User:Akhenatan/Expansion Suggestion - Shifting Sands

Website dedicated to this topic - http://wowideas.webs.com/

Lore: When C'thun fell to the champions of the Horde and Alliance, the few remaining Quiraji fled to their catacombs beneath Silithius. However, their massive empire was far from vanquished. While the Heroes of Azeroth fought the demons of Outland, the Undead of Northrend, and the Elementals of the Planes, the Silithids and their Quiraji masters experimented with foul magics that could spell doom for all life on Azeroth. Led by the newly anointed Highlord Xave, the Quiraji could very well end Azeroth.

New Location: Catacombs. The silithids have expanded their empire to cover nearly the entire southern half of Kalimdor's foundations. Each zone on southern Kalimdor has an underground counterpart, so new zones will not need to be thought up.

New Mechanics: Darkness. While exploring the vast tunnels beneath Azeroth, light will not be very common. Because of this, a new slot will be added to every class' inventory called "Light." As you explore, everything will be completely black. To see where you are going, you will need to have a light source to see. Every type of light source reveals a the terrain in a different way - torches show everything in a short radius around you, while lanterns show a cone in front of you.

New Class: Time Warden

1. This class uses two new types of resources:

a. Sand - is represented in an hourglass next to the player’s health. It can help dictate what spells are available at certain times.

Sand would be represented in an hourglass next to the players health. The Hourglass has a Silver side and a Golden side. While sand is greater in the golden side of the hourglass, damage spells will do more damage and have a higher chance to critically hit, but most healing spells would be restricted or heal for considerably less. While sand is in the Silver side, your healing spells will heal for more and have a higher chance to critically hit, but damage spells are less effective.

Each spell displaces a certain amount of sand in the opposite side (for example: a high damage dealing spell might cause 25% of your gold sand to drain into the silver part of your hourglass or vice versa) depending on its importance and effectiveness. Casting spells that do healing and damage cause the sand to be redistributed in both sides.

b. Balance - this will be displayed like a mana bar, but it will be split into thirds.

Balance will be displayed like a mana bar right under the player's health. The bar will be split into thirds: 1/3 red 1/3 yellow and 1/3 green. If the Time Warden uses several of the same spells in rapid succession, a dark verticle line inside the bar will move towards the red. The farther the bar gets in the red, the longer it will take to cast spells and the less damage/healing they will do.Pausing and not casting spells at all will allow the bar to move back toward the green, however using certain spells (I. E. buff spells or spells that have a direct influence over the balance) might influence the movement of the line to your benefit. This keeps Time Warden damage/healing in check. Think of the Balance resource as a level, With the bar being the level, and the bubble being the line inside the bar. If you use multiple spells in rapid succession, the line or "bubble" will start to move toward the yellow and/or red side. The farther towards the red it gets, the less damage/healing spells do.

2. While in the starting zone or caverns of time, you can turn into a drakonid.

3. This class's healing is different than any other class because of the use of minions known as spirits of time to AoE heal and 	their many spells that “erase” damage instead of healing it.

4. Wardens will have unique buffs that are beneficial to raids and pvp and their utility moves are unique and fun.

Talents: Rending: Talents here allow the Time Warden to excel in tearing their enemy from afar and also slicing though them when close.

Bending: Talents here allow the Time Warden to bend time, giving the Time Warden and their allies many unique buffs. Talents here also specialize in weakening the enemy and improving status effects.

Mending: Talents here allow the Time Warden to heal others by erasing certain segments of time. Talents here also specialize in improving the Time Warden's survivability at the cost of exposing an ally.

Suggested Attack Abilities:

Moves: Damage Melee Moves:

1.	Time Slash - Immediately attack with your main-hand (+ off-hand weapon if you have one) weapon, doing "x "% of weapon damage plus "x "% of your attack power in arcane damage. Leaves a debuff named Ripping Wounds on the target that can stack till 4 stacks, bleeding for "x "% of your weapon damage every 4 seconds for 12 seconds. Cooldown of 3 seconds.

