Feedback:User/Knighthonor/Demon Walker (New Shape Shifter Class for GW2)

DEMON WALKER
Demon Walker

Demon Walker look style

Demon Walker Look (Role): Melee Damage Dealer/ Pet Command (Armor): Hide, Robes (Weapons): Dagger, Axes, Swords, Maces, Fist Weapons, Duel Wield

Melee class with Pet. Little ranged effects to in some forms. This class would be a shapeshifter. Demon Walkers and change into different kinds of Demons. Each Demon type would have their own unique combat system. One would use the GW1 Assassin's dagger system, another would use the Fury-Power that the Paladin and Warloard uses, another would just use energy, so on so on. Pets function in different ways. no-to-very little Minion summoning.

LORE:
Demon Walker are former Assassins, who have decided to make the ultimate sacrifice, and emplacing the collected Souls of Hunted Demons, with the use of powerful ritual, trapping the Demon's Soul within the Demon Walker, granting them the gift of shape shifting into the very demons that they hunt. Demon Walker's metamorphous has been the greatest tool for these fearless assassins, to hide within the ranks of Evil, and not be noticed until they strike the demon lords from behind.

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(Titles to unlock): Warlock,Demonic Paragon, Demonic Assassin (COMPANION): Demon Lord -

Spell & Mechanics:
The Demon Walker is a Shape shifter like Dervish, but unlike Devish, the Demon Walker, relys more of their Forms for combat, since Forms will determin the skills that can be used at any giving moment. As a secondary, you gain the Defensive spells of the Demon Walker for hunting Demons and Undead. But Forms are a Primary format, to the parent class. Combat Mechanics change depending on the form in play. For example, one form may use the "Main/OffHand/Dual" Melee Strike system, while another form may use the Fury system similar to the Paladin. Forms have to be managed, since they dont last forever. Demon Walkers use a Secondary bar called Demonic Energy. Which need to be drained from enemies in order to be refiled so you can transform. Demonic Energy doesnt degenerate. So keeping it full and regaining souls is key. ---

FORMS:
Doomguard: Basic Melee Damage or Melee Defensive Form.

Wrathguard: Melee Damage nuker form which uses the Mainhand/OffHand/Dual strike system.

Kanaxai or Oni: Pure Defensive Form.

Spells Ideas:
Absorb Mana: Takes (X) Energy from one of your units and gives it to the Demon Walker as Demonic Energy.

Cripple: Reduces movement speed by (X)%, attack rate by (Y)%, and damage by (Z)%[50 max] of a target enemy.

Demonic Shadow: Allow the Demon Walker to stealth into the shadow for (X)[20max] seconds. and move faster for a set amount of time. When the Demon Walker attacks a unit to break invisibility, he will deal bonus damage.

Soul Burn: Wreaths an enemy in magical flames which cause (X)damage over (Y)seconds, slowing the casting of spells, and reduce attack damage by (Z)%.Targets effected by Soul Burn, have a (A)% chance for their Healing Spells to fail when used.

Breath of Fire: Breathes a cone of fire at enemy which deals (X) Fire damage to enemies within cone. Targets will be effected by Blaze, which will ignite and take burn damage over time if attacked by a Gun.

Forked Lightning: Calls forth a cone of lightning to damage enemies. Hits a maximum of 3 enemies nearby target. Has a (40) chance to back fire and attack your own Ally when spell Chain Jumps.

Vampiric Aura: (Passive) Nearby friendly melee units gain hit points when they hit a enemy.

Demonic Dream: Puts a target enemy to sleep. A sleeping unit can be awoken by attacking it.

Carrion Swarm: Sends a horde of bats to damage enemies and Blur the Enemy player's screen for short period of time.

Shadow Glaive: Demon Walker throws 1hander weapon dealing Shadow Damage equal to weapon Damage and jumping to 2 additional enemies.

Demon Shear:Off Hand attack. Strike target for 35% Off Hand Weapon damage, and reduce target's Armor and Stats by 10%. Stacks 5 times. Must follow a Lead Attack.

Eye Beam:Channeled 50 second cool down. putting a blue trail of Demon Fire on the ground. Players standing in this fire are snared and and deals (X) fire damage per second to players standing in it. Last (Y)[8max] seconds.

Shadow Demon Portal:5min cool down 5 second cast time. long range ground target spell. Spawn a portal to the Mist at target's location, spawning a Doomguard to attack enemy players for 2 min.

Demon Within: 5 min cool down. Demon Walker Enrages, increasing the Damage of Off Hand attacks and Dual Attacks by 20% for 12 seconds. Becoming Immune to Fear effects.

Flame Crash:3 second cast Deals (X) Fire Damage and a additional (X) shadow damage over 10 seconds. Also and reduce targets chance to hit with melee attacks by 50% for the next 2 attacks within 10 seconds. 30 second cool down.

Dark Barrage:Dual Attack. Strike with both weapons, and deals shadow damage equal to 40% Attack Power to nearby enemies. If target is adjacent to other enemies, they will be knocked back 10 yards. 30 second cool down.

Shadowy Flame Blast:3 second cast Deals (X) Shadow Flame damage.

Leaping Demon Fang: Lead Attack. Attacks target, snaring them for 10 seconds.

Void Strike:Strike the target with both weapons, dealing Shadow damage equal to 70% weapon damage. 12 second cool down. Functions as a Lead and Off Hand attack.

Death Touch: Deals shadow damage equal to 50% Attack Power. Functions as Off Hand attack. 15 second cool down.

--Knighthonor 04:39, 10 February 2010 (UTC)