Well, here's some of my ideas.
New Class - Druid. The idea is that he mag of the forest, uses spells of forest, nature, and it can turn into a wolf or a bear, each form their own advantages and disadvantages, and different abilities. Im not well undestand game balance, therefore features - roughly similar.
The first branch in the tree of the skills it is transformation into a wolf.
1. The transformation into a wolf. Requires one-handed melee weapons.
Druid turns into a wolf. While the druid in wolf form, he loses 7% of its maximum health per second, but each critical hit restore 5% of health. Attack speed increased by 10%.
As soon as the health drops to 1 - druid takes human form.
5 points - increases attack speed by 25% and movement speed by 15%.
10 points - the attack speed is increased by another 10%, + 25% damage done, lost 8% of its maximum health per second.
15 points - the attack speed is increased by another 10% chance to dodge + 5%, lost 10% of maximum health per second.
2. Raging howl. Wanted to be in the form of a wolf. Cooldown 20 seconds. Step 20 seconds.
Druid in the form of a wolf howling furiously. Damage is increased by 5%.
5 points - Damage is increased by 15%
10 points - increases damage by 25%
15 points - killing the enemy at "Raging howl" druid in wolf form restores X health (depending on the level of the player)
3. Charge forward. Wanted to be in the form of a wolf.
Druid in the form of a wolf leaps forward through enemies (skin as skills berserk) and receives the label of blood (depending on how many enemies he hooked, max. 5)
for each label blood damage by 1 hit increased by 5%
5 points - for each label blood damage is increased by 7%
10 points - for each label blood damage is increased by 10%
15 points - after hitting get healthy, equal to X for each label of blood.
4. Eagle. (or owl or butterfly from other branches of the tree of skills)
Druid encourages Eagle. Cooldown 10 seconds, the duration of 50 seconds.
The eagle flies over a druid, reducing the chance deviated kick by 10% and increases critical strike damage from 5%
5 points - from crit damage increase by + 5% critical hit chance increased by 5%
10 points crit + 5%
15 points - more crit + 5% crit damage from even 5%
5. Rabies. Wanted to be in the form of a wolf. Cooldown 8 seconds.
Druid in the form of a wolf paw hits 90 degrees, causing X damage and imposing bleeding for 5 seconds to come under attack target. Objectives bleeding receive 20% more damage.
5 points - goals with bleeding still get + 10% more damage
10 points - the bleeding lasts for 6 seconds
15 points - the bleeding lasts 7 seconds, 50% chance of breaking the enemy's shield.
6. Bloodlust (Passive).
Level 1 With each stroke attack speed is increased by 1%. Stacks up to 5 times, and removed if not beat 5 seconds.
Level 10 - attack speed increased by 10%.
7. The Expendables (passive).
Added to the speed of movement, and also reduces the chances of being frozen, thrown and stunned.
8. Bloodsucker (Passive) Increases the chance to execute the target for 5%
Each hit - execute - in the form of a wolf restores X health.
more on the branches of a wolf yet no ideas
The second branch in the tree of the skills is Thread Harmony with nature.
1. Beat spirit. Requires a staff / wand
Druid calls and sends the spirits of the forest (moths) on their enemies. 4 moth homing enemies (analog prismatic bits magician)
5 points - 5 moths increased damage.
10 points - butterfly can stun the enemy for 2 seconds, 5% chance
15 points - I do not know
2. The acid cloud. Cooldown 4 seconds. Requires staff / wand. Lasts 6 seconds.
In this region there is a small acidic cloud radius of 3 m, which causes damage X poison.
5 points - increases the duration by 1 second, and the cloud radius of 1 m.
10 points - increases the duration by 1 second, the enemies in the cloud all resistance and damage reduced by 10%
15 points - in a cloud of enemies attack and movement speed by 25% slower.
3. Wise animal. Cooldown 10 seconds. Lasts 50 seconds.
Druid calls upon the owl. Owl flies over a druid and increases reading speed spells by 10%.
5 points - Owl recovers 1% health per second.
10 points - Owl now restores 2% mana and 2% health per second.
15 points - Owl increases reading speed spells by 10%
4. Hurricane. Cooldown 8 seconds. Requires staff / wand.
Fires a small hurricane that flies straight through enemies and hit freezes target within 1m.
5 points - at the end of the hurricane path explodes, damaging X and a 10% chance to freeze the enemy in a radius of 2.5 m.
10 points - reducing the cooldown by 1 second, + 5% chance to stun the enemy.
15 points - reducing the cooldown by 1 second, + 5% chance to freeze the enemy explodes hurricane colliding with the enemy, but continues to fly farther.
5.Meditation (Passive) Druid Restores X mana per second.
6. Concentration (Passive) Increases casting speed druid
7. Equilibrium of mind and body (Passive) all damage taken is reduced by 0.5% per level
8. Quick flight. Requires staff / baton
Druid turns into a bird and moved to the specified point.
The third branch in the tree of the skills it is transformation into a bear.
1. Conversion to bear. Requires a two-handed melee weapon / staff / shield
Druid turns into a bear. In the form of a bear druid gets 20% bonus to armor and resistance to the elements, but the attack speed is reduced by 25%. Also in the form of a bear spent 10% of maximum mana per second. Once mana runs out, the druid takes human form.
5 points - + 5% additional armor.
10 points - + 10% to max health
15 points - + 5% additional armor, + X health regeneration per second.
2. Blow by felling. Wanted to be in the form of a bear.
Bear paw hits 45 degrees, causing X damage. Increased chance to drop an enemy.
5 points - a chance to blow up the goal with murder - + 5%
10 points - 10% chance of breaking the enemy's shield. A chance to blow up the enemy by 10%
15 points - chance to stun - 5% chance to blow up the enemy still 10%
3. Rain of attacks. Wanted to be in the form of a bear. Cooldown time 5 seconds.
Bear paw hits each in turn, and then two at once.
5 points - Chance to break enemy shield 10%
10 points - a chance to blow up the goal of 25%
15 points - blow ignores armor.
4. Throw honey.
Bear form Druid throws the enemy honey from their stockpiles. Bees, angry disappearance of their product, attacking enemies in the fall honey)))
5. Big Bear (Passive)
For each next level spells from the druid in bear form increases the stock of health.
6. Hunger after hibernation (Passive)
When from enemy blows, bear gets 1 point ate. (Maximum 40) Points are reset when the druid dies.
For each point of ate damage bear increased by 1%
7. Unimaginable power. (Passive)
A chance to blow up the enemy by killing a bear in the form of 1%
Level 10 - 10%
this is not all, I will write more as soon translated into English