Damage Ranged Moves:

2.	Time Rend - Rends time doing damage based on spell power instantly and another "x "% of the damage dealt over 7 seconds.

3.	Lash Back (Talent Move) - Can only be used after being hit by a spell. Counters the target dealing "x "% of the damage from the spell that recently affected you.

4.	Wind Coil - You fasten the wind around a target and slash into it. Does "x "% of your main hand’s (+ off-hand weapon if you have one) weapon damage and another "x "% of weapon damage in arcane damage for every stack of Ripping Wounds that is up. Instant cast. 20 seconds Cooldown.

5.	Sonic Missile - Throws a white bolt at the enemy, doing "x "to "x "damage and knocks them back 3 yards. Casting time of 1 second. Benefits from spell power. Cooldown of 10 seconds.

AoE Moves:

6.	Time Rift (Talent Move) - Creates a time rift in a 10 yard area, reducing all movement speed by "x "% for all enemies in that area. The rift lasts 6 seconds and explodes at the end, doing "x "arcane damage to enemies and knocking all enemies out of the rift to the edge of it. 2 second cast. Benefits from spell power. Cooldown of 35 seconds.

7.	Violent Winds - The winds of time become violent around you causing "x "-"y "damage every second for 5 seconds to all enemies within 5 yards. Each tick has a chance to apply Destabilization. (this effect cannot occur more than once every 15 seconds)

8.	Whirl of Time – Does "x "damage every second for 20 seconds within 15 yards of you. Also, every target affected by Whirl of Time as a chance to be flung around the Time warden for 4 seconds. (cannot happen to the same target more than once every 20 seconds. (would look kind-of like Malygos's Vortex) ('X' min CD)

Utility Moves:

9.	Second Step - Let’s the target step back in time. The target will be at the spot where he was 5 seconds ago. Cooldown of 18 seconds.

10.	Clockwise - Your movement speed is increased by "x "% for 4 seconds. When the buff expires, you are exhausted, slowing your movement speed by "x "% for 2 seconds. Cooldown of 10 seconds.

11.	Backfire - Creates a shield around the target. The shield backfires 1 spell or special ability and can last up to 10 seconds. Can be cast while stunned, feared or incapacitated. Cooldown of 35 seconds.

12.	Infusion - You gather time energy around you and infuse yourself or a friendly target with it, restoring "x"% of their mana pool instantly. Instant Cast. Cooldown of 2 minutes.

13.	Pause - An enemy is caught in a white shell that stops all it’s movements and actions for 'X' seconds but is released when struck. Cooldown of 'X' seconds. Casting time of 2.5 seconds.

14.	Timeless Wrath - For the next "x" seconds, your Time Slash has no cooldown other than the global cooldown. This spell dramatically alters the focus you are in at the moment you cast this spell.

15. Forgiving Times (Talent Move) - Damage done to you is redirected to a designated ally who can take up to 50% of all damage done to you. Lasts until canceled or dead.

16. Anomaly (Talent Move) - An anomaly of time increases your healing by 10% while in the silver part of your hourglass and allowing you to cast healing spells while in the golden part of your hourglass that you normally wouldn't be able to use. Lasts 10 seconds.

17. Air Lock - Locks an enemy to the ground for 4 seconds by making the air around him unstable. When the spell is finished or dispelled, it will slow the movement of the target by "x "% for 4 seconds. Cooldown of 30 seconds. Casting time of 2 second.

18. Imitate (Talent Move) - Imitate Enemy / Imitate Ally (two seperate abilities not sharing the global cooldown) (Ability): You imitate an ability cast last by your current target, altering the courses of time to make you able to cast things that others cast. The imitated ability is shown in your Imitation Vault. The spell imitated scales with your own spell or attack power. Imitating spells has certain limits:

1. You can’t imitate spells that have a cooldown of 1 minute or higher

2. You can't imitate abilities that require certain talents,forms or stances to be used.

3. You can't imitate abilities that perform taunts.

4. The imitated ability has a basic cooldown of 10 seconds when it’s a damaging attack or spell and no basic cooldown when a healing spell but the cooldown that the healing spell normally has.

