What exactly did I steal? The name? Guild Wars didn't come up with it. Hell they weren't even the first to put it in a videogame (Seiken densetsu 3 was). Come to think of it Blizzard didn't exactly come up with words 'Wizard', 'Barbarian' and 'Shaman' either, did they? Plagiarism is a serious crime, don't accuse people of it so easily.
i was refering to all of it, please dont fume a flame for drama on this thread, thanks.
very nice idea deadlyharzard. i myself was trying to think of a class that incorporated a knightly class with the ability to sort of enchant there weapon to do holy smite type of stuff. similar to tyreal i guess. or kind of like the "holy swordsmenship" from final fantasy tactics if you understand that.
very nice idea deadlyharzard. i myself was trying to think of a class that incorporated a knightly class with the ability to sort of enchant there weapon to do holy smite type of stuff. similar to tyreal i guess. or kind of like the "holy swordsmenship" from final fantasy tactics if you understand that.
The Tengu Knights are supernatural warriors rumored to have gained demonic abilities by forming a pact with mountain-dwelling bird demons thousands of years ago. Seceretive and very protective of their territory, these knights dwell in the forested mountains of sanctuary. They are rarely seen by other mortals and many question their very existence.
"Despite the rumors, we are mortal. Albeit, never doubt our ability to blur the line."
Weaponry: The Tengu Knights are prepared to arm themselves with nearly any viable weapon for meele combat, although they are typically seen with swords. They are also known to possess an aptitude for throwing weapons, attacking from distances with a multitude of flying objects. Some of the throwing weapons used can range from throwing spikes, to daggers, to various multi-pointed weapons.
Skill Trees: The Tengu Knights have honed basic combat techniques and are excellent tactitions. They are most known for their amazing ability to shapeshift. It is said that this ability is the demonic power that was passed on to their people by the mountain-dwelling demons from long ago. The Tengu Knight can take the form of a Bird-Man. A cross between a human and a giant bird.
Example of the Bird-Man transformation. Meele weapons are still used in this transformation, as well as the Battle Tactics andDemonic-Shifting skill trees' however, throwing weapons and the Flying Steel skill tree are unavailable while in Eagle form.
Battle Tactics:
Master tactitions, Tengu Knights know how to get to their opponents in the most surprising of ways. Their Meele combat style
is based on the element of surprise.
--Axle Pain Focused meele weapon strike that staggers opponents
Effect: Has a 70% chance to do 2x normal weapon damage and a 30% chance to do 4x normal weapon damage.
--Blindside Burst
Attack directly behind oneself without turning around, by thrusting a weapon backwards between the armpit and rib-cage.
Effect: Attack directly behind onself damaging any enemies behind the Tengu Knight and stunning them for a duration.
--Swordsmanship(Passive)
Allows the Tengu Knight to hold 3 swords (two-handed) in a secondary equipment area and instantly switch between the three.
Effect: Allows the Tengu Knight to hold 3 swords (two-handed) in a secondary equipment area and instantly switch between the three. While 3 swords are in the secondary equipment cycle, the Tengu Knight gains a slight dexterity and attack damage boost.
--Talon Whip
Quickly strike an opponent by briefly transforming your hand into the talons from your Eagle form. Has a % chance to cause Bleed Damage. (Semi-transformation, does not count as a Demonic-Shifting skill.)
Effect: Deal extra damage to a single target with an attack from your Eagle form's claw. Has a % chance to cause Bleed Damage.
Demonic-Shifting:
The ancient ability gained from their pact with ancient bird demons that once dwelled in the mountains of sanctuary thousands of
years ago.
--Eagle Meld
The Tengu Knight's ability to call upon the demonic energies of ancient demons to take on a half-human, half-bird form.
Effect: Increases attack speed and movement speed as well as defense rating and magic defense rating while transformed. Drains mana very slowly while transformed. If mana reaches 0, the transformation is undone.
--Glide
The Tengu Knight makes use of his transformation and takes to the skies to glide around for about 7 seconds. Only usable while in Eagle Form.
Effect: While airborne, no meele damage can be done to the Tengu Knight. In addition, the Tengu Knight gets a temporary decrease in defense rating upon landing. (Items cannot be used while gliding, Cooldown Timer.)
--Diving Crash
A spinning dive attack taking place from the skies. Dive from the air and crash into an opponent, dealing massive damage, but damaging the Tengu Knight as well. Only usable while Gliding
Effect: Dive into an opponent for massive damage, but damages the user as well.
--Serrated Plumes
Fires a volley of bladed feathers from the wings of a Tengu Knight in eagle form to rain down on a single target. Only usable while Gliding.
Effect: Ranged attack on a single target while Gliding.
Flying Steel:
Adept at ranged combat as well as meele, the Tengu Knights possess the fast reflxes and precision need to properly
make use of throwing weapons. This skill tree is unavailable while in Eagle form.
--Throwing Fanatic (Passive) The Tengu Knight refines the art of throwing weapons to increase accuracy and damage.
Effect: Increases accuracy and damage when using throwing weapons.
--Whistling Edges Throws flying weapons in a 180 degree arc in front of the user.
Effect: Throw flying weapons in a 180 degree arc to damage multiple opponents.
--Rapid Edges Throw multiple flying weapons one after another, concentrated on a single target.
Effect: Quickly throw a barrage of flying weapons back to back at one target for increased damage.
--Booster Edges Briefly Transform your legs into the legs of your Eagle form and jump into the sky, raining down a stream of throwing weapons in a straight path. Invulnerable while in the air, similar to the barbarian's leap. (Semi-transformation, does not count as a Demonic-Shifting skill. Cooldown timer.)
Effect: Leap into the air and deal ranged weapon damage to all opponents in a straight path.
very nice palisade! did you happen to draw those pictures? if so well done. As of now in my own opinion im third :[. nice idea indeed :]
Quote from "Deadlyhazard" »
I <3 FF tactics
Hell yea man, not to go off topic but they really need to make a new additon to the original tactics series. Even if its just taking the story and making it 3d! :] however i vote for anext chapter in the zodiac brave story :]
This is a skill tree after my character design the Naz'Goul.
The Naz'Goul Class
Naz'Goul Skill
Summoning Tree:
Summon Zombie: Take the corpes of a fallen enemy and reanimate it.
( More points allow for more minions )
Summon Undead Hound: Summon a dog to do your bidding. barks to deflect and turn back enemys and bites them causes bleeding.
( More points allow for durations of summon and bleeding time. )
Earth Bound Golem: Bound with chains rooted to the earth the golem serves as a guard and a good decoy.
( More points allow for duration, damage, and golem health )
Grave Bound Golem: Summoned from hallowed ground, this golem acts as an offensive golem stealing life from enemy's and is given to you.
( More points allow for duration, damage, health, and life steal )
Coffin Bound Soul: Restless souls can be summoned strait from the coffin to fight for you. also has a chance to posses your enemy to fight for you as well. ( more points allow for duration, damage, and percent chance to posses enemy )
Golem Mastery: Increases Health, Damage, Resistances for all golems.
( more points increases Increases Health, Damage, Resistances )
Summon Mastery: Increases health, damage, and resistance for zombies, hounds and bound souls. ( more points increases increases health, damage, and resistance )
Balance Tree:
Skeletal Ward: Turn the Corpes of a fallen enemy into a skeletal ward which takes all dead bodys close by and turns it into health for you.
( more points increases duration, increases health gain, and enlargens radius )
Peace of Rathma: drops the peace of rathma which draws all enemys with a peacful glow and distracts them and explodes at the end.
( increases duration of glow and damage of explosion )
Switch of Sides: Cast a curse on your enemy to switch sides for a moment in time and fight for you.
( Increases duration of time enemys fight for you )
Tipping the Balance: Enemys start to damage themselves for a period of time instead of you
( increases length of time enemys damage themselves and percent of damage they can do to
themselves )
Darkness Tree:
Shade of Trang'oul: Shades yourself which makes most enemys ignore you and give you more defence rating.
( increases length of shade and defence )
Wrath of Rathma: Casts darkness upon enemys blinding them
( increases length of blindness )
Undead plague: sprays a poison nova through the air, and effects monsters infected monsters are around.
( More points increases length and duration )
Bone Cage: creates a ring of bone around your enemys
( More points increases health and duration )
Bone wall: Created a wall of bone between you and your enemy
( more points increases health and duration )
Naz'Goul Combat Tree:
Rathma's Command: ( requires an off-hand Naz'Goul Dagger ) draws symbols in the air with the dagger and the sword swiftly cuts it in half, damaging the enemy from far away.
( more points increase damage and speed )
Heart Break: Stabs an artery causing bleeding for an amount of time
( more points increases damage and bleeding time )
Undead Slash: makes a quick slash and dose more damage to undead.
( More points increases damage and damage to undead )
Rathmas Guided hand : makes one swing attack and takes a few seconds to do again ( used as a final attack )
( More points increases damage and decreases wait time )
This class will be played as more of a puppet master type. commanding undead creations to fight your enemys for you. also to cast effects and spells that do damage, and also spells to put space between you and your enemy and have your minions fight for you.
As this is similar to a necro but not the same as they do use sword and a smaller offhand bonus item as a Naz'Goul dagger (purely ceremonial never used as a weapon ). or empty handed in the other hand. mainly close rang spells and melea combat. heres a pic drawn by me and this class was i thought of. thanks for reading
Hello everyone. Long time reader here, but first time poster. I've been very excited about this contest and I thought, hell, why not give this a shot. I'm not too much of an artist, so I won't be able to draw you images of what the skills I'm describing look like...but I have explained what they 'would' look like by offering comparisons both to Diablo 2 and other games. I hope the word-painting will suffice. Another thing to notice is I've included a flavor element called "corruption damage"--just figure this is the equivalent of D2's magic damage.
Also, we all know that Diablo 3 will have some other skill system than what's present in Diablo 2, but...for the sake of simplicity (and because I have no idea what Blizzard is dreaming up) I'm presenting these skills in the traditional Diablo 2 style (including information about what point increases do to the skill and what synergies it might have). So, without further ado, here are...
THE JUGGERNAUT Class Skills
Aspects:
1) Possess (Lvl 1): While the Priests of Rathma studied the arts of controlling the dead since ages unforgotten, only in their last moments of madness did they learn how to control souls still caged in their living hosts. This incantation was the first ingredient in the creation of the Juggernauts.
Possesses targeted creature for short period of time. Creature's life is increased by %. Only one creature may be possessed at a time.
Skill Points: Increases Life of Possessed Creature while Possessed.
2) Aspect of Trag'Oul (Lvl 6): The Great One, from whom the priests of Rathma formerly depended upon for their arcane power, still makes his influence known. Juggernauts who activate the latent connection to the dragon god are empowered by the fires of his mysticism, gaining the appearance of flaming wings and a smouldering eyes.
Activates a constant aura effect on Juggernaut. Functions like D2 Paladin's Holy Fire. Only one aspect may be activated at a time. The skills Engulf and Detonate are only castable by the Juggernaut when this aspect is activated.
