Demon hunter
This is a purely theoretical idea about possible upcoming classes. I'd like to talk about the Demon Hunter class today. Seeing as, ultimately, we will face the Burning Legion and Sargeras... I think we need some new blood and some help. How? Well, fight fire with fire! Please feel free to share ideas, comment and correct me if something is TOTALLY wrong about this. I wish I could go into lore and expansion predicting stuff, but I'm just too tired atm.
Available races: Night Elves, Blood elves, Humans, Orcs, Draenei, Trolls.
Armor: Mail.
Weapon skills: One-handed swords, fist-weapons, one-handed axes, polearms.
Main stat: Agility.
Resource: Mana (until lvl 10) then additional Shadow, Fire or Arcane energy resource, according to spec choice. The energy system works as a special resource, similar to moonkin, death knight, warlock etc. Each type of resource is generated and spent differently and affect spells differently. Naturally, each spec and energy type unlocks different special abilities and effects.
Talent specializations: Illumination, Chaos and Invoker. All specs are dps based, currently. Tank spec could be debated.
Resource generation and use:
• Illumination uses Fire energy as its special resource. This is a potent and destructive force, which generates faster as it gets higher, but drains mana quicker. When Fire energy is spent, some mana is restored. Fire energy is generated when auto-attacking. It works and looks aesthetically like rage. Targets under 50% health, if on fire, increases mana regeneration even more. If targets die when on fire (Searing Blood for instance) your mana is instantly restored. Mana can be converted to increase fire damage from direct damage attacks.
• Chaos utilizes Shadow energy as its special resource. Being the most ancient of demonic powers, its unpredictability is still untamed. Only the most daring of demon hunters choose to take on this power. Shadow energy is generated by mana based abilities. You can generate up to 5 “combo” points of Shadow energy, or “Shadow Spheres”. When you spend Shadow Spheres, shadow damage inflicted over time increases mana regeneration and has a 20% chance to restore spheres. Spheres leach some of your health if unspent. Auto-attacking while having unspent Shadow Spheres, increases physical damage done by 10%.
• Invoker specialization focuses on Arcane energy, vastly improving your magical ferocity. True invokers redirect the potential in arcane energy to tear apart enemies in bursts of magic. These demon hunters start out every battle with full Arcane energy. It works kind of like the energy resource of rogues. Spending arcane energy increases mana regeneration. Arcane energy is generated by auto-attacking and using mana based attacks. In addition, when your Arcane energy is at 50% or lower, damage is increased by 10% and has a chance to double the effect of abilities, but increases the cost of abilities by 10%.
Talents:
Lvl 15 tier
Harvest: Instant cast, cost 7% of base mana, 30 sec cooldown. Your next 3 melee attacks will drain the life essence from your enemy, healing you for 25% of the damage dealt and increasing healing done to friendly targets in a 10 yard radius by 5% with each hit, lasting for 8 seconds.
Energized Comeback: Passive. Increases healing done to you by 10% and your auto-attacks will heal you for 1.5% of the damage dealt. In addition, when under 25% health, you gain 30% attack speed for 10 seconds. This cannot occur more than once every 20 seconds.
Shell of Vengeance: Passive. You have a 30% chance to be protected by a shadowy shield when struck by an immobilize- or snare effect, absorbing damage equal to 10% of maximum health, granting 20% attack speed for 15 seconds after the shield expires. In addition, your special attacks heal you for 12% of damage dealt for the duration of the buff. This cannot occur more than once every 60 seconds.
Lvl 30 tier
Paralyzing Gaze: Channeled over 3 sec, 45 sec cooldown, 40 yard range. You focus demonic energy beams from your eyes at a target, slowing and then stunning your target for 5 seconds. Other enemies caught in the beam increases the duration of the stun by 0.2 seconds, up to a maximum amount of 2 seconds. Non-player targets caught in the beam also get stunned for 2 seconds.
Shattering blades: Your weapons pulse with crippling demonic energy, causing your Reap, Nether Thrust or Erupting Smash abilities to reduce the movement speed of your target by 50% for 10 seconds. After the effect ends or is dispelled, the target is unable to receive any healing for 3 seconds. This effect cannot occur more than once every 30 seconds.
Enslavement: 2 sec cast, 2 min cooldown, 40 yard range. You force your target to succumb to demonic influence, disorienting the target for 2 seconds and fearing nearby enemies for 3 seconds. In addition, for 30 seconds after the effect ends or if your target is immune to disorienting effects, the initial target takes an additional 4% physical and magical damage.
Lvl 45 tier
Dread Infused Blades: Passive. Your auto-attacks have a 30% chance to increase your magical damage dealt by 10% for 8 seconds. Non-player targets take an additional 5% damage from spells other than your own for the duration of the effect.