5. All abilities imitated automatically have all the effects they do reduced by 15%.

6. This can be used on both players and mobs that are a max of 2 levels higher than you.

Imitate Creature: You imitate a number of abilities from a currently targeted creature, altering the courses of time to make you able to perform things that the creature performs. Your Imitation Vault is filled with a set of abilities used by this type of creature. These abilities scale with your own attack power and spell power. Can not be cast on Giants or Uncategorized creatures. (All of these abilities are rather obvious, like Claw for a Beast on Land, Frostbolt for a Humanoid mage-type, Cannibalize from a Ghoul or Skeleton)

Imitate Vault: Above your normal toolbars on the left side of your screen under your chat box, a bar is shown together with a square that’s blank to the left of that bar. When you imitate an ability the blank square is filled with the icon of the ability imitated. The bar next to it shows the imitated ability’s name, rank and when holding your mouse over it you will see the tooltip. There are 3 slots in your vault for 3 abilities, 1 for a damage spell and 2 for a healing spell. Clicking the icon in a slot (where you see the icon) will cast the ability you imitated. An imitated ability will stay in your vault for 2 minutes no matter how often you use it, and then automatically disappears. Next to the big square where your imitated ability's icon is shown a smaller square shows the ability that your current target casted last and it shows if you can imitate it. If not the icon is foggy and hardly shown. I'm naming this square the Imitate Viewer. All this is part of your interface.

Clean Memory: This ability cleans your Vault so there is room for a new ability. It erases the ability with the lowest duration left in the Vault. (Having this ability makes it easier for people to remove their imitated abilities than for example having people remove their abilities by right-clicking the ability in the vault to remove it. Of course this ability is off the global cooldown.)

Healing Moves:

19. Ending Pain - All debuffs that do damage to you or one of your allies have their current duration reduced by "x "%. The debuffs still tick at the same rate. Instant Cast. Cooldown of 30 seconds. 1.5 second cast

20. Time Reverse - All damage done to a friendly target in the last "x " seconds is erased. It regains the health lost during that period. Cooldown of "x " minutes. 2 second cast

21. Time Mend: Present – Heals the target for "x" to "y" damage. 1.5 second cast

22.	Time Mend: Past – Heals the target causing them to heal for "x "-"y"% of the damage taken in the last 5 seconds. 2 second cast

23.	Time Mend: Future – Heals the target in the future healing for "x "every 3 seconds for 15 seconds and is healed for 100% of the healing done by Time Mend: Future after the 15 seconds. .75 second cast

24.	Patch Rends – Patches up time Rends around the target healing for x-y damage and decreases the next global cooldown by .5 seconds. .5 sec cast no cooldown.

25.	Relinquish (Talent Move) - Relinquish certain time protections around you decreasing your armor by "x"% but increasing your targets armor by "x"% for 12 seconds. (does not stack with other similar effects)

Buffs:

26.	Presence of the Time Warden - Increases the critical strike chance of all allies by "x"%. Also gives your allies a chance to apply a Destabilize debuff on the enemy for you whenever they attack.

27.	Future Precautions - When you are healed, there is a chance to heal yourself for "x"% of your maximum health every second for 4 seconds.

28.	Future Fixes - If your health goes below 20% you begin to do "x"% more damage or heal for "x"% of your maximum health every 2 seconds until you are above 20% health

29.	Acclimating Time (Talent Move) - Increases you and your party's resistance to all spells by "x". Fully resisted spells increase your movement speed by "x"% and your critical strike chance by "x"% for 4 seconds. Afterward your resistance is decreased by "x" for 8 seconds.

