Here's my first impressions of this class:
First and foremost, my comments are going to lean very heavily towards criticism. That's not because I don't like the class, but rather because criticism helps identify what needs work.
0. This class has no charge bar?
1. Skill unlock levels need straightened out. They're crazy right now.
2. Shadow Armor. Contrary to the description, it doesn't block for you. Rather, it gives you a bonus to block chance *IF* you have a shield. That forces it to be sort of a niche skill. Perhaps a better choice would be a chance once each second to cast a low-power shield buffer (forcefield) that lasts 1 sec. (This is how I implement "weapon block," btw.)
3. The instakill on slash attack is OP in 2 ways: First, it works on champs and bosses. Second, the proc chance is way too high. The first problem can be fixed by adding a set stat to the champ_resists and boss_resists affixes, and then using a stat watcher to only apply instakill to things without that stat. The second problem could be fixed by lowering the percent (boring) or having it trigger only if the skill critical hits (more exciting).
4. Stampede. Not sure it's really traveling the distance it should be. The wolf particle effect looks funky -- needs a new one.
5. Chain vortex. The health steal on this is kinda useless because of the recharge. Mana steal (of a noticeable size) might be better, since it would encourage the player to think about timing, positioning, and mana management in a connected way. This skill seems a little bland, and could use some more effects.
6. Devastate. The animation for this looks awesome. That said, it lacks the "heft" of TL1 devastate; it seems more like something a thief or ninja class would use. It's really hard to hit things with this skill. Part of the issue is that the damage shapes may be too small. The other part is that changing direction happens really slowly. Also, the WDPS seems to be the same for every rank, so I'm wondering what does increase with rank? Also, also, the description text looks a little funky.
7. The skeleton summons need a highly visible unittheme that identifies them as friendly.
8. Soul Rend looks amazingly awesome. Numbers need toned down, but otherwise fine.
9. Too many skills that deal both WDPS and flat damage. These skills tend to end up OP (see wolfpack, emberquake). Some of them should be changed to deal only one or the other.
10. Titan stomp. This skill is brokenly OP because it's too easy to knock-lock/stun-lock everything that might hurt you, while killing it with the WDPS. Either (a) add a short cooldown so it can't lock, or (b) remove the WDPS and make it LOW flat damage so that it doesn't kill things, or (c) remove the stun and KB so it can't lock. Also, looks great.
11. Shield Slam. I really like the particle art on this one. The skill suffers from the same problem as the engineer shield skills, it basically does no damage. This is a TL2 engine problem, but it still needs to be worked around so that the skill doesn't stink.
12. Doomquake. Dang. This honestly looks better than emberquake. Needs to be the top-tier skill since it's got huge-radius, ranged, homing, AoE damage.
13. Frost Shield. It doesn't seem like the proc effect actually does anything. I was standing around trying to get hit, and I never once saw anything freeze when it procced.
14. DR%... This class can get waaaaaay too much DR% from skills. Assuming it's got the same base DR% as engineers/zerkers, then Frost Shield should be limited to 10% (maybe 15% at the absolute maximum) and the toughness passive should not exist at all.
15. Seismic Burst is a great skill. It reminds me of the druid's shockwave in D2. But it's OP with the current numbers. Given the spamability and great AoE cone, the damage per cast should be pretty low.
16. Carnage call amuses me, but I don't see what justifies making it the top tier skill for its tree.
17. Shadow bowman is ridiculous. He's mowing things down before they have any chance to get close. (And I bet it's worse with a draw distance mod.) He either needs his shot rate cut slowed down or his vision range cut down. (I recall that cutting the vision on friendly minions is not straightforward at all. I'll post about it somewhere once I remember how to do it right.)
18. Berserk. (Forgot to list this earlier.) For its intended purpose, it need to also give a bonus to cast speed, since attack skills (unintuitively) use cast time. This is another TL2 engine issue, so... meh. Otherwise, this skill just feels kinda lame. It needs to do more. Maybe something with critical hits. Also, the skill description text seems to have extra newlines all over.
19. I think the aura skills should be implemented as toggle skills per TwinkleToes' tutorial (
http://forums.runicgames.com/viewtopic.php?f=57&t=57868). They also need to show up on the player's status bar.
20. Entropic Aura. Since this skill is the only decent heal the class has, the heal needs to be available from rank 1. The particle for the heal should be recolored or something so that it's not confusing with the embermage skill. The description is missing the duration.
21. Thorns is the only affirmatively bad skill in the whole set. It causes massive unwanted aggro. Either dramatically cut the radius, or totally rework the skill. If reworking, perhaps an aura that gives all allies %damage-reflected (small numbers since it can get really OP with minions) and a chance to cause bleeding on hit? Also, while I like the unittheme for this skill, it's too visually busy. Could be fixed by making it more transparent.
22. Blast wave. Casts soooo slow. Feels redundant with seismic burst. This needs to do something much, much cooler to justify its existence.
23. Wind wall - I didn't check, but the cooldown needs to go up with the duration so that it's never maintainable. If it's maintainable, it becomes a cheesy melee invincibility skill.
24. Spectral Slam - typos in skill description
25. Overall this class lacks healing capabilities. Entropic aura is good. (Which is problematic because it means no one will ever use a different aura.) Chain vortex has too much cooldown to be useful as a heal.
26. By contrast, this class has way too many skills that cause stun. When you will probably get stun capability if you just pick your skills at random, it cheapens the skills you might deliberately choose for stun.
27. Crits are a big part of TL2, and this class has nothing that interacts with them besides one (OP) passive.
28. I'm wary about the passives on this class (and all the pack classes), for at least four reasons. First, I don't like going over 30 skills. It leads to "jack of all trades, master of none" skill distributions. Second, they feel generic and lack personality. Third, at the very least toughness, crit strikes, dodge mastery, and block are quite OP. Fourth, while I haven't thought it through, I'm wary that stacking these on top of the passive spell scrolls might give numbers that are too big for some things. I think I'd rather see three passives per tree that do a little more per skill and have more personality.
I'll be back with more thoughts later, but I may try out the other classes first.