Skill Points: Increases fire damage done per hit and per aura blast.
Synergies: Engulf, Detonate (Increases fire damage)
3) Aspect of Blood (Lvl 6): The juggernaut's spiritual cousins, the Blood Golems, proved their usefulness in the war against hell. Sadly, all too often Necromancers found the blood link between their minions and themselves was too often a double-edged sword. Juggernauts who activate this latent ancestral connection cut out the middle man and become grizzly spectres of combat, constantly oozing blood, theirs and their foes'.
Activates a constant aura effect on Juggernaut. Adds life/mana steal to Juggernaut's hits and gives the Juggernaut a constant life/mana regen effect (like the D2 Sorceress' warmth, but weaker and for both health and mana). Only one aspect may be activated at a time. The skills Blood of the Willing and Lichpool may only be used when this aspect is activated.
Skill Points: Increases life/mana steal per hit, increases life regen.
Synergies: Blood of the Willing (Increases heath steal and life regen), Lichpool (Increases mana steal and mana regen)
4) Blood of the Willing (Lvl 12): (Prerequisite: Aspect of Blood) The first lesson of the necromantic path is always the necessity of personal sacrifice. Where bone magic is necessary, there will first be intense arcane study--where skeletons are needed, there will first be bodies--where combat prowess is needed, there will be blood. Juggernauts who swing with this kind of prowess cause seeping, corrupted wounds to their enemies and to themselves.
Activates a temporary effect which damages the Juggernaut over time, but also damages nearby enemies with the corruption element (like the skill Blaze from the D2 Sorceress, only it radiates outward from the Juggernaut, rather than following him/her).
Skill Points: Increases Corruption Damage
Synergies: Lichpool, Determinate (Increases corruption damage), Stoneform (Decreases effect of DoT on Juggernaut)
5) Voices (Lvl 12): (Prerequisite: Possess) It is only fitting that, just as their original creators muttered with the madness of Diablo's terror, the Juggernauts would learn to hear those crazed voices in the screams of those they slay. However, the cold, unfeeling Juggernauts use these demonic smatterings to whip themselves up into a bloodthirsty frenzy.
When this skill is activated, the next monster slain will cause one additional voice to encircle the Juggernaut for a short period of time. If Necrotic Shield is activated before a monster is slain, this skill is cancelled. The Juggernaut may have a total of three voices or necrotic shields at any given time (in any combination). While encircling the Juggernaut, charges of Voices increase the Juggernaut's attack rating, attack speed and run/walk speed.
Skill Points: Increases the attack rating, run/walk speed and attack speed bonuses granted per voice.
Synergies: Necrotic Shield, Stoneform (Increases duration of voice),
6) Engulf (Lvl 18): (Prerequisite: Aspect of Trag'Oul) Trag'Oul's celestial wrath manifests itself in many ways, but the Juggernauts have been attuned to tap into that wrath in ways their very creators could not--by harnessing it in the shape of flame. With each singing blow, Juggernauts blast through their foes, occassionally engulfing bystanders in the heat of combat.
Single target takes fire damage over time. Every application of Engulf has a small % chance to explode, applying the Engulf DoT to all nearby enemies.
Skill Points: Increases fire damage and % chance to explode.
Synergies: Aspect of Trag'Oul, Detonate (Increases fire damage)
7) Simulacrum (Lvl 18): (Prerequisites: Possess, Voices) The patriarchal society of the priests of Rathma often saw apprentice-types looking up to their masters and wondering how best to express their loyalty. Too, those masters looked down on their students and wondered how best to bend wills towards their own. Before they went utterly insane, the Necromancers had a familiar adage: "If you want something done, you gotta influence someone until they do it just like you would have". It's possible this adage is a fabrication by the more jealous inhabitants of Sanctuary who were never able to master the priests' level of skilled influence.
Passively increases the Juggernaut's possessed creature by a % of the states currently affecting the Juggernaut. For example, if the Juggernaut has 3 voices, granting him/her a total of 100% increased attack speed, and the particular rank of Simulacrum grants 120% states, the possessed creature under the Juggernaut's control will have 120% increased attack speed. This functions for all buffs (health, mana, aspects, defense, item bonuses, etc)
8) Lichpool (Lvl 24): (Prerequisites: Aspect of Blood, Blood of the Willing) While their masters were able to ressurrect the fallen and the rotting and bend those things to their will, the imperfect Juggernauts were never able to understand their masters' complex arcane teachings. At best, the Juggernauts can only manage to exude a wave of black-flamed despair that crushingly weakens the living things that surrounds them. Eh...they'll take what they can get.
Activates a temporary spell effect, *draining nearby monsters of life and mana, that follows the Juggernaut around (like the D2 druid's hurricane). *Note this is not corruption damage but rather untyped, such that the skill Anathema does not affect it (although for the purposes of monster resistances, it still counts as corruption damage); further, none of this damage is transferred to the Juggernaut (think life drain, not life steal)
Skill Points: Increases drain damage
Synergies: Aspect of Blood, Blood of the Willing, Determinate (Increases drain damage)
9) Spirits of the Slain(Lvl 24): (Prerequisites: Possess, Voices, Simulacrum) Again, the Juggernaut fails to live up to their masters' potential. Where Necromancers wielded the power to cause bodily gases to violently explode from corpses, damaging all in sight, the Juggernauts were never able to influence dead tissue in the same way. This particular disappointment almost resulted in the cancellation of the entire Juggernaut project. Instead, when Juggernauts were sent on routine sentinel missions within the Eastern Jungles, it was found that they were able to kill foes so handily as to scare the very spirits of the slain into submission.
A radius effect causes souls from slain enemies to hover above their former corpses. When other enemies come in sight of those spirits, the spirits attack their former comrades. This spell functions somewhat like corpse explosion, except that multiple spirits can be raised at once, they only do damage to one target (as a function of their damage when alive, not their total HP), and the spirits wait above their corpses until targets come in sight (whereas corpse explosion was simply an instant cast, this is more like a Glyph or Symbol via DnD). Obviously, only one spirit per corpse can be resurrected in this manner.
10) Detonate (Lvl 30): (Prerequisites: Aspect of Trag'Oul, Engulf) The crazed hero of the priests of Rathma was fond of making wild accussations against his former brethren. Among these were insults, complaints and the occassional phrase in a dead tongue that caused even the Necromancers to cast shifing glances. It was when he finally broke down and told his fellow corpsecrafters that by making the Juggernauts in their own image, they were inherently limiting the scope of their creation that the priests began to question their dark project. That is, they questioned their leader until he became a conduit for the booming voice of Trag'Oul himself. The dissenter never saw what hit him...nor did the crowd of onlookers behind them.
Attacks a single target with massive fire damage and violently knocks them back (think the D2 Barbarian's skill Bash, but several times the knockback distance). If the target hits any obstacles on the way back, the target becomes a living bomb, exploding on contact (for reference, try doing the electrified force push in Star Wars: The Force Unleashed). Furthermore, if that explosion (of medium radius...probably just smaller than a D2 sorceress' meteor) hits any targets, each of those targets is blasted from the point of explosion just as if detonate had been cast directly on them (although at a diminishing damage penalty like chain lightning).
Skill Points: Increases fire damage.
Synergies: Aspect of Trag'Oul, Engulf (Increases fire damage).
Swamp:
1) Mud (Lvl 1):When they set out to design the Juggernaut, the priests of Rathma kept their homeland in mind. They wanted to equip their creations with all the same arcane advantages they have...but Juggernauts are hulking war machines, unskilled at the complex calculations necessary for the bone magics the Necromancers wielded so easily. The compromise was the swamp around them--the Juggernaut, being composed of the rotting swamps of the Eastern Jungle, has been equipped with untold quantities of the sticky goo from whence it came.
Casting this skill causes a continuous blast of mud (just like the D2 Druid's arctic blast) to spray from the Juggernaut's fingertips. This mud deals light corruption damage and slows the targets it lands on. The longer a creature is caught in the deluge, the slower it gets.
Skill Points: Increases damage and spread of the attack. (The spread is like the D2 necromancer's teeth--extra points widens the breadth of the attack)
2) Ooze (Lvl 6):(Prerequisite: Mud)Even the practiced Necromancers were unable to perfect the stability of their creations. Sometimes, the unfinished Juggernauts would topple over, sinking back into the filthy mire (often with a resounding thud). Capturing the power of this inherent instability, the priests of Rathma discovered give the Juggernauts power over their form.
This skill functions like leap, only the Juggernaut requires that there are no gaps between points (no using Ooze to traverse platforms in the Arcane Sanctuary, for example). The Juggernaut is still vulnerable during this process, but there is maximum distance that can be traversed (except of course what is visible on the screen). There is a very long casting delay, and the ooze travels very slowly at first.
Skill Points: Reduces casting delay and increases travel time.
3) Stoneform (Lvl 6): (Prerequisite: Mud) The Juggernaut strikes an imposing figure, made all the more intimidating by its jagged, rocky construction. Skilled Juggernauts learn how to shift the stony and metallic plates of its body into stronger, albeit less mobile forms for the ultimate in defense.
This skill is a temporary buff that functions like the D2 Paladin?s holy shield, but to a greater effect. The use of this buff also decreases the Juggernaut?s run/walk and attack speed by an amount comparable to a negative D2 Barbarian?s Improved Speed run/walk speed buff and Frenzy speed buff.
4) Wave of Gas (Lvl 12): (Prerequisite: Mud) The complex machinery that fuels the Juggernaut, both mechanical and mundane, produces a large quantity of toxic exhaust which most Juggernaut vent passively. Some, however, have learned of the lethal nature of their byproducts and channel their refuse into a wave of corrosion and decay.
A Juggernaut using this skill emits a wave of gas from its mouth (and other orifices) which spreads forth from the Juggernaut in a cone fashion. The skill is channeled (like the D2 druid?s arctic blast) and widens as the Juggernaut increases its skill in this ability (like the D2 necromancer?s teeth). This skill causes corruption damage.
5) Quake (Lvl 12): (Prerequisites: Mud, Stoneform) Weighing in at an impressive five hundred pounds or more, the Juggernaut?s frame is imposing, to say the least. The bulkiest of Juggernauts have learned how to augment their form (becoming their own creators, after the ?disappearance? of the priests of Rathma) such that the ground beneath their very feet creaks and groans with the burden.
This skill functions very much like the D2 Barbarian?s warcry. When it is cast, the ground around the Juggernaut cracks and shakes and creatures within reach are staggered.
Skill Points: Increases duration of stun and corruption damage dealt.
6) Ooze Uppercut (Lvl 18): (Prerequisites: Mud, Ooze) Those Juggernauts with the most volatile forms tend to come equipped with the most volatile of personalities as well. Although physically taxing for Juggernauts, they may use their ability to traverse through the muck of the land to slither up underneath their unsuspecting prey moments before delivering a devastating upwards blow.
This skill functions very much like the D2 Barbarian?s leap attack. Again, like Ooze, Ooze Uppercut cannot be used to traverse gaps in the topography unless they are land based obstacles.