Deadly Attraction: Instant cast, 30% base mana cost, 3 sec cooldown. You pull all enemies within 15 yards to you with chains of demonic energy, inflicting 550 physical damage and increasing magical damage taken by 10% for 6 seconds, stacking up to 2 times. In addition, applies the ‘Breakdown’ debuff to the targets affected.
Breakdown: Muscles and bones start to fail as searing dark energy rushes through the body, dealing 320 Shadow and Fire damage every second for 6 seconds, increasing the amount by 80 with every tick and reduces movement speed by 25% for the duration.
Dead End: If a target is below 25% health, your attacks generate 5% attack speed, stacking up to 3 times, lasting for 8 seconds. Also grants the ‘Wrath of the Betrayer’ effect to you.
Wrath of the Betrayer: Fel flames surround you, leaving melting wounds on your target increasing physical damage done by you with 5% and decreases damage from all sources done to you by 15%.
Lvl 60 tier
Burning determination: Instant cast, 2 min cooldown. Instantly restore all Shadow, Fire or Arcane energy depending on your specialization. Also increases your movement speed by 45% for 6 seconds.
Nothing without the hunt: Whenever you are more than 35 yards away from a target affected by your ‘Mindbreaker’ debuff, you gain 75% movement speed for 5 seconds and your next ‘Blade of the Hunter’ after using ‘Mindbreaker’ has a 25% damage increase.
Demonic surge: Instant cast, 20% base mana cost, 15 sec cooldown, 8 – 40 yard range. A path of fel flame lies in your wake, as you surge forward to a targeted location at great speed. You are immune to movement impairing effects and direct damage for 3 seconds after using the ability. Enemies caught in the flame are slowed and takes damage every 2 seconds while in the flame.
Lvl 75 tier
Annihilan essence: Your Jadefire, Arcane markings or Shadow aura grants an additional 100% armor and reduces damage taken by 20% for its duration.
Breaking point: A damaging attack which brings you below 20% health causes you to take 50% less damage until you are above 60% health. This effect cannot occur more than once every 180 seconds.
Demon blood: Your senses are heightened to an extreme level, increasing your dodge and parry chance by 25% of your total agility, including temporary agility improving effects. In addition, you have a 10% chance to reduce damage taken by 20% following a successful dodge or parry, for 8 seconds.
Lvl 90 tier
Master of the Glaive: While under the effect of ‘Metamorphosis’ your weapons transcend their physical form and turn into heavy fel war glaives, increasing damage done and attack speed by an additional 30%, but reduces your movement speed by 50% and cancels all movement speed buffs. When ‘Metamorphosis’ ends, your war glaives linger for 5 seconds, which reduces the cooldown of your ‘Heartless blast’ with 0.5 seconds every time you do a successful attack.
Illidan’s Hate: Instant cast, 5 min cooldown. The demon hunter has a deep sense of justice and despises everything that is false and a threat to the world they live in. The Betrayer’s hate for all demons fuel and reveal the demon within, granting 100% increased attack speed, increasing your damage dealt by 1.5% and damage taken by 1.5% with every successful hit, stacking up to 30 times. This lasts for 8 seconds.
Pact of Darkness: Ancient demonic knowledge empowers some of your abilities:
Reborn, not blinded: Your demon sight grants you access to weak spots on your enemies, causing them to bleed for 15% additional damage over 12 seconds, following your Reap, Nether Thrust or Erupting Smash. This stacks up to 2 times.
From the Nether: Twisting energies from the Nether further power your darker self. The cooldown of ‘Way of the Hunter’, ‘Soul Whip’, ‘Scythe of Horrors’, ‘Irreversible Fate’, ‘Eyes of a Thousand demons’ and ‘Fireborn’ is reduced by 30 seconds.
Bring them to their knees: Direct physical attacks made against you, increase your physical damage by 2% and direct magical attack made against you increases your magical damage done by 2%, for 6 seconds. This stacks up to 3 times. In addition, your mana abilities regenerate 15% of the mana cost over 6 seconds. This stacks up to 2 times.
(Considering we don’t know much about future expansions, level caps and such, we can assume, according to the current talent layout for MoP, that the next tier of talents will be level 105. This is probably in 7.0, which is what I am thinking for this class. The reason for this is that I believe it will be the last expansion, where Sargeras and his Burning Legion is the threat that will destroy the universe. Thus, demon hunters are needed.)
