With dragon hunter out of the bag, who knows what we might get? Here is my crazy guess on the specialization.
Shadow Blade:
Rather than turning to rage and strength, shadow blades draw their power from a much darker place. By tapping into the realm of the shade, shadow blades can become shells of their former selves and strike enemies from a place beyond the veil.
Weapon: Offhand Dagger
New Skill Type: Venoms
New F2: Shadow Walk
New Mechanics:
By pressing F2 shadow blades become a silhouette and gain defiance. While in shadow walk, the warrior gains defiance and super speed and attacks 25% faster. All leaps while in shadow walk become shadow steps. While in shadow walk the warrior deals 33% less damage but takes 20% less damage.
While in shadow walk, adrenaline is drained. Using F1 performs the warrior’s burst using the adrenaline level that the warrior had prior to entering shadow walk and ends it. Shadow Blades are distinguished from necromancer’s shroud when using their ability due to a red cloudy tint and glowing red eyes. They look more like the shadow assassin finisher.
Although shadow walk gives the warrior defiance, cc effects against the warrior reduce the shadow walk duration instead of applying their effects.
New Skills:
Souldrinker Venom (Heal):
Heal yourself and apply 3 charges of venom. When you strike an enemy steal 1 boon and heal yourself for an additional amount.
Shadowstrike Venom:
Apply 3 charges of venom to yourself. The next time you are attacked you take no damage, lose one charge, and your shadow attacks the enemy, dealing damage and removing 1 boon.
Shadowsplinter Venom:
Apply 3 charges of venom to yourself. The next time you attack an enemy, enemies around the target are struck by shadowy barbs and you lose 1 charge.
Darkseeker Venom:
Apply 3 charges of venom to yourself. The next time you attack an enemy, that enemy is is blinded, weakened, and you lose a charge.
Banishing Venom (Elite):
Apply 3 charges of venom to yourself. Each enemy you strike with this venom becomes banished to the shadow plane for 2 seconds per application of this venom where they are dealt periodic damage, deal zero damage with attacks, cannot apply conditions, and cannot apply boons or heals to allies.
Traits:
-Minor: Shadowstalker: Entering shadow walk marks your current target for death. When within 600m of target your shadow walk drains adrenaline 20% slower.
-Adept: Immaterial Shade: Shadow walk periodically cleanses 1 condition every 2 seconds.
-Grandmaster: Foreboding Presence: Venoms are shared with nearby allies. Gain fury when striking a poisoned or blinded enemy.
Adept:
-Disciple of Midnight: Entering shadow walk blinds nearby foes and deals damage.
-Opaque Shadow: Entering shadow walk breaks stun. CC effects used against you while you are defiant consume less shadow walk time and grant you might.
-Deathly Shadow: Entering shadow walk aoe poisons foes around you. Critical hits against an enemy with 3 or more conditions grants you might.
Master:
-Shade of Anguish: Your venoms apply torment to foes.
-Protective Envoy: The next enemy that strikes you under the 25% health threshold is transferred 2 of your conditions then banished to the shadow plane for 2 seconds.
-Beyonder’s Touch: Your critical hits reduce the damage penalty of shadow walk. Boons your remove also apply vulnerability.
Grandmaster:
-Beyonder’s Focus: Your burst skills are unaffected by the damage penalty from Shadow Walk. Exiting shadow walk also returns adrenaline.
-Lost in Shadow: Entering shadow walk places you into stealth and leaves a clone of you in the material world. If this clone is killed the enemy is banished to the shadow plane for 3 seconds. You deal 20% more damage to enemies in the shadow plane while in shadow walk.
-Devouring Shade: Entering shadow walk steals 1 boon from a nearby enemy every 2 seconds. Critical hits against enemies while in shadow walk refreshes 1 condition on them.
(edited by lordhelmos.7623)