DoTs:

30.	Ripping Wounds (passive) - A bleed effect that does "x"% of your weapon damage every 4 seconds for 12 seconds. Can stack up to 4 times.

31.	Destabilize - Destabilizes the enemy causing them to do “x”% less spell damage and take “x”% more damage from magic effects. Cooldown of 5 seconds Can stack up to 10 times

Additional Spells:

32. Existence (ranged) - Does 'x' damage plus (a certain amount depending on how long the spells was cast for). This spell does more damage the longer it is cast for. Maximum of 10 second cast. 1 minute CD

33. Chaotic Rift (Talent Move) (ranged) - You create a rift of chaotic energies that will randomly run around you within a radius of 20 yards. Every 1 second the rift damages nearby enemies for 'x' arcane damage and possibly shooting up 3 yards into the air. The rift lasts for 10 seconds. This ability causes no threat.

34. Bronze Chimera (Talent Move) (utility) - Cause your allies to believe that their pain no longer exists, reducing all damage taken by 'x'% (20) and decreasing the chance for them to be critically hit by 'y'% (90) for 6 seconds.

35. Spirits of Time (Talent Move) (healing) - Summon the spirits of Time to heal you and your allies. You can summon up to 5 spirits. Spirits will heal your party every second. Amount healed depends on armor rating and spell power. The spirits will be in one of three different stages:

1.) Lazy - Spirits will heal for 75% less while in this stage. 2.) Content - Spirits will heal normal amount. 3.) Angry - Spirits that are angry will disappear within 5 seconds. 4.) Furious Spirit - A furious spirit will turn on the Time Warden, attack them and allies. A furious spirit will also stop the time warden from summoning any more spirits.

Spirits will randomly change status every 2-3 seconds. You will acquire 4 new moves that will show up in a bar above your normal action bars. They are:

1.) Discipline Spirit - Causes a lazy spirit to become content. 2.) Encourage Spirit - Causes a content Spirit to heal for 25% more healing for 4 seconds. 3.) Sooth Spirit - Causes an Angry spirit to sometimes become content. 4.) Rend Spirit - Rends a Spirit causing it to be caught in timeless space, totally obliterating it in the process. Each spirit will have a small unit frame above your Spirit bar and will show their current status.

Hero Move: Reversed Time - Turns time back on itself causing all damaging attacks against you to heal you for 100% of the damage, but all your attacks cause you to heal your enemy for 50-75% of the damage. Healing spells cast by an enemy player deal damage instead of healing. Lasts 'x' seconds 20min CD.

Glyphs: The following are a few possible glyphs that could be implemented for Time Warden.

Major Glyphs

1.) Second Step - Your Second Step spell now also gets rid of any movement slowing effects and has a 50% chance to get rid of any damage over time effects as well.

2.) Whirl of Time - Increases the duration of your Whirl of Time spell by 10 seconds.

3.) Patch Rends - Your Patch Rend spell decreases the next 3 global cooldown by .5 seconds.

4.) Spirits of Time - You can summon one more spirit now.

5.) Imitate - You can now imitate some spells that require certain stances/forms.

6.) True Imitation - Your imitated spells have their overall damage/healing decreased by only 5% now.

7.) Time Rift - Your Time Rift spell also causes enemies affect by the knock back to deal 'x'% less damage for 'y' seconds.

8.) Black Hole - Enemies will now be silenced wile being sucked in.

Minor Glyphs

1.) Presence of the Time Warden - Your Presence of the Time Warden spell no longer requires a reagent

2.) Future Precautions - When this spell procs, it has a chance to also heal your target for the same amount or do damage equal to the amount healed.

3.) Destabilize - Destabilize can stack 3 more times.

4.) Existence - If interrupted while casting this spell, you do 'x'% of the damage the spell would have done to the target for 75% of the cost and triggering no cooldown.

Please post on the forum I have supplied.

Credits - I give all credit to Hammerofdawn, the creater of World of Warcraft Ideas.com. All that I have done is post his ideas here to spread the ideas around.