Digging through the hay stack of datamined skill strings, I wanted to sort them out and put them into order so as to better get a sense of what's changing. Formatting and comments added. Lots of the raw data dump of the datamining lists skills that are changed only in wording, so I didn't include those here to increase the signal to noise ratio. Other classes: Barbarian RoS datamined skill changes. Demon Hunter RoS datamined skill changes. Monk RoS datamined skill changes. Witch Doctor RoS datamined skill changes. Wizard RoS datamined skill changes. Standard disclaimer: all figures are from pre-beta RoS and there will definitely be big changes between now and launch. __________________Demon Hunter Passive Skills_____________________ Thrill of the Hunt: (DB) Every 6 (Old: 7) seconds, your next skill that costs Hatred will immobilize all enemies hit for 2 seconds. Vengeance: Unchanged. Cull the Weak: (DB) Increase damage against slowed enemies by 20%. (Formerly 15%) Brooding: (DB) Gain 1.5% Life regeneration per second. for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move. (Formerly 2% per second, no stacking, with no connection to moving or not.) Hot Pursuit: Unchanged except wording. Archery: (DB) Gain a bonus based on your weapon type: Bow: 8% increased damage (formerly 15%) Crossbow: 50% Critical Hit Damage (unchanged) Hand Crossbow: 5% Critical Hit Chance (formerly 10%) 2nd Hand Crossbow: 1 Hatred generation (new) Numbing Traps Unchanged. Perfectionist: Unchanged. Custom Engineering: (DB) Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%. / Increase the maximum number of Sentries to 0 and Spike Traps to 0. (Bug in the DM or game listing on the maximum number of traps.) Grenadier: (DB) Increase the damage of grenades by 20%. Increase the explosion size of grenades by 40%. Upon death, you drop a giant grenade that explodes for 1000% weapon damage as Fire. Old version: Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 10. Upon death, you drop a giant grenade that explodes for 450% weapon damage as Fire. Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 10. Upon death, you drop a giant grenade that explodes for 450% weapon damage as Fire. Sharpshooter[/URL]: (DB) Gain 4% Critical Hit Chance every second. This bonus is reset 1 second after you successfully critically hit. (Old verison was 3%.) Ballistics: (DB) Increase damage of rockets by 100%. (Old was 50%.) In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attack. (newly added) -------------------------New Demon Hunter Passives:------------------------------ Single Out: Gain 20% Critical Hit Chance against enemies who are more than 20 yards away from any other enemies. Awareness: Gain 4% Dodge Chance every second. This bonus is reset 1 second after you successfully dodge an attack. Takeoff: Gain 20% movement speed increase for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move. ___________________________Demon Hunter Active Skills_______________________________ Multishot: (DB) Fire a massive volley of arrows dealing 220% weapon damage to all enemies in the area. (Old 165% damage.) Cost: 25 Hatred (Old 30) Full Broadside: Increase the damage of Multishot to 286% weapon damage. (Old 215% damage.) Burst Fire: Each time you fire, generate a shock pulse that damages nearby enemies within 12 yards for 200% weapon damage as Arcane. (Old was 65% damage.) Arsenal: Every time you fire, launch 3 rockets at nearby enemies that each deal 200% weapon damage as Fire. (Old was 60% damage.) Fire at Will: Reduce the Hatred. cost to 15. Multishot's damage turns into Lightning. (Unchanged cost. Lightning damage now jumps between enemies.) Surpression Fire: Gain 1 Discipline. for each enemy hit. Maximum 6 Discipline gain per Multishot. (The cap of 6 is newly added.) Fan of Knives: (DB) Throw knives out in a spiral around you, dealing 320% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60% for 2 seconds. Cooldown: 8 seconds. Cost: 0 Hatred. (Range is increased from 10 to 20y and cooldown is lowered from 10 to 8s. Cost is 20 hatred now. Note