1 or 2 Shadowstones he uses Shadow Barrage. When he gains 3 Shadowstones he uses The ShadowClone Ability 2 times and uses The Shadow Energy ability. The Demon Hunter keeps using Shadow Barrage until he reaches 3 Shadowstones. After this he uses immediately Dark Fury and Demon Rush and keeps using Debilitating Strike, Shadowstrike and Shadow Barrage||
-Demonic Energy: Increases your maximum Fel Energy by 50.
-Nether Resources: Increases the number of your netherstones to 4 and reduces their recharge time by 1 sec.
-Demon Touch: Your Touch of Nether has 3 min cooldown and can be used on other players within 30 yards.
-Terror Sprint: When Burning Speed is active all enemies who attack you have a 20% chance to increase your movement speed by another 10% for 3 seconds.
-Improved Speed: Burning Speed now lasts 34 seconds.
-Fortitude of The Flames: Burning Speed now heals you for 5% of your HP when used.
-----> For Terrorblade:Increases the number of the Shadowstones by 1, but increases the recharge time of your netherstones by 2seconds. Replaces Shadow Energy.
----->For Fel Master: Replaces The Chaos Lance ability with Dark Lance and it will work with The Chaos Charges in the same way it does with Shadow Charges.
-----> For Discipline:Your Dread Strike can now be parried or blocked but it causes your next autto attack to heal you for 60% of the damage done.
-Felstrike(60FE/Cd:6sec):Deal 130% weapon damage to your enemy and another 45% weapon damage as Chaos damage to 1 enemy who is within 8 yard range of the damaged enemy.
---For Fel Master: Replaces Chaos Strike and causes Netherplague.
---For Discipline:Replaces Dread Strike and awards you a charge of Arcane Resistance.
---For Terrorblade: Shadowbomb(Cd:30sec/90FE/25 yards/1NS): Infuse the target with a Shadowbomb. During the first 9 seconds the Bomb will remain inactive and during that time your Shadowstrike deals 30% more damage to that target. After 9 secs it explodes dealing 140% w-dmg as SHadow Damage, and 80% w-dmg as Shadow Damage to all enemies within 12 yard of the target.
---For Fel Master: Chaos Bomb(Cd:45sec/90FE/25 yards/1NS):You immediately plant a Chaos Bomb on a target which has The Netherplague effect. The Chaos Bomb increases the damage the target takes by The Netherplague by 150% for the next 9 seconds. Then it explodes dealing 190% w-dmg as Chaos Damage to the primary target, and 110% w-dmg as Chaos damage to all enemies within 12 yards of the target.
---For Discipline: Arcane Bomb(Cd:25sec/90FE/25 yards/1NS):You explode the target immediately dealing 120% weapon damage as Arcane damage and another 90% weapon damage to all enemies within 8 yards of the target. Generates 3 Charges of Arcane Resistance.
-Shadowprison(30yards/Cd:1 min): Stuns the target for 6 seconds.
-Dread Touch(35yards/Cd:15sec/30 FE): Puts the target to sleep for 6 seconds.
-Demonic Fortitude(Cd:1min/105FE): Clears all negative movement impairing effects, all effects which cause the lose of control of your character, and all curses and negative effects.
What is new:
1-A new type of Plague that The Fel Master Demon Hunters Use:
NetherPlague(Passive):Netherplague is unleashed when Chaos Strike is used. It deals 2000% weapon damage over 1 min.
2-A New type of constant damage dealing THE SHADOW CLONES:
Shadow Clone(1 Sh)(Recharge time:30sec)(2 Charges Maximum):Summon a Shadow Clone which deals 20% of your damage and will use Demon Rush, Glaive Strike , Shadow Strike and Debilitating Strike. Lasts for 8 seconds. Maximum of 2 charges.
3-Demonic Stances which change your appaerence-for example:
Fel Stance: Fel Runes appear over your body (Like Illidan's Fel Runes-color green) increasing your threat, armor by 75% reducing 15% of the damage taken and increasing your parry chance by 10%.Also Transforms your Mana Burn Ability to Burning Heart.
4- A new tanking style THE SHADOW CLONES (DISCIPLINE):
Shadow Clone(Recharge time: 30 sec)(2 Charges Maximum)(Cost:15 FE):Summons a Shadow Clone that will help you tank the target for the next 8 seconds. The Clone will use the Soul Command ability, Demon Rush ability and The Dread Strike Ability. The clone deals 10% of your damage. After the Clones dissappear the threat is redirected to you.
The Shadow Clones are a version of the ability used by the blademasters. Exactly: melee damage dealing clones who use some spells and dont copy your spells.
5-A new type of gameplay for The Terrorblade Demon Hunters: They can choose to release the Shadowclones and The Dark Fury for Burst damage or just keep using Shadow Barrage and Dark Lance for constant damage.
6-Battlemage incorporated into The Demon Hunters because Demon Hunters are capable of using Arcane Magic. There are New Spells such as Spellbreak, Arcane Defense, Arcane Resistance, Arcanic Strike etc.
Channel Energy: This ability allows the Demon Hunters to channel diverse energies through their weapons.
8- A New Type of AoE Melee Damage Dealing:
Immolating Barrier(Cost: 2FE per sec) : Your body covers by flames dealing 15% weapon damage as fire damage to all enemies within 6 yards. Is deactivated when your Fel Energy Reaches 0.
--The Immolating Barrier is the Spell used by the Demon Hunters in Warcraft 3 and not the spell being used by the Warlocks. (Originally from Warcraft 3 DH class concept)
9-High Damage output from the autto attacks for The Terrorblade Demon Hunters:
Dark Fury(Cost:1-4SH):Increases your autto attack damage by 5% and your auttoattack speed by 10% per Shadow Charge.Lasts for 12 seconds.If used on 4 Shadow Charges grants ano 5% increased autto attack damage and causes your autto attacks to deal pure Shadow Damage.
Debilitating Strike(Cd:4.5 sec) : Deal 90% weapon damage increasing the damage of your next autto attack by 45%.
10-New Type of Spells:
Shield of The Living Flames(2 Flame Charges)(75 Fel Energy):Consumes 2 Flame Charges and the Immolating Barrier to Create The Shield Of The Living Flames for 9 seconds. This shield reflects 25% of the damage taken to the enemy. Immolating Barrier cannot be activated when this shield is active.
Vampiric Aura(Cd:10min/3NS): Affects all allies within 30 yards causing their attacks to heal them for 10% of the damage done. Lasts for 30 seconds. A player cannot be affected 2 times within 10 minutes with this aura. Cannot be used in Arena.
-Changed many abilities similar to Rogues/Warlocks.
-Added more attractive Masteries
-Added specific rotation for the DPS specces.
-Modified energy channeling through weapons.
-Made the rotation of Fel Master Demon Hunters more complicated but increased the damage of the spec instead.
-Explained The Terrorblade's rotation.
If you have any other spell ideas please show them here. Thank you for reading this.