7) Shatter (Lvl 24): (Prerequisites: Mud, Ooze, Ooze Uppercut) A Juggernaut?s body is composed primarily of bone, ash, stone, raw metals, ores, arcane incantations, rotting plant matter, and pure hate. By comparison, your average run-of-the-mill fallen is a heap of skin and delicate flesh. Juggernauts take a certain degree of pleasure (if they take pleasure in anything) in the disparity between the two. They express this pleasure by clapping their massive fists together--causing a shockwave of air around them to expand violently, utterly ripping apart frail objects around them.
This skill functions like the Juggernaut?s skill Quake, except that the damage it deals is a factor of how many Mud debuffs monsters are currently afficted with. When creatures with mud debuffs are killed with this skill, they explode, causing damage equal to a percentage of their total life, to other monsters nearby.
8) Sinkhole (Lvl 24): (Prerequisites: Mud, Stoneform, Wave of Gas, Quake) Though their abilities seem off in the realm of the impossible and the supernatural, a Juggernaut?s ability to mold the environment around himself or herself is actually a result of incredible physical prowess. While some of the bulkiest Juggernauts (often in excess of several tons) cause tremors as they walk, only those skilled in battle learn how to direct that destructive energy to places other than beneath the behemoth. Just as the living depend on breath, the walking depend on the earth beneath them?just another exploitable weakness anyone who would dare to call the Juggernaut an enemy.
This skill functions very much like the D2 sorceress? blizzard in that the skill can be cast on an area, and does massive corruption damage over a short period of time in that area. The graphic for this skill shows the earth sinking, then collapsing entirely before filling in with debris (and bodies). Flying creatures are not affected.
Skill Points: Increases damage.
Synergies: Mud, Wave of Gas, Quake, Unholy Spire (Increases damage).
9) Anathema (Lvl 30): The priests of Rathma had a complex philosophy surrounding the topics order and chaos and life and death. Though none are left now, it had been said by academics studying the tribes in earlier times that, though macabre, these philosophies actually were part of an altogether eerily beautiful world view. None of that beauty exists in Juggernauts today. Rather, the mere presence of a powerful Juggernaut is often antithetical to the presence of other ?life? around them.
This skill is the Juggernaut?s equivalent of the D2 sorceress? fire mastery. It increases corruption damage dealt.
Skill Points: Increases corruption damage dealt by all corruption damage dealing sources.
10) Unholy Spire (Lvl 30): (Prerequisites: Mud, Ooze, Stoneform, Wave of Gas, Quake, Ooze Uppercut, Shatter, Sinkhole) Requiring a place to recharge their arcane energies, the priests of Rathma equipped a few of their grisly creations with the ability to instantaneously construct unholy edifices of rock and mire from the land around them. Finding the spires unsuitable for spell casting, however, the necromancers decided to enhance their destructive power by causing the spires to take the form of the black claws of Trag?Oul himself.
This skill causes a massive, small radius, effect. Upon casting, a pitch black monolith of stone and mud slams up through the ground like a spear impaling its quarry. The explosive force of this effect, along with the jagged edges of the rock and the unholy Necromantic energies that caused it do an incredible amount of damage. The most important part of this skill is that while it only does one type of damage to a target, it deals the higher damage of two sources--physical or corruption--meaning that if a creature has corruption damage resistances, the skill will deal physical damage instead (and vice versa).
Skill Points: Increases damage.
Synergies: Mud, Wave of Gas, Quake, Shatter
Two Handed Weapon Mastery (Lvl 1): Juggernauts tend to prefer the bulkiest, most unwieldy, most grotesque looking weapons they can find. These cruel implements remind them of themselves, presumably. This skill is the Juggernaut?s equivalent of the D2 Barbarian?s weapon masteries. Skill Points: Increases passive bonuses. Smash (Lvl 6): Unlike their weakling creators, the Juggernauts were designed with combat in mind. The Juggernaut?s hulking form lends itself to blows that seem to cause the air itself to recoil? This is a single target high damage skill (like the D2 Barbarian?s bash, but with no knockback effect). Skill Points: Increases damage and attack rating. Synergies: Maim/Furrow Attune Weapon (Lvl 6): ?However, like their creator?s Juggernauts were also designed with the arcane in mind. Despite the fact that they are too imprecise, and, frankly, too stupid to understand Bone magics, Juggernauts are still able to tap into their creators? necromantic pool of energy, even as it wanes from existence. This skill functions like the D2 Sorceress? enchant skill, although it adds corruption damage and only affects the Juggernaut. Skill Points: Increases effect. Synergies: Voices, Necrotic Shield (Increases duration) Necrotic Shield (Level 12): (Prerequisite: Attune) While the necromancer was capable of summoning a potent shield of bone from only a few pinches of ash found in a material components pouch, the Juggernaut relies on a much less reliable source of fuel for this effect?living souls. Then again, the reliability of the fuel source is dependent only on how many living souls a Juggernaut may harvest and maintain at any given point in time?so maybe this is not such a bad thing given their ?abundance? in the wilds of Sanctuary. This skill functions like the Juggernaut skill Voices. If Voices is activated before a monster is slain, this skill is cancelled. The Juggernaut may have a total of three voices or necrotic shields at any given time (in any combination). While encircling the Juggernaut, charges of Necrotic shield function like the D2 Necromancer?s bone armor. Skill Points: Increases effect. Synergies: Voices, Stoneform (Increases duration of necrotic shield) Determinate (Lvl 12): A Juggernaut is nothing if not determined to destroy his foes. It is perhaps this one overriding desire that keeps the will of the Juggernauts of Sanctuary stable, rather than rampaging machines of death. Then again, functioning as a rampaging machine of death works best when several foes require the same speedy end?something a Juggernaut is all too happy to provide. This skill passively increases weapon damage and attack rating as a factor of the number of monsters nearby. Skill Points: Increases the weapon damage and attack rating buffs. Synergies: Furrow (Increases radius of effect), Lichpool (Increases weapon damage and attack rating buffs) Maim (Lvl 18): (Prerequisite: Smash) It?s simply not enough to kill an opponent. You must make them suffer. Only then will they come to fear you, and only through that fear will the victims, or they who survive them, come to respect you. This mantra is actually carved on the chest plates of Juggernauts who have seen and survived combat without being destroyed. It?s a kind of honorific amongst veterans?or a ward against those who would challenge them. At any rate, this is the closest anyone has ever come to observing an extant Juggernaut ?culture??a culture of death. This skill functions like Smash, only it does more damage, stuns and knocks opponents back. Skill Points: Increases damage, length of stun and knockback distance. Synergies: Smash, Furrow, The Fist of Trag?Oul (Increases damage) Furrow (Lvl 18): (Prerequisite: Determinate) The sight of a skilled Juggernaut, rampaging in combat, is a frightful one to say the least. The problem with enemies who cower in utter terror at the sight of you, however, is how difficult it is to catch up with them and batter them into pulp. Luckily, skilled Juggernauts can actually rip swaths of land out from beneath their foes, causing them to stagger closer into the fight. This skill requires a two-handed weapon. It has a limited range, and when cast, causes single targets to be knocked towards the Juggernaut. Skill Points: Increases damage and range of attack. Synergies: Lichpool, Determinate (Increases damage and range) Absolute (Lvl 24): (Prerequisites: Smash, Maim) Those who would stay to fight against a Juggernaut surely learn the error of their ways. The sound of a Juggernaut, as described by a survivor (who was later found in several pieces outside of the tavern where he told this tale) is somewhat like a red hot blade being plunged in ice water, within a series of gears turning inside a puddle of mud. He was as delirious as he was accurate. This skill functions like the D2 Barbarian skill taunt, only to much greater effect. Skill Points: Increases effect and radius. Synergies: Aspect of Trag?Oul (decreases enemy defenses), Aspect of Blood (decreases enemy damage and attack rating) Soul Sunder (Lvl 24): (Prerequisites: Attune, Necrotic Shield, Absolute) Another carving found that may be found on the Juggernaut is one that reads: ?It is not enough that you kill your foe?you must destroy them completely?. This cryptic message has yet to be translated accurately by someone who did not immediately learn what was meant. This skill is a melee corruption damage dealing skill which does damage as a factor of weapon damage plus the bonuses this skill provides. Enemies killed by this are slain as if they were affected by the D2 effect ?slain monsters rest in peace?. Skill Points: Increases effect. Synergies: Absolute, Attune Weapon (Increases Damage) The Fist of Trag?Oul (Lvl 30): (Prerequisites: Smash, Attune, Necrotic Shield, Maim, Absolute, Soulsunder) Conjuring up their unholy bindings to the dragon god Trag?Oul, a skilled Juggernaut unleashes his hate in every direction simultaneously, striking all nearby foes with prejudice and ire. This skill functions like the D2 Paladin?s Zeal. Skill Points: Increases damage. Synergies: Furrow, Quake (Increases damage)
*update* more to come, taking a break for now...
Okay guys...this is all for now. I will come back and edit this post with the other two remaining trees when it's not almost 5am and I don't have work in the morning =P
Rest assured, they are already completed and, I promise, kick a whole lot of butt.
Before I sign off, I'm going to head over to the other thread about Character histories and post the Juggernaut's history too. I wish I could trust myself to draw him/her...but we'll see. I'm not that good yet, but what I've got in mind is really cool. If you like what's going on here so far please please please let me know and please please please read the Juggernaut's story!
Thanks everyone.
As a teaser, here are some preliminary tree names to get you going.
Swamp:
Malice:
I will probably be back sometime tomorrow or the night after to finish this post up. Please don't consider it completed (that is, don't start judging it for your contest) until after I add the other two trees! Also, if you were reading and wondering where some of the skills listed as synergies are...fear not! They are in the other two trees somewhere. I promise!
A- Purge Purge your enemies of their health and transfer it to your allies. U- RapidExchange Give your allies faster movement and attack speed by taking it from your enemies. R- Corruption Steal the attack damage of your enemies and bestow it to your allies. A- Mistrust Your enemies trust your friends more than their own friends. S
D - Possess Become possessed by a powerfull demon greatly increasing your speed and damage however weakening you after its duration. A - SacrificialSummon Sacrifice your followers to summon a demonic beast. R - Bestow Give your allies in the area all your stats while leaving yourself very vulnerable. K - CursedLand Mark an area of land to deal damage and weaken your enemies that enter it.
H - BlindingSpeed Greatly increase your movement speed while leaving nearby attackers stunned and blind. O - Bless Give the aura your currently radiate as a blessing to an ally for a duration of time. L - HolyLand Mark an area of land to heal and strengthen you and your allies. Y - SpiritWalk Leave your body to move freely to new area's while leaving you vulnerable to attack until you reassemble.