that all cooldowns can be further reduced with new items and Paragon points, possibly making this spammable.) Hail of Knives: Remove the cooldown but adds a 30 Hatred cost. Assassin's Knives: Also throw long-range knives that deal 70% weapon damage to 5 additional enemies. (Only changed to clarify wording.) Fan of Daggers: Imbue your knives with a 100% chance to nockback. (Formerly 60% chance to stun.) Pinpoint Accuracy: Double the damage but increase the cooldown to 12 seconds. (Formerly called Crippling Razors, and it used to increase slow to 80%.) Bladed Armor: Bladed Armor / Gain 30]% additional armor for 4 seconds. Surround yourself with whirling blades that deal 464% weapon damage to all enemies if you are struck in the next 10. (Unclear in the DM data if one or both effects are present.) Bola Shot: (DB) Shoot out an explosive bola that wraps itself around the enemy. After 1 second, the bola explodes dealing 160% weapon damage as Fire to the enemy and an additional 110% weapon damage as Fire to all other enemies within 14 yards.Generate: 3 Hatred (Unchanged.) Imminent Doom: Augment the bola to deal 216% weapon damage as Arcane to the enemy and 149% weapon damage as Arcane to all other enemies within 14 yards, but increases the explosion delay to 2 seconds. (Previously 9 yards.) Entangling Shot: (DB) Imbue an arrow with shadow energy that deals 90% weapon damage and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds. (Unchanged base and rune effects.) Vault: (DB) Tumble acrobatically 35 yards. 8 Discipline cost (Unchanged.) Acrobatics: Remove the Discipline cost but add an 8 second cooldown. (formerly 10s cooldown.) Action Shot: While Vaulting, shoot 4 arrows for 75% weapon damage at nearby enemies. These shots are guaranteed Critical Hits. (Formerly no number of shots listed (it was usually 2 in use) and the guaranteed Crit part is new.) Rattling Roll: Enemies you vault through are knocked away and Stunned for 1.5 seconds. (Formerly only enemies within 8 yards of your destination were knocked back. Now it sounds like all enemies along the path?) Spike Trap: (DB) Lay a trap that arms after 2 seconds and triggers when an enemy approaches. The trap has a 2 second re-arming time and can explode up to 3 times, each time dealing 200% weapon damage to all enemies within 8 yards. You can have a maximum of 3 Spike Traps active at one time. Cost: 30 Hatred (Formerly it had a 1 second arming time but only exploded once.) Long Fuse: Increase the arming and re-arming time to 3 seconds but increases damage to 270% weapon damage. (Formerly 2 seconds and 371% damage.) Echoing Blast: Increase the damage to 240% weapon damage asand turns the damage into Poison. (Formerly this exploded 3 times, so the base skill is kind of what this used to be. ) Sticky Trap: Plant a bomb on an enemy rather than on the ground. After 2 seconds, the bomb explodes dealing 280% weapon damage to all enemies within 8 yards. (Formerly within 30 seconds, 404% weapon damage and 16 yards.) Lightning Rod: When the trap is triggered, it releases a pulse of lightning that will bounce to up to 3 enemies for 200% weapon damage as Lightning. (Formerly 275% damage.) Grenades: (DB) Throw out 5 grenades that explode for 95% weapon damage as Fire each. (Formerly 3 grenades.) Generate: 3 Hatred Gas Grenades: Throw 3 gas grenades that explode for 95% weapon damage as Poison and leave a cloud that deals an additional 75% weapon damage as Poison over 3 seconds to enemies who stand in the area. (Only changed in wording.) Cluster Grenades: Throw cluster grenades that deal 112% weapon damage as Fire over a 36 yard radius. (Was 8y radius.) Grenade Cache: Throw out 5 grenades that explode for 95% weapon damage as Fire each. (Formerly Fire Bomb, which was one grenade for 124% damage.) Tinkerer: Increase Hatred generated to 6. (Unchanged.) Chakram: (DB) Fire a swirling Chakram that deals 200% weapon damage as Physical to enemies along its path. (Formerly 170%.) Cost: 10 Hatred Twin Chakrams: A second Chakram mirrors the first. Each Chakram deals 130% weapon damage