Possible lvl 105 tier
The Twisting Nether: Instant cast, 2 min cooldown, 0 – 20 yard range. The air and fabrics of time tears around you, enveloping enemies within 10 yards in a rift of the Twisting Nether, lasting for 12 seconds. This reduces their movement speed by 35%, dealing increasing Shadow damage over time which culminates in a final burst of energy as the rift closes, knocking enemies back 5 yards and stuns them for 3 seconds. While within the rift, you deal 10% more damage.
Whispers of the Banished: 30 sec cooldown. Maddening whispers of past demons overwhelm your targets inflicted with Searing Blood, Reap or Grip of Demons, taking an additional 30% damage over 12 seconds and silences them for 5 seconds.
Skull of Gul’dan: Passive. The artifact of the demon hunters grants crushing magical powers, causing you to generate increased resource and reduces the cost of special abilities by 50%. When at 100% Shadow, Fire or Arcane energy, you gain 100% increased damage on your next special ability, but consumes all your remaining resource in the process. AoE abilities gains 200% increased damage. In addition, when benefitting from the increased damage effect, you take damage over time equal to 30% of your maximum health, lasting for 20 seconds. The debuff effect does not stack and can only occur once every 30 seconds. The damage buff can occur anytime you generate 100% resource.
Skill list examples: ( * = specc unique abilities)
Arcing strike: Cost X mana. Deal X damage to 3 nearby enemies, increasing the damage of your next Arcing Strike by 5% for 8 seconds. This stacks up to 3 times. Cooldown: 4 seconds.
*Reap: Cost 1 Shadow Sphere. Maim your target, reducing their armor by x% of their remaining health and deal X Shadow damage over 6 seconds. Cooldown: 8 seconds.
Tireless slash: Cost X mana. Deal X damage to your enemy, increasing your attack speed by 3% and movement speed by 10% for 20 seconds. This stacks up to 2 times.
*Nether Thrust: Cost X Arcane energy. You drive your magically charged weapon into the target, dealing X damage and causing an arcane explosion around them hurting enemies within 8 yards. Cooldown: 8 seconds.
*Fel burst: Cost X Fire energy. You deal X Fire damage to enemies within 10 yards. Increases Fire damage taken by 4% for 12 seconds. Cooldown: 6 seconds.
*Erupting smash: Cost X Fire energy. Charge your weapons with fire and smash your target. Causes a cone of flame to erupt , dealing additional fire damage over time (Searing Blood). Cooldown: 8 seconds.
Searing Blood: Your targets blood is set aflame, dealing X Fire damage over 10 seconds.
Blade of the Hunter: Cost X mana. A powerful finishing attack, bringing you closer to the end of the hunt, increasing your movement speed by 30% for 6 seconds. Can only be used on targets with 20% health or lower. 3 second cooldown.
Heartless blast: Cost X mana. You ignore armor and strike your target with demonic strength, dealing 50% as physical and the other 50% of the damage dealt as shadow, fire or arcane damage over 4 seconds.
Grip of Demons: Cost X mana, 20 sec cooldown. Lash out, dealing X arcane and shadow damage over 8 seconds, bursting in a final blow, causing reduced movement speed and increased cast time for all spells of the first school cast while under the effect of the debuff by 75%. This last for 8 seconds.
*Shadowstorm: Cost X Shadow Sphere. You whirl yourself around with such force, that your body becomes a deadly projectile infused in dark winds. You deal 50% weapon damage to all enemies within 10 yards and another 50% weapon damage as shadow over 4 seconds.
*Arcane wave: Cost X Arcane Energy. You deal X amount of arcane damage to enemies in a frontal cone, interrupting spellcasting and has a chance to root the targets affected in place for 2 seconds. Non-player targets are snared for 50% if the spell fails to root.
Spiked whip: 20 second cooldown, 15 yard range. Knocks down your target for 4 seconds, causing them to bleed for x physical damage for the duration.
Rush of Opportunity: 1 min cooldown. Instantly restore all resources. Only usable when target is immobilized or snared.
Focused hate: 30 seconds cooldown. The demon hunter concentrates remaining strength, converting mana into Shadow, Fire or Arcane energy. Mana regeneration is increased by 10% for 10 seconds.
Metamorphosis: Release the inner demon, granting 20% increased damage for 20 seconds and altering some of your abilities:
Reap: Powerful surges of energy cause your Reap ability to increase shadow damage dealt by 10% and its cooldown is reduced by 4 seconds.
Nether Thrust: Increases the potential of arcane power charged into the weapon, causing a guaranteed duplication of the ability.
Erupting smash: Your weapons blaze with even greater power. Searing Blood causes your target to explode every 2 seconds, dealing X additional damage and increases physical damage taken by 10%.
Blade of the Hunter: This ability no longer requires the target to be below 20% health, but have increased cooldown.