BACKGROUND The early years of the faith healers inspired a popular trend for young children to become when they grew older. To use holy blessings to heal sick and wounded was the greatest gift in the land due to the violence that was everywhere. However many of the people that wanted to join the healers were not blessed from the heavens therefore they would performing these rituals and leave the sick and wounded as they were. Many where too naive to know they were doing nothing. The people were promised a cure but were left with the death of their loved ones. This greatly lowered the peoples high feelings for the faith healers and instead of praising them people soon grew to hate them. The faith healers were cast out of many towns leaving them to survivor in the dangerous wilderness alone. The un-blessed quickly died out. But the true faith healers endured and survived on their own. They were very familiar with using blessings from the heavens but as the world became more and more corrupt by evil. They soon found that they can harness the evil from the hells to their will. It didn't matter whether or not the faith healers recieved their blessings from the heavens or the hells they still acted upon the core principle of helping others. As of now they usually remain hidden in their own groups. Many warriors tell of the amazing powers they had witnessed from the faith healers on their adventures. From turning the tide of battles with the mere appearance of a faith healer. To seeing the frightening demonic powers they unleashed on enemies.
Well this is my character. I started with a base principle of making it the best co-op character. I had 10 skills for every skill tree but felt that there was no need for more than 4 in each tree. Of course I could just flood in the remaining spots with attack skills or spells. But felt that is already a base idea in the diablo games and did not make my character unique. What does make my character unique is his effectiveness as an amazing co-op character. A character that is a helper but does not take away from the fun of fighting through the game. One thing you might notice are that the auras only are effective when there are enemies nearby. If there was none. Than there is nothing to be transfered to your allies. Key word is allies. This does not increase the user. However the Bless spell gives your allies whichever aura you are currently using to be used by them. Allowing you to get the effect of it. Mistrust pretty much gives the confuse status. With higher levels enemies will more frequently attack their own rather than attack your allies. What gave me the idea behind Possess was from the ritualists in the gameplay from D3. Same with the skill sacrifical summon. Sacrificial summon kills your mercenaries ( or the D3 equivelant of one ) and in its place summons a demon to fight for you. The skill of the demon is based on the skill of your mercenary. A very new unique skill are what I call the circle spells ( Holy Land and Cursed Land). You cast one of these on a certain area and only when you or your enemies/allies are in it will it be effective. Another new idea is Spirit Walk. This ritual leaves your body where you orignally cast it vulnerable while your spirit walks unrestricted of walls and in no danger to enemies until you cast it again to reassemble yourself where your spirit currently is. Bestow is another one that leaves your very vulnerable. It reduces all your stats to level 1 base but gives those stats to your allies which are in your feild of view. When you stop performing the ritual you will be back to your normal stats.
Anyways this is really my only chance for getting into BlizzCon so I hope you all like it.
This character gives you gameplay of which no other character can. Having played as a healer in D2 I know how much excitement this new element brings to a game. If you have any questions feel free to ask.
A cousin of the Druid who left their cousins to take full dwelling in the forests to guard over it. For hundreds of years they have remained small and have learned other skills and traits. The Forester spends its time dwelling in the forests south of Entsteig never venturing outside their forests they have become masters of the Wilderness and devastating with the forces of nature. The Forester leave their Forests to remove the threat that threatens Sanctuary.
The Forester wears Light to Hard Leather Armors instead of bulky heavy armors that hinder their speed. Living in the Forest kept them from really having Metal armors as their Metal is used for Arrow and Spear Heads and nothing more. Their appearance is rather wild looking, males have full bushy beards to go with the tangled shoulder length hair. Females unlike their male counter-parts have they're hair short and messy. While bathing isn't a primary objective their skin is rather dirty mainly because they spread mud on their bodies to disguise themselves while hunting.
Skill Tree
Hunting
Command of the Wilderness
Nature
Throwing Mastery-Increases damage done by throwing weapons.
Command of the Wilderness
Tier 1-
Howl of the Wolf-Summons Wild Wolves to fight along side you(Max5 as well as Health)
Sacrifice-Sacrifice your own life to replenish your summons(all) life.
Alpha Presence-Increases % of Attack and Defense ratings of your summons.
Dire Wolf-Makes your wolves Dire and much more deadly.
Pack Onslaught-Increases Attack Power, Attack Speed of your pack.
Tier 2-
Growl of the Bear-Summons a Single Bear to fight alongside of you
Falcon Visage-A Falcon Headdress that is conjured on the Foresters head increasing Attack Rating.
Overpower-Makes your Bear a fearsome opponent 1 v 1. Increases chance for a crushing blow.
Feast-Gives your Bear the ability to regain Health after every hit.
Feral Instinct-Increases the chance to get a critical hit.
Tier 3-
Wrath of the Dryad-Summons a Tree to fight alongside of you.
Vitality of the Wolverine-A character Buff that allows you to continue fighting even after death.(timed)
Growth-Makes your Dryad bigger able to take alot more damage.
Photosynthesis-Dryad's regain health overtime.
Dense Bark-Increases the Dryad's overall defense.(defense Rating, Defense against Crushing blows, Critical's, ECT.)
Tier 4-
Raven Shroud-Summons a Swell of Ravens that attack the enemy.
Natures Gift-A skill that replenishes Mana to you overtime.(timed)
Shred-Increases Raven Attack Speed and DPS.
Dive bomb-Some Ravens in the Shroud Dive down towards the enemy and explode on impact.
Guardian of the Forest-Increases Overall defense for you and your Summons.
Tier 5-
Thorn Row Ward-Conjures up a Shield that gives back damage to the attacker.
Natures Constrain-Summons up fallen Demons, Undead, ECT to serve you for X amount of time.
Summon Mastery-Makes all your summons stronger and better overall.
Elemental Safeguard-Makes you and your summons more resistant to Fire, Lighting, Poison, ECT.
Submit-Increases the power to take control of more powerful demons, Undead, ECT.
Nature
Tier 1-
Vine Snag-Summons a plant that sends out vines that constricts its victims.
Gale Pressure-Fires a jet stream of wind pushing back the enemy.
Bind-Increases the strength of the Vine and damage.
Lacerate-Increases damage done by Gale Pressure and causes Bleed out.
Mana Drain-Gives Vine Snag the ability to leech mana off those who are bounded,
Tier 2-
Eruption-Spawns a mini Volcano which shoots fireballs around the base of the Volcano. Causes splash Damage.
Fire Burst-Shoots a Scatter shot of Fire. Good against mobs.
Explosive Sediment-Add Rocky projectiles to Eruption causing explosions on impact.
Ember Cover-Embers from Fire Burst remain in play igniting small fires around the Hot embers.
Intense Heat-Increases damage of Fire Base skills.
Tier 3-
Tremor-Creates a powerful quake that effects a area.
Rolling Stalagmites-Fires a row of sharp rocks that attack from you to the enemy.(range and damage increases on skill lvl up.)
Crumble-Causes the ground around the victim in the tremor to crumble and stuns the enemy keeping it in the tremor.
Splinter-When the Stalagmites hit the enemy it will split out into different paths.
Grounded-Absorbs % of Lighting base attacks.
Tier 4-
Spore Haze-Casts a cloudy haze around a given area , reduces attack rating.
Cyclone Globe-Fires a intense ball of wind that drags enemies away from you.
Decaying Gust-Summons a corrosive wind that reduces armor.
Flare-up Spores-Increases the chance to summon a explosive Spore cloud.
Flame Winds-Adds fire to Cyclone Globe dealing fire damage.
Tier 5-
Firestorm-Rains Fire around you.
Cataclysm-Earthquakes the whole area around you sending Stalagmites shooting from the Earth.
Blast Vortex-Summons a ring of powerful Winds damaging all that it touches.
Natures Vigor-Replenishes Health overtime.
Nature Mastery-Increases you ability to wield the forces of Nature.
Edit 2-
The Forester Class is basically a Zon and Druid mix. I felt this type of class and its play style could easily be a class in Diablo 3. I think there is enough skills that every Forester can be different. There is at least 1 skill on each Tier that you can enter and go on to the next one and not waste any points.
A couple of notes.
*I did not factor in Runes because I have only seen a few and don't know how many there will be.
*I did 5 and 5 because I have only seen 5 Tiers and about 5 skills a Tier.
*It took longer than expected due to the fact I had to re arrange the skill tree somewhat. Original plans were not going to work out.
*please if comment if you have a question about a skill or not sure about it. I'll be sure to reply back
-edit
*Also note I did not factor in max skill points as I do not know how many points characters will be getting.
After the destruction of the soulstone the Church of Zakarum in Westmarch began to pick up its pieces and gain back the followers that it once had. The 20 years leading up to the events about to unfold might have been a even rougher time to be Zakarumite. As they lost followers it left them with only the loyal ones to recover from their current image they send only their loyalst of warriors called the Myrmidon!
The Goal of the Myrmidon and why they go to Tristam is to repair the Churches image and to rid Sanctuary of a greater threat.
The Myrmidons wear Medium to Heavy style Armors, and specialize in Blunt instruments and Shields. They are distinguished by the Tunic they wear over their armor.
Both Males and Females are both Clean shaven. Males shave their head while the Females keep their hair in a pony tail.
So my final class is basically a Paladin with Holy skills. Although the Myrmidons use Blunt(maces, Clubs, Flails, ect) weapons. I felt the word Myrmidon fits quite will into Diablo it makes more sense that it fits quite well with The Church of Zakarum.
Instead of Mana the Myrmidon uses something quite different. Its called Spritual Essence and it works like mana but different, It regenerates at a slower Pace than Mana, and you can refill it either by dispatching mobs or doing good deed(IE doing randomly generated quests). The best way to replenish it is to kill mobs. Depending on what you kill and it will generate a certain amount. Killing Special Mobs, Mini bosses will refill it greater than just killing a Fallen. The price of having a system like this your magic is very powerful and consumes your essence at a greater pace.
This adds a new dimension to the class and the game.
If you have any questions about this class ask me and I'll see what I can do.
Before anyones says this I was planning on doing a Holy type class it just took longer because I wanted to pump out a Druid type class and though my classes are similar they are different and I think its awesome that me and LuckMann can express similar ideas.
I put alot of time in my 2 classes so I hope no one replies that I copied or stole his work. He did a fantastic job I'm very envious of his Ranger class, and jealous of his Lore knowledge lol.
More experienced Gypsies discover that sufficient amount of fire can turn a patch of sand or rock in a molten pool.
Effect: Creates deadly lava in selected area, dealing damage over time.
Torch Dance
Required Level: 18
Prerequisites: Shower of Embers, Fire Veil, Circle of Fire
A trick used to entertain in times of peace, Gypsies have learned to use torch dances to their benefit in battle. Torches in hand, they can both burn enemies and parry blows.
Effect: Sends the Gypsy into a vigorous dance, dealing damage to any foe within reach and reducing damage taken.
Torch Dance Receives Bonuses From Fire Veil: +5% Damage Deflected Per Level Circle of Fire: +10% Fire Damage Per Level
When sufficiently able to control fire, the Gypsy can summon a powerful blast of fire to strike a single target.
Effect: Does damage to selected target.