as Physical. (Formerly 114%.) Boomerang: The Chakram path turns into a loop, dealing 240% weapon damage as Lightning to enemies along its path. (Formerly 230%.) Serpentine: The Chakram follows a slow curve, dealing 270% weapon damage as Poison to enemies along the path. (Formerly 230%.) Razor Disk: The Chakram spirals out from the targeted location dealing 220% weapon damage as Arcane to enemies along the path. (Formerly 187%.) Shruiken Cloud: Surround yourself with spinning Chakrams for 2 minutes, dealing 50% weapon damage per second as Physical to nearby enemies. (Formerly 34% damage.) Caltrops: (Unchanged.) Cluster Arrow: (DB) Cost: 40 Hatred / Fire a cluster arrow that explodes for 300% weapon damage as Fire into a series of 4 additional grenades that each explode for 135% weapon damage as Fire. (Formerly 50 cost, 225% damage, and 100% bomb explosion damage. Loaded for Bear: Increase the damage of the explosion at the impact location to 405% weapon damage as Fire. (Formerly 304%.) Shooting Stars: Instead of releasing grenades, release up to 3 rockets at nearby enemies that each deal 300% weapon damage as Physical. (Formerly 175% damage.) Cluster Bombs: Launch a cluster through the air, dropping grenades in a straight line that each explode for 280% weapon damage as Fire. (Formerly 230% damage..) Maelstrom: Instead of releasing bombs, release up to 5 shadow tendrils at nearby enemies that each deal 225% weapon damage as Physical. You gain 1% Life per enemy hit. (Formerly 165% damage and 4% life leech.) Dazzling Arrow: Enemies hit by the grenades have a 75% chance to be stunned for 2 seconds. Cluster Arrow's damage turns into Physical. (Formerly 55% damage.) Marked for Death: (DB) Base unchanged: Contagion: When the enemy is killed, the mark spreads to the closest 3 enemies within 30 yards. This effect can chain repeatedly. (Formerly 2 targets without any listed range limit.) Mortal Enemy: Attacks that you and your allies make against the marked enemy generate resources: / *Demon Hunter: 3 Hatred. / *Barbarian: 2 Fury / *Crusader: 2 Wrath / *Monk: 3 Spirit / *Witch Doctor: 16 Mana / *Wizard: 4 Arcane Power. (Specific amounts of resource now notated.) Sentry: (DB) Drop a turret on the ground. The turret fires at nearby enemies for 175% weapon damage. Lasts 30 seconds. / You may have 2 turrets active at a time. Cost: 30 Hatred Cooldown: 6 seconds (Formerly 6s cooldown.) Vigilant Watcher: The turret now fires a bolt with a 100% chance to pierce. (Formerly reduced cooldown to 6s.) Hungering Arrow: (DB) Unchanged base function: Serrated Arrow:Increase Hatred generated to 6. (Formerly Cinder Arrow, which added 35% fire damage over 3s.) Other rune effects are unchanged. Smoke Screen: (DB) Vanish behind a wall of smoke, becoming momentarily invisible for 1 second. Cost: 14 Discipline Cooldown: 2 seconds (The cooldown is new.) Healing Vapors: Regenerate 10% Life while invisible. (Formerly Breath Deep, which regenerated 12 Hatred per second.) Special Recipe: Remove the Discipline cost but add a 14 second cooldown. (Formerly reduced cost to 12 Discipline with no cooldown.) Displacement: Gain 60% movement speed while invisible. (Formerly 35%.) Shadow Power: (DB) Draw in the power of the shadows, gaining 826 Life per Hit for 5 seconds. (Formerly 15% life steal for 5s.) Cost: 14 Discipline Night Bane: Slow the movement speed of enemies within 30 yards by 60% for 3 seconds. (Formerly 3s Hatred per second.) Gloom: Reduce damage taken by 25% while Shadow Power is active. (Formerly 35%.) Well of Darkness: Remove the Discipline cost but add a 14 second cooldown. (Formerly lowered Discipline cost to 12.) Blood Moon: Increase Life per Hit gain to 1239. (Formerly 25% life steal.) Rain of Vengeance: Unchanged in function. Elemental Arrow: (DB) Base function unchanged. Frost Arrow: Shoot a frost arrow that hits an enemy for 170% weapon damage as Cold then splits into up to 10 additional frost arrows. Enemies hit have their movement speed slowed by 60% for 1 second. (Formerly split into only 3 shards.) Nether Tentacles: Shoot a