Incinerate Receives Bonuses From Torch Dance: +10% Fire Damage Per Level Burning Sands: +10% Fire Damage Per Level
Fire Dervish
Required Level: 24
Prerequisites: Shower of Embers, Fire Veil, Circle of Fire, Torch Dance
The most learned Gypsies have mastered the art of dance and pyromancy to the point where they can dance through entire armies, leaving a trail of burning destruction in their wake.
Effect: The Gypsy dances in a straight line, dealing damage to anyone in her path.
Fire Dervish Receives Bonuses From Torch Dance: +8% Fire Damage Per Level
Only the most powerful Gypsy can summon such a massive tornado of fire, and then only when they require the most devastating effects.
Effect: Temporarily incapacitates selected foe.
Fire Caller Receives Bonuses From Incinerate: +5% Fire Damage Per Level Burning Sands: +5% Fire Damage Per Level
Fire Form
Required Level: 30
Prerequisites: Shower of Embers, Fire Veil, Circle of Fire, Torch Dance, Fire Dervish
At high levels, the Gypsy is attuned to the element of fire so thoroughly that she can entire cloak herself in fire, giving the appearance of becoming a fire elemental.
Effect: Deals damage to any foe during melee attacks.
Fire Form Receives Bonuses From Circle of Fire: +5% Fire Damage Per Level Fire Dervish: +15% Fire Damage Per Level
Fortunetelling
Observation
Required Level: 1
Prerequisites: None
The first thing most Gypsies learn is to study a person or creature by observation. This skill can be used against foes, allowing the Gypsy to see its weaknesses.
Effect: Shows what types of damage the select foe is most vulnerable to.
Divination
Required Level: 1
Prerequisites: None
A most basic skill taught to young Gypsies is divining a person's future. This becomes a handy skill in battle, used to foresee the actions of a foe.
Effect: Increases chance to hit.
Divination Receives Bonuses From Observation: +16% Chance to Hit Increase Per Level
Good Luck
Required Level: 6
Prerequisites: Divination
Any Gypsy worth their salt knows how to boost their luck.
Effect: Increases chance of deflecting damage, increases damage dealt.
Good Luck Receives Bonuses From Divination: +16% Damage Deflected Per Level
Curse of Weakness
Required Level: 12
Prerequisites: None
Gypsies are not to be crossed, as they can easily cast curses that will end poorly for the recipient.
Effect: Does minor damage to selected target, reduces target's strength.
By summoning a strong wind, a Gypsy can throw ranged attacks off course.
Effect: Increase chance of avoiding ranged attacks, reduce damage taken from ranged attacks.
Favorable Winds Receives Bonuses From Divination: +12% Chance of Avoiding Ranged Attacks Per Level Good Luck: +12% Ranged Damage Deflected Per Level
Luck of the Swift
Required Level: 18
Prerequisites: Divination, Good Luck
By casting this spell, a Gypsy can increase her speed, which includes spell casting and melee attacks, as well as her ability to avoid being hit.
Effect: Increases casting and attack speed.
Luck of the Swift Receives Bonuses From Good Luck: +10% Chance of Avoiding Attacks Per Level
Curse of the Plague
Required Level: 18
Prerequisites: Curse of Weakness
A spiteful Gypsy can inflict a highly contagious illness upon a foe, which will rapidly spread to any nearby foes.
Effect: Does damage over time to selected target and any targets that come within contact of the plagued target.
Ill Winds
Required Level: 24
Prerequisites: Curse of Weakness, Curse of the Plague
Even large groups would do well to stay out of the way of a scorned Gypsy. She can summon bad luck on a wind, causing all manner of misfortunes to befall a group.
Effect: Effects a group within a radius, casting random stat reductions and change to hit debuffs on each target.
Ill Winds Receives Bonuses From Curse of Weakness: +8% Increase to Stat Reduction Per Level
Only a master of Fortunetelling can create a magical crystal that contains the powers of her choice. Such a Gypsy can create crystals that contain anything from bonuses to strength and other stats, to generating permanently cast low-level spells.
Effect: Creates a gem for weapons sockets that have a custom ability.
Gypsies are train in the Shamanic arts of healing, and can heal most injuries in sufficiently skilled.
Effect: Heals the select target (or self).
Summon Fennec Fox
Required Level: 1
Prerequisites: None
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. One of the easiest to summon and most faithful is the Fennec Fox. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Fennec Fox that can draw aggro and do minor damage.
Summon Fennec Fox Receives Bonuses From Familiar Combat: +16% Attack Damage Per Level Familiar Combat: +16% Defense Per Level
Among the standard Shamanic skills of a Gypsy lay the ability to remove negative affects.
Effect: Removes one curse or debuff from target.
Cleansing Wind Receives Bonuses From Healing Winds: +5% Chance to Heal Per Level
Summon Raven
Required Level: 12
Prerequisites: Summon Fennec Fox
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. One of the most useful is the Raven. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Raven that can swiftly scout areas without taking damage from melee units. It is very difficult to hit with ranged units. It cannot attack.
Summon Raven Receives Bonuses From Familiar Combat: +16% Defense Per Level
Many creatures a Gypsy will encounter are perversions against nature, such as undead creatures and demons. The Gypsy can ask for the willing aid of Mother Nature to help defeat such abominations. The ground shifts to trip up the foes and try to reclaim their bodies or spirits.
Effect: Slows and then halts an area of targets, reducing their ability to dodge attacks.
Speed of the Winds
Required Level: 18
Prerequisites: Healing Winds, Cleansing Winds, Nature's Enemy
Shamanic training imbues a Gypsy with the ability to summon winds and use them to implement her spells. When in trouble, the Gypsy can put the wind at her back to increase her movement speed.
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. The Desert Quillboar is the only familiar with a ranged attack. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Desert Quillboar that can attack enemies from a distance, as well as aerial units.
Summon Fennec Fox Receives Bonuses From Familiar Combat: +16% Attack Damage Per Level Familiar Combat: +16% Defense Per Level
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. The Horned Ground Sloth serves as a valuable melee unit because of the tremendous damage it can soak up. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Horned Ground Sloth that can attack ground units.
Summon Fennec Fox Receives Bonuses From Familiar Combat: +16% Attack Damage Per Level Familiar Combat: +16% Defense Per Level
Blade Dancer
The blade dancer fights with 1 or 2 swords and a hyper kinetic fighting style based on close range mobility and dodging. Blade dancers do not wear bulky armor, and certainly cannot be considered a ‘tank’ like the barbarian. A still blade dancer is a dead blade dancer, sharp reflexes and clever positioning are absolutely vital to their survival. The blade dancer’s skills sometimes change depending on whether he has one or two swords equipped as will be noted.
---Flourish Skill Tree---
Flourishes are the basic lifeline of a blade dancer, the skills inside often have invulnerability frames included to allow for the class’ trademark evasive fighting style. Many flourishes also change the physical position of the blade dancer, since they are so frail—they must use positioning to always have a way out or a method of dodging. Many flourishes would be defensive in nature and would not cost mana, but would instead have a cooldown time of around 3 seconds, sometimes leveling a flourish could reduce this cooldown. Most importantly, all flourishes can be activated at any time—allowing blade dancers to effectively cancel the ending animations of many skills. Equipping two swords at once makes these movements more effortful, increasing the cooldown time and shortening the invulnerability frames of some of these skills.
Slide The basic flourish, all blade dancers will probably learn. The blade dancer slides on his knees (think Elvis) to the location of the mouse click (assuming there is a continuous stretch of ground). Leveling up this skill decreases the rate the blade dancer decelerates as they slide, and adds a small number of invulnerability frames to the front end of the slide. A blade dancer cannot slide through a non-flying enemy, so becoming surrounded is always a dangerous situation. Skill points in slide are a prerequisite to Slide Attack, which causes the blade dancer to extend a sword on either side, damaging all foes the slide passes—if only a single sword is equipped the slide attack is a single thrust forward in the direction of the slide (the impact of an enemy will still stop the slide).
Counter This flourish makes the blade dancer invulnerable for a short amount of time during the start of animation, any attack during this period will be dodged and retaliated against with a thrust. The invulnerability of this skill ceases as soon as the first attack is intercepted, making it dangerous to use in the presence of multiple foes. With two swords, the BD thrusts both swords in and pulls them out in opposite directions, slicing 180 degrees centered on the enemy that triggered the counter. The two-handed version does far less damage, but has stun damage attached. Leveling up this skill not only increases damage, but makes the timing more lenient. This skill does cost mana but does not have the 2-3 second cooldown that most other flourishes have. If the counter is mis-timed, then the BD is vulnerable and unable to move for a very brief period of time (which can still be canceled by another flourish)
Rending Flight The blade dancer does a handspring off of the enemies body (shoulders for humanoids) stabbing them in the process. This skill changes the position of the blade dancer and the enemy targeted, providing one of the only ways out of being surrounded. This skill also stuns the enemy it was used on allowing the blade dancer to create distance or continue the assault with a backstab (see the deception tree).
Pirouette
A quick spin on the toes, during which the BD is invincible, lasting about 1 second. The Pirouette is performed in the direction of the mouse cursor click, but only moves the BD a few feet so it's not a move that can be used to cover ground (the BD runs faster), but rather is used as a dodge. Pirouette may be targeted to an enemy rather than a direction, in which case the enemy will be stabbed at the end of the spin and the skill will cost mana. If two swords are equipped during the attack version of the skill, they are flailed out upon the end of the spin, hitting all enemies surrounding the BD when the movement is completed.
---Ambidexterity Skill Tree---
This tree focuses on the usage of two swords at once. Obviously, the skills (except blade finesse) within can only be activated with two swords equipped
Blade Finesse This is a passive skill to reduce certain penalties that come with equipping two weapons. It increases the accuracy of the off-hand and reduces (and eventually eliminates) the penalties of cooldown time and invulnerability frames in the flourish tree gained by equipping two swords. When only one sword is equipped, blade finesse creates a critical strike chance that increases with skill points. Without this passive skill, blade dancers with two swords equipped could experience flourish cooldown times of up to 6 seconds.
Sword Throw
The blade dancer hurls his off-hand blade into a selected enemy. The sword will remain stuck inside the enemy until the blade dancer passes by the enemy and automatically rips it out. The sword is reclaimed no matter what the blade dancer did to close the distance (IE slide past or slide-attack into!). The sword causes constant damage to the enemy it is thrown into and prevents regeneration, if the enemy dies the sword will remain in the corpse. The blade dancer will cause additional damage upon removing the sword if the enemy happens to still be alive, even if the enemy itself was the one that closed the distance to the blade dancer (foolish soul). There is a time limit as to how long the BD has to pull the sword out which increases upon leveling the skill, if the time is exceeded or too much distance is created between the BD and his sword, the sword will magically fly back to the BD at the cost of some mana and no additional damage will be applied to any living enemy--as would have been had the BD claimed his sword by closing distance. Using the Sword Throw skill a second time while the sword is still rooted in the enemy is another way to trigger this magical sword return.