shadow tentacle that deals 155% weapon damage to enemies along its path and returns 0.2% of your maximum Life for each enemy hit. (Formerly 3% Life Steal.) Rapid Fire: (DB) No change to base skill, and the other four rune effects are unchanged in function. Bombardment: Rapidly fire grenades that explode for 745% weapon damage as Fire to all enemies within a 11 yard radius. (Formerly 414% damage and 8 yards.) Preparation: (DB) Instantly restore 30 Discipline. Cooldown: 45 seconds (Formerly restored all Discipline.) Punishment: Restore 125 Hatred for 25 Discipline. (Formerly refilled all Hatred for 25 Discipline.) Invigoration: Passive: Permanently increase maximum Discipline by 10. (Unclear from the DM; maybe this is a note by the devs to change this one rune effect to a passive?) Impale: (DB) Throw a knife that impales an enemy for 360% weapon damage. (Formerly 265%.) Cost: 20 Hatred (Formerly 25.) Ricochet: The knife ricochets to 2 nearby enemies within 20 yards of each other. (Formerly Awareness: After the initial throw, release multiple blades centered on you, dealing 75% weapon damage) The other rune effects are not changed. Companion: (DB) Summon a raven companion that pecks at enemies for 100% of your weapon damage as Physical. (Formerly 38%.) Cost: 10 Discipline Cooldown: 30 seconds / Boar Companion: Summon a boar companion that attacks for 60% of your weapon damage as Physical. The boar increases your Life regeneration by 826 per second and increases your resistance to all damage types by 15%. (Formerly 310 life regen/second.) Wolf Companion: Summon a wolf companion that attacks for 150% of your weapon damage as Physical. (Formerly 94%.) I can't believe they didn't buff the Ferret gold find above the completely irrelevant 10%. How about like 250%, and it can stack above the 300% hardcap? That said, like everyone else my DH only uses Boar, and nearly doubling the life regen there will be great... though probably not enough to make up for the Life Steal nerfs on Gloom. Strafe: (DB) Shoot at random nearby enemies for 280% weapon damage while moving at 75% of normal movement speed. (Formerly 156%.) Cost: 12 Hatred Demolition: Throw out bouncy grenades that explode for 240% weapon damage to enemies within 16 yards. (Formerly 187% and 9 yards.) Emberstrafe: Leave a trail of fire in your wake that deals 160% weapon damage as Fire over 2 seconds. (Formerly 65%.) Rocket Storm: In addition to regular firing, fire off homing rockets for 140% weapon damage as Fire. (Formerly 65%.) Evasive Fire: (DB) Shoot a spread of bolts that hits the main enemy for 130% weapon damage. and two additional enemies for 60% weapon damage. If an enemy is in front of you at close range, you will backflip away 15 yards. You may backflip once per 3 seconds. (Formerly there was just one shot, and there was no cooldown on the backflip, but it cost 4 Discipline. There is no Discipline cost now.) Generate 4 Hatred. Covering Fire: Increase the damage of side bolts to 130% weapon damage. Parting Gift: Whenever a backflip is triggered, leave a poison bomb behind that explodes for 150% weapon damage as Poison in a 10 yard radius after 0.6 seconds. Evasive Fire's damage is turned into Poison. (Formerly 55% damage and 12 yard radius.) ____________________________New Demon Hunter Skill ____________________________ Shadow Wall Summon a wall impassable by enemies between two pillars for 6 seconds. Enemies near the pillars are Slowed by 60%. Cooldown: 10 seconds / Great Wall: Increase the maximum width of the wall by 50%. Buffer Zone: Enemies between you and the wall are knocked back past the wall when you summon it. Wall of Pain: Rather than an impassable wall, summon a shadow wall that Slows the movement speed of enemies by 60% and causes them to take 15% additional damage. Electric Fence: Rather than an impassable wall, create an electric field that discharges 1 second after an enemy enters it, stunning all enemies near the field for 3 seconds. Speed Gate: Gain 30% movement speed for 3 seconds when you pass through the wall. Source: Datamining.