Spin
The BD spins 1080 degrees in place with both arms extended damaging all surrounding enemies. Magic waves are emitted that slightly increase the range of this motion (but not much). This cannot be activated with a single sword. Leveling this skill increases damage and radius of effect.
Blade over Blade A highly damaging combo to a single target, the BD leaps forward into a lateral spin (parallel to the ground) with both arms extended. This attack strikes three times (one spin) and pushes the enemy back upon the third hit. This move has no cooldown time and can be repeated on the same enemy by just holding the mouse click down, unleashing a fluid flurry of blades that pushes both the enemy and the BD in the direction of the attack. Leveling this skill increases the speed of rotation as well as damage, eventually resulting in multiple spins per activation, increasing the number of hits (like a single target zeal).
---Deception Skill Tree---
This skill tree is composed of various tricks, magic, and devices that add flair and unpredictability to the BDs attacks.
Burning Blade
Blade Dancers possessing this skill have coated their sword(s) in a flammable gel similar to napalm. Using this skill ignites the swords for a period of time, causing the BD to add fire damage to every attack. Each hit with this skill active also has a chance to ignite an enemy dealing damage over time.
Bomb Drop
The BD drops a timed explosive straight down that will detonate in 3 seconds or upon an enemy touching it. Adding skill points increases the blast radius as well as damage.
Backstab
A huge passive bonus to any damage dealt to an enemy not directly facing the BD. Despite the name, this bonus is applied to pretty much any enemy not currently ‘locked’ onto the blade dancer, making the blade dancer more effective even when playing with another melee warrior such as the barbarian. For example, a quick slide attack past enemies currently engaged with the barbarian would cause massive damage, since the blows would almost all land on their backs or sides. This skill is great for quickly picking off enemies focused on other players.
Sleight of Body This BD skill magically creates a decoy copy of the blade dancer as he simultaneously darts forwards a maximum of 2-3 yards wrapped in shade magic so as to be invisible. Enemies will continue advancing towards the lingering decoy which will perform three pirouettes then vanish and the BD will become visible again. If the decoy is destroyed by enemies, the BD becomes visible again. Invisibility ends upon any attack or skill activation (even if the decoy is still alive), though any attack from invisibility will trigger the backstab passive skill bonus. This is yet another character movement based skill, and can actually be used in place of a flourish as a dodging maneuver, though it has a much more taxing mana cost. Leveling this skill would increase the HP of the decoy and its duration allowing it to actually take hits (level 1 would die instantly). Since movement from this skill is magic based, it is effectively a teleport--allowing travel across gaps and through enemies.
General Notes
I designed this class because I love action games just about as much as I love Diablo, and wondered how I could make a Diablo character play like he was in Devil May Cry or Ninja Gaiden. The BD is not a character that can be played passively, as his HP pool would be the lowest of any ‘frontline’ Diablo character to date. The ability to slide and cancel out of animations was certainly inspired by Dante’s Trickster class in Devil May Cry 3&4. The sword throw is something I’m especially proud of, because many of the BD skills will be more crowd control oriented with two swords and more damage focused with one, this skill is an intuitive way to give two-bladed BDs a way to change ‘stance’ freely (you could even sword throw your blade onto the ground to access this). Many of the BDs skills like Burning Blade, and sword throw will also do damage over time by causing bleeding or burning statuses—this plays very well into the BD’s evasive fighting style. And though I emphasize the coolness of being able to switch between two swords and one, BD's that choose to skip the ambidexterity skill tree would still be extremely potent. They would play more like boss killers, with extremely powerful single target attacks and the option to put points into blade finesse to even grant a high critical chance. While it seems like this class could be overpowered by having so many moves with an invulnerability period, it would require careful management and alternation of the flourishes in order to deal with the 3 second cooldown time of the dodge maneuvers. If all the flourishes are spent and recharging, and the BD finds himself near enemies he can only counter or he is very vulnerable and prone to death (think Dante Must Die mode type damage, 3-4 hits and you're dead). I don't think any melee character would have ever controlled with such fluidity and grace in Diablo history, creating a truly unique 'rogue' class experience. The real key is to think how cool a melee fighter could be if he concentrated on being mobile instead of taking hits like a tank. Overall I think this class would fit in extremely well with D3’s design philosophy of proactive player controlled damage reduction (as opposed to potion chugging) and it certainly plays differently than any class before it (which is actually the single most important aspect about it!). Hope you guys like it, it was really fun thinking about my own personal class
---Puppets Skill Tree---
The puppet tree is a summoning tree focused on boosting a small set of pets more along the lines of the druid?s animals than the necromancer?s strength in numbers of skeletons.
Puppet Mastery
Imbuing a part of their own soul gives one a stronger bond and control over their puppets.
Effect: Reduces the cost of Puppets and increases their innate HP with each skill point.
Shadow Sprite
The most fragile of puppets, Sprites are tricksters and easiest to summon for new mages.
Effect: Summons a Sprite pet of a random element with low HP. Uses ranged magic attacks of the determined element.
Tricks of the Trade
Constantly playing tricks on each other has caused Sprites to build a natural resistance to magic.
Effect: Increases a Sprite?s elemental resistances with each skill point.
Shadow Beast
A more ferocious puppet used for protection and as guards by more skilled mages.
Effect: Summons a Beast pet with high HP. Uses melee attacks.
Deepened Shadows
The strongest shadows have the deepest cores
Effect: Increases the Beast pet?s armor with each skill point.
Shadow Soul
Only a complete Master of Shadow Magic can remove his own shadow, and impart part of his own soul into it.
Effect: Summons a Soul Pet. The soul pet is a shadowy copy of the player. Uses melee attacks and some of the shadow mage?s spells
Split Personality
Some Shadow mages become so detached from their own shadows it becomes a separate being.
Effect: Increases the Soul pet?s attack rating and damage with each skill point.
---Shadow Skill Tree---
The Shadow tree focuses on a pure casting approach.
Sliver
A Mage?s basic skill in Shadow magic is learning to create small slivers of darkness.
Effect: Sends a sliver of shadow magic at the enemy.
Shadow Armor
A Shadow Mage surrounds himself in darkness so thick it become like armor.
Effect: Surrounds the Shadow Mage in a thick shroud of darkness that lowers the attack rate of enemies close to the caster.
Pin Shadow
Shadow Mages can halt an enemy?s movement by making their own shadows hold them down.
Effect: Prevent enemy movement for x seconds, duration increases with skill points
Shadow Jump
Shadow mages can learn to travel through shadows.
Effect: Teleport to nearby enemy. Cost reduced with skill points
Shadow Wave
As more shadows gather, a Shadow Mage?s grasp reaches longer, and becomes stronger
Effect: Sends out a shadow attack, which grows every time it hits an enemy, becoming bigger and dealing more damage each time it grows.
Out of the Sun
Being constantly in the shade makes a Shadow Mage accustomed to the cold and its long term effects.
Effect: Adds cold damage to your weapon, with a small chance to freeze the target.
Shadow Mastery
Being constantly surrounded in shadow gives one a deeper sense of control in the dark.
Effect: Reduces the cost of Shadow spells
---Shifting Skill Tree---
Shifting is a different approach to shape-shifting. The tree is split between a party buffing Sunset line, or an enemy weakening Twilight tree.
Gnomon
A Shadow Mage?s reach can stretch for miles.
Effect: Increases the range and duration of Shifting spells.
Sunset
As the sun sets, the shadows grow long.
Effect: Puts the Caster into Sunset state, Increasing HP and allowing the use of additional spells.
Silhouette (Requires Sunset state)
An outline is enough to swing at.
Effect: Gives you and members of your party an increase in attack rating.
Bolster Shadows (Requires Sunset state)
A shadow can show the true form lying within.
Effect: Gives you and members f your party an increase to Armor.
Twilight
When the whole world is dark, there is nowhere to run.
Effect: Puts the Caster into Twilight state, Increasing MP and allowing the use of additional spells.
Blackout (Requires Twilight State)
When the lights are out, real fear sets in.
Effect: Temporarily stuns all enemies within the radius of effect.
Blind Shot (Requires Twilight State)
All hits are the same in the dark.
Effect: reduces the elemental resistances of all enemies in the radius of effect.
---Puppets Skill Tree---
The puppet tree is a summoning tree focused on boosting a small set of pets more along the lines of the druid's animals than the necromancer's strength in numbers approach of skeletons.
Puppet Mastery
Imbuing a part of their own soul gives one a stronger bond and control over their puppets.
Effect: Reduces the cost of Puppets and increases their innate HP with each skill point.
Shadow Sprite
The most fragile of puppets, Sprites are tricksters and easiest to summon for new mages.
Effect: Summons a Sprite pet of a random element with low HP. Uses ranged magic attacks of the determined element.
Tricks of the Trade
Constantly playing tricks on each other has caused Sprites to build a natural resistance to magic.
Effect: Increases a Sprite's elemental resistances with each skill point.
Shadow Beast
A more ferocious puppet used for protection and as guards by more skilled Mages.
Effect: Summons a Beast pet with high HP. Uses melee attacks.
Deepened Shadows
The strongest shadows have the deepest cores
Effect: Increases the Beast pet's armor with each skill point.
Shadow Soul
Only a complete Master of Shadow Magic can remove his own shadow, and impart part of his own soul into it.
Effect: Summons a Soul Pet. The soul pet is a shadowy copy of the player. Uses melee attacks and some of the shadow mage?s spells
Split Personality
Some Shadow Mages become so detached from their own shadows it becomes a separate being.
Effect: Increases the Soul pet's attack rating and damage with each skill point.
---Shadow Skill Tree---
The Shadow tree focuses on a more casting approach.
Sliver
A Mage's most basic skill in Shadow magic is learning to create small slivers of darkness.
Effect: Sends a sliver of shadow magic at the enemy.
Shadow Armor
A Shadow Mage surrounds themself in darkness so thick it become like armor.
Effect: Surrounds the Shadow Mage in a thick shroud of darkness that lowers the attack rate of enemies close to the caster.
Pin Shadow
Shadow Mages can halt an enemy's movement by making their own shadows hold them down.
Effect: Prevent enemy movement for x seconds, duration increases with skill points
Shadow Jump
Shadow Mages can learn to travel through shadows.
Effect: Teleport to nearby enemy. Cost reduced with skill points
Shadow Wave
As more shadows gather, a Shadow Mage's grasp reaches longer, and becomes stronger
Effect: Sends out a shadow attack, which grows every time it hits an enemy, becoming bigger and dealing more damage each time it grows.
Out of the Sun
Being constantly in the shade makes a Shadow Mage accustomed to the cold and its long term effects.
Effect: Adds cold damage to your weapon, with a small chance to freeze the target.
Shadow Mastery
Being constantly surrounded in shadow gives one a deeper sense of control in the dark.
Effect: Reduces the cost of Shadow spells
---Shifting Skill Tree---
Shifting is a different approach to shape-shifting. The tree is split between a party buffing Sunset line, or an enemy weakening Twilight line.
Gnomon
A Shadow Mage's reach can stretch for miles.
Effect: Increases the range and duration of Shifting spells.
Sunset
As the sun sets, the shadows grow long.
Effect: Puts the Caster into Sunset state, Increasing Health and allowing the use of additional spells.
Silhouette (Requires Sunset state)
An outline is enough to swing at.
Effect: Gives you and members of your party within the radius of effect an increase in attack rating.
Bolster Shadows (Requires Sunset state)
A shadow can show the true form lying within.
Effect: Gives you and members of your party with the radius of effect an increase to Armor.
Twilight
When the whole world is dark, there is nowhere to run.
Effect: Puts the Caster into Twilight state, Increasing Mana and allowing the use of additional spells.
Blackout (Requires Twilight State)
When the lights are out, real fear sets in.
Effect: Temporarily stuns all enemies within the radius of effect.
Blind Shot (Requires Twilight State)
All hits are the same in the dark.
Effect: reduces the elemental resistances of all enemies in the radius of effect.
Airborne (Crap name either that or moistite >.>) Alot like the wizard the airborne manipulate the air or moisture around them shielding them from enemies or changing the structure of the air itself. Drowning, burning, or just cutting off the oxygen supply from the enemy using spirit residue from the fallen for fuel for their powers.
--Water skill tree-- The airborne manipulates the moisture in the air condensing it or using many other deadly methods.
Drown This skill manipulates the moisture in the air and multiplies it clogging the enemies throat slowly drowning them.
Water prison The airborne manipulates all the water in the oxygen around them compacting it into a hard barrier around the enemy. Where they cannot escape for a period of time.
Ice dagger The airborne compacts water in the air and rapidly cools it into ice.
Thus making a deadly weapon out of the liquid of life that can cut through nearly anything.
Hail A lot like ice dagger only deadlier, hail uses the water in the air and rapidly cools it into hundreds of ice spikes crushes the enemy piercing them and anyone near till death.
Blood boil The airborne heats the blood of the enemy boiling it instantly killing any 1 target.
--Fire skill tree-- The airborne controls the air by heating it up or igniting anything with endless possibilities.
Blind Blind burns the air around the enemy's eyes and blinds them temporarily.
Fire bolt The airborne rapidly heats the air to 1000's of degree's into a compact throw able ball that will incinerate anything it touches.
Fire storm Like fire bolt, fire storm generate hundreds of burning balls created from heating up the air. The fire balls drop down like a storm burning anything in the radius of the storm.
Molten Earth This spell heats the Earth under the target or targets. Thus making hysteria in a crowd with the enemies running trying to avoid burning their feet even with the best of foot protection!
Incinerate
This spell heats up the area around a enemy and completely burns them to a crisp burning flesh till death.
--Protection-- The airborne also protects themselves by heating the air around them or cooling it leaving enemies in chills.
Chilling shield The airborne creates a shield around themselves cooling the air 1000's of degrees below 0. Thus making it if anyone gets near the area where the shield is they will be frozen or slowed down in chills.
Flame shield The airborne creates a shield around them by rapidly heating the air around them. Thus making it if anyone gets near the area where the shield is they will burn or even spontaneously com bust. Ice wall The airborne freezes all the water in the air and compacts it into a wall where he/she pleases.
Mirage Just like the desert mirage heats the area around the target causing them to have illusions. Thus making them attack allies aiding you or run in terror from illusions.
Fusion wave This skills combines heat and cold rapidly cooling and heating instantaneously making a burning solid wall striking and pushing back anything in it's radius.
Well there you have it folks my dream class although I'm not good with names I think it's very creative hope you think the same! :thumbsup:
The enlighted one's
Everything has an opposite ,everything dies,everything that goes up comes down.Even the almighty one has an opposite even he cannot escape this cycle.What if god had a name and was flawed and isn't who we thought he was.If god and satan was represented as a normal human beiign god would be tall with a good chest light skin blond hair blue eye's and pure good looking and knows how to express himself,on the other part satan would be dress with dark color might as well be black have dark hair and doesn't have this charismatic look in him he would use fowl language and would be "bad" as we may say.If god is everything and design everything why is there so many wars.We say we won those war against evil truly we only survived them million of our kind died how could we win by swarming.That was the belief of certain people who is good who is bad ?If the ending of god are that tragic then the ending of satan or actualy good.So then we all have this question in mind at this moment does it mean the devil is good and god is bad well this is the story of the class who actualy discovered the truth.
Long ago at the end of the reign of baal life was almost instinct, some refugee where still alive we human race quickly recover as we always do.Cities got rebuilt population increased dramaticly order and justice was coming back and the market got a lot better.While all of this happened a village, near the castle baal was terrorizing hadn't been attack not once surprisingly they lived only few mile from that castle.They were sorcerers and barbarian they named them self the clan of sar there leader a barvarian and grand priest were from the same family the sar family that was the main reason.But after ward a plague came upon the village it ravage hundred and ill alot more they prayed for god's help but nothign happen.They ask for the help of other village nobody dared come and help them .The necro's came a took the flesh and bone of the remain of the dead it was shameful just to lived near that village and long ago they were respected foes through out all the valley of arrea.
One day in her tall tower in the center of the village decorated from head to toe with snow and rusted metal the priest sandra sar was sick of all this suffering and death every night she could hear the scream of her compatriot scream of pain hours befor finaly they died.Market was even worsth the soldier alway had to deal with the weakes one who had been slauther and eaten nobody was safe from themself or there neightbors.When you have to put a weapon in the front of your door scared to death because your husband isn't able to support the hunger that is eating him from the inside you wonder why is god doing this to us.
Befor this town was beautiful and was the pearl of the valley of arrea the main entrance to this village was a small wodden door with the sign of the priest carved int he middle of the door.The nightwatch door next to it and two torch in the front use as light for the lost soul in the dangerous weather of the valley of arrea when you come in you fall right in the market place the shop where inner shop obviously the winter fruits and drink would last long in the cold tempeture the inside were cosy and seemed like a bar more then a shop that was the way of barbarians tough.walking down couple shops you cuold see thcenter of the city they use it as a downtown place the social place where everybody meet event are at everything on the left side you had the residence on your right you hadthe burial and if you walked further straight you had an academi for waririo and sorcerere's out of the city there was a chapel huge chappel abandon tough rumor say's that undead and imps live there but they people of the village knew the real story of the chappel this chappel was attack once by a men called rael this men wasn't necessairly powerful but smart he mannage to get every body in the chappel and gasss them then took everything valuable off of them and left the body to rote.He died by old age they say never went back in the chappel they I wouldn't see the reason why would he.
But now this village is gosthly looking no one in the store not even the owner people stay in there house hunt eveyr now and then if tehy are lucky they foudn a lost deer or a wolf opr a pigeon anything would of work.the market place was filled with a bunch or furnitur some blood stain and if you walk it's corridor's you could hear from far away war cry from barbarain fighting over anything.this place discusted everybody a lot tried to get out of the city but the reputation of the illness was known trought the entire valley and we were too weak to make it out of the valley.
The priest gathered the rest of the men and women in the town and brought them in the chapel this time she destroy every single statu she had of her beloved god,everybody was startled but yet insane so they didn't mine she proclaimed she had a vision an epefany of how to stop the plague.she walk trought the undead as if they knew better thent o attack her.She climb on the tomb of her ancestor and yield at everybody to go on there knees and with the a strong voice she said belzebut divinity of terror and sufferance show us the road to your path ,belzebuth prince of hell and slayer of angel come to our aid plea my call and we will be your humble cservant,Belzebuth uncover yourself and guide use trough you path and she repeated this three time and the same moment her brother came and try to stop her but it was too late as he enter he saw the dark force spreading it's wing behind her while she hold her staff at the peak of her left hand .The dark force had a scyth runnig acros his body holded by his skeletal hand his wing measured atleast 9 feet long and he was wearing a black hoody .the ground started to shake the cahppel crakc abit.the brother was immediatly ejaculated out of the chappelas he was a non beliver the dark force prested his hands out in front of the people and showed them a vision.
when the people looked up the chapel demolish really quick and they were transported throught space and time to a plate form levitating in the space two men were sitting on chair looking at the stars one was in a dark button jackert had dark hair and brown eye's the other had a light button jacket blue eyes and blond hair as far as the villager were they could understand clearly what the two men were saying. The men in a light suit ask the other what is that ship over there the other replied you know what it is you brought them here it always happen like that,you always bring people hear then make them fight each other one day I swear I will kill you for all those problem you bring and those mortal's
and that was the word of the men in the dark ,the men in the white replied calmly liek if he was a saint when that day arrive I will be hear waiting for you.Suddenly everything start to pull away liek a blackhole just appear and they all woke up in the chappel healed and with a mark.The mark of the enlighted one. The mark is a wing of an angel all across there back
They train themself as sorcerer and barbarian the chappel was a training ground to fight what they protected for so long they knew how the angel strategize and how men think, they build anti explosive armor's spell agains't physical attack other had studied more the art of damage with plague's ill ness and longevity damage and other barely used magic more object and melee fighting has using totem's or idol's to increase there aptitude in combat.Couple week's after this event they were getting better closing themself from every body tough a men in a monk suit came to the temple and had the sign of the enlighted he said this sign was spread across the world they all had the vision and are coming to the chappel belzebuth want's us to help men kind to kill diablo then we will attack the core of the human race for that we need to get to close enought to them.
So they had there order's an alliance with the unchosen one to strike an to strike the ennemy of my ennemy and yet this is all a game of patience.Because of the lack of material those warrior use's big paultron like spartan have little hand to hand combat but expertise with sword's and hammer's there is three cways they can upgrade magic melee and plague people plaguing people will require alot more life then magicien melee they will use armor's and good melle combat and use bomb's idol's totem sword's magicien will use enchantd weapon or staff but aims more at enchanted hammer's or macemagicien requires a lot more mana and armor becasue they still have barbarian training just use more magic while they fight but melee is still a big part of there fight only plague will need distance more then melee the rest good close up fighting ,three class would be called 1.plague 2.melee 3.magic if classes have there own quest I would say the quest for this woul dbe aiming for better trust into societe as helping a king or something and yet have the evil thought in the back of there head angel would dislike them but couldn't denie they are good help.quest in the chappel could be agains't diablo or bringin some human team to a trap in a cave or what ever technologie same as barbarian for barbarian and magic wise demonology item's.
they are big and yet magic
Hi, I?m a fan of Diablo 2 never played Diablo 1. Mostly I liked the Assassin and the barbarian class. My class making is a mix of powers. I preferred the assassin over the barbarian because of traps skill tree, A mix between a melee and elemental damage is fun to play.
The class is a mix between heaven, hell and earth. A human or being that mastered the three powers which are:
Class Name : The Traveler
{Demonic}
Weapon of Fire (Active)
-- Imbue weapons with fire
Supernatural (Active)
-- Instantly teleport from one place
Demonic Skin (Passive)
-- A Demonic Skin that protects from Fire & Physical damage
Hell Spawn (Active)
-- Summons small fire creatures that runs around randomly exploding
Hell Hound (Active)
-- Summon Hell Hounds of fire to attack a chosen targets and explode
Dark void (Active)
-- A circle of darkness and fire that swallow everything on it and causing fire damage to the surrounding
The Phoenix (Active)
-- The player burst in flames and explodes, causing a large amount of damage, then rises from the ashes healthy but damaged equipments (Active)
{Power of Heavens}
Lightning Bolt (Active)
-- A bolt of lightning coming from the sky targets a chosen enemy
Blessed (Passive)
-- Increase the amount of health and mana gained
Reflect (Active)
-- The player would create a mirror shaped shield that would consume any ranged attacks including magical missiles and reflect it back
Mimic (Active)
-- The player is able to mimic the skills of the fallen enemy
Consume (Active)
-- The player takes on the Attributes and skills of the fallen enemy
Second Chance (Active)
-- Revive the Fallen to fight by your side (Active)
Power of
the Angels (Active)
-- A spirits Surround the player in the Shape of Half upper body that increases the size of the Weapon boosting it range and damage.
{Blade Mastery}
Some of the Barbarian & Assassins Offensive skills come here, speed more than power
Throw (Active)
-- Stick both weapons in the enemy and threw it away
Swipe (Active)
-- A powerful hit with weapon/s that cuts the target
Enhanced
Reflexes (Passive)
-- Increase Dodge and player Speed
Slice and
Dice (Active)
-- A move that would hit all nearby foes
Adrenalin (Active)
-- Adrenalin rush that would block any pain, increase speed and boost all the physical powers and attributes
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i was refering to all of it, please dont fume a flame for drama on this thread, thanks.
The Tengu Knights are supernatural warriors rumored to have gained demonic abilities by forming a pact with mountain-dwelling bird demons thousands of years ago. Seceretive and very protective of their territory, these knights dwell in the forested mountains of sanctuary. They are rarely seen by other mortals and many question their very existence.
"Despite the rumors, we are mortal. Albeit, never doubt our ability to blur the line."
Weaponry:
The Tengu Knights are prepared to arm themselves with nearly any viable weapon for meele combat, although they are typically seen with swords. They are also known to possess an aptitude for throwing weapons, attacking from distances with a multitude of flying objects. Some of the throwing weapons used can range from throwing spikes, to daggers, to various multi-pointed weapons.
http://www.tbotech.com/images/throwing-knives/throwing-knifes.jpg
http://cooksden.com/wp-content/uploads/2008/12/B001B0TH2K.jpg
Skill Trees:
The Tengu Knights have honed basic combat techniques and are excellent tactitions. They are most known for their amazing ability to shapeshift. It is said that this ability is the demonic power that was passed on to their people by the mountain-dwelling demons from long ago. The Tengu Knight can take the form of a Bird-Man. A cross between a human and a giant bird.
*Battle Tactics (meele combat techniques)
*Demonic-Shifting (shape-shifting skills)
*Flying Steel (ranged weapon techniques)
Example of the Bird-Man transformation. Meele weapons are still used in this transformation, as well as the Battle Tactics and Demonic-Shifting skill trees' however, throwing weapons and the Flying Steel skill tree are unavailable while in Eagle form.
Simultaneous Compatability:____ Battle Tactics + Flying Steel___or ___Battle Tactics + Demonic Shifting
Battle Tactics:
Master tactitions, Tengu Knights know how to get to their opponents in the most surprising of ways. Their Meele combat style
is based on the element of surprise.
--Axle Pain
Focused meele weapon strike that staggers opponents
Effect: Has a 70% chance to do 2x normal weapon damage and a 30% chance to do 4x normal weapon damage.
--Blindside Burst
Attack directly behind oneself without turning around, by thrusting a weapon backwards between the armpit and rib-cage.
Effect: Attack directly behind onself damaging any enemies behind the Tengu Knight and stunning them for a duration.
--Swordsmanship (Passive)
Allows the Tengu Knight to hold 3 swords (two-handed) in a secondary equipment area and instantly switch between the three.
Effect: Allows the Tengu Knight to hold 3 swords (two-handed) in a secondary equipment area and instantly switch between the three. While 3 swords are in the secondary equipment cycle, the Tengu Knight gains a slight dexterity and attack damage boost.
--Talon Whip
Quickly strike an opponent by briefly transforming your hand into the talons from your Eagle form. Has a % chance to cause Bleed Damage. (Semi-transformation, does not count as a Demonic-Shifting skill.)
Effect: Deal extra damage to a single target with an attack from your Eagle form's claw. Has a % chance to cause Bleed Damage.
Demonic-Shifting:
The ancient ability gained from their pact with ancient bird demons that once dwelled in the mountains of sanctuary thousands of
years ago.
--Eagle Meld
The Tengu Knight's ability to call upon the demonic energies of ancient demons to take on a half-human, half-bird form.
Effect: Increases attack speed and movement speed as well as defense rating and magic defense rating while transformed. Drains mana very slowly while transformed. If mana reaches 0, the transformation is undone.
--Glide
The Tengu Knight makes use of his transformation and takes to the skies to glide around for about 7 seconds. Only usable while in Eagle Form.
Effect: While airborne, no meele damage can be done to the Tengu Knight. In addition, the Tengu Knight gets a temporary decrease in defense rating upon landing. (Items cannot be used while gliding, Cooldown Timer.)
--Diving Crash
A spinning dive attack taking place from the skies. Dive from the air and crash into an opponent, dealing massive damage, but damaging the Tengu Knight as well. Only usable while Gliding
Effect: Dive into an opponent for massive damage, but damages the user as well.
--Serrated Plumes
Fires a volley of bladed feathers from the wings of a Tengu Knight in eagle form to rain down on a single target. Only usable while Gliding.
Effect: Ranged attack on a single target while Gliding.
Flying Steel:
Adept at ranged combat as well as meele, the Tengu Knights possess the fast reflxes and precision need to properly
make use of throwing weapons. This skill tree is unavailable while in Eagle form.
--Throwing Fanatic (Passive)
The Tengu Knight refines the art of throwing weapons to increase accuracy and damage.
Effect: Increases accuracy and damage when using throwing weapons.
--Whistling Edges
Throws flying weapons in a 180 degree arc in front of the user.
Effect: Throw flying weapons in a 180 degree arc to damage multiple opponents.
--Rapid Edges
Throw multiple flying weapons one after another, concentrated on a single target.
Effect: Quickly throw a barrage of flying weapons back to back at one target for increased damage.
--Booster Edges
Briefly Transform your legs into the legs of your Eagle form and jump into the sky, raining down a stream of throwing weapons in a straight path. Invulnerable while in the air, similar to the barbarian's leap. (Semi-transformation, does not count as a Demonic-Shifting skill. Cooldown timer.)
Effect: Leap into the air and deal ranged weapon damage to all opponents in a straight path.
Completed. (updated 4:38 p.m.)
Hell yea man, not to go off topic but they really need to make a new additon to the original tactics series. Even if its just taking the story and making it 3d! :] however i vote for anext chapter in the zodiac brave story :]
Thanks. Unfortunately, none of the pictures I use are actually drawn by me. I just pulled them from Google Images, lol. Just visual examples really.
The Naz'Goul Class
Naz'Goul Skill
Summoning Tree:
Summon Zombie: Take the corpes of a fallen enemy and reanimate it.
( More points allow for more minions )
Summon Undead Hound: Summon a dog to do your bidding. barks to deflect and turn back enemys and bites them causes bleeding.
( More points allow for durations of summon and bleeding time. )
Earth Bound Golem: Bound with chains rooted to the earth the golem serves as a guard and a good decoy.
( More points allow for duration, damage, and golem health )
Grave Bound Golem: Summoned from hallowed ground, this golem acts as an offensive golem stealing life from enemy's and is given to you.
( More points allow for duration, damage, health, and life steal )
Coffin Bound Soul: Restless souls can be summoned strait from the coffin to fight for you. also has a chance to posses your enemy to fight for you as well. ( more points allow for duration, damage, and percent chance to posses enemy )
Golem Mastery: Increases Health, Damage, Resistances for all golems.
( more points increases Increases Health, Damage, Resistances )
Summon Mastery: Increases health, damage, and resistance for zombies, hounds and bound souls. ( more points increases increases health, damage, and resistance )
Balance Tree:
Skeletal Ward: Turn the Corpes of a fallen enemy into a skeletal ward which takes all dead bodys close by and turns it into health for you.
( more points increases duration, increases health gain, and enlargens radius )
Peace of Rathma: drops the peace of rathma which draws all enemys with a peacful glow and distracts them and explodes at the end.
( increases duration of glow and damage of explosion )
Switch of Sides: Cast a curse on your enemy to switch sides for a moment in time and fight for you.
( Increases duration of time enemys fight for you )
Tipping the Balance: Enemys start to damage themselves for a period of time instead of you
( increases length of time enemys damage themselves and percent of damage they can do to
themselves )
Darkness Tree:
Shade of Trang'oul: Shades yourself which makes most enemys ignore you and give you more defence rating.
( increases length of shade and defence )
Wrath of Rathma: Casts darkness upon enemys blinding them
( increases length of blindness )
Undead plague: sprays a poison nova through the air, and effects monsters infected monsters are around.
( More points increases length and duration )
Bone Cage: creates a ring of bone around your enemys
( More points increases health and duration )
Bone wall: Created a wall of bone between you and your enemy
( more points increases health and duration )
Naz'Goul Combat Tree:
Rathma's Command: ( requires an off-hand Naz'Goul Dagger ) draws symbols in the air with the dagger and the sword swiftly cuts it in half, damaging the enemy from far away.
( more points increase damage and speed )
Heart Break: Stabs an artery causing bleeding for an amount of time
( more points increases damage and bleeding time )
Undead Slash: makes a quick slash and dose more damage to undead.
( More points increases damage and damage to undead )
Rathmas Guided hand : makes one swing attack and takes a few seconds to do again ( used as a final attack )
( More points increases damage and decreases wait time )
This class will be played as more of a puppet master type. commanding undead creations to fight your enemys for you. also to cast effects and spells that do damage, and also spells to put space between you and your enemy and have your minions fight for you.
As this is similar to a necro but not the same as they do use sword and a smaller offhand bonus item as a Naz'Goul dagger (purely ceremonial never used as a weapon ). or empty handed in the other hand. mainly close rang spells and melea combat. heres a pic drawn by me and this class was i thought of. thanks for reading
The world may never know...
Class Skills
3) Stoneform (Lvl 6): (Prerequisite: Mud) The Juggernaut strikes an imposing figure, made all the more intimidating by its jagged, rocky construction. Skilled Juggernauts learn how to shift the stony and metallic plates of its body into stronger, albeit less mobile forms for the ultimate in defense.
This skill is a temporary buff that functions like the D2 Paladin?s holy shield, but to a greater effect. The use of this buff also decreases the Juggernaut?s run/walk and attack speed by an amount comparable to a negative D2 Barbarian?s Improved Speed run/walk speed buff and Frenzy speed buff.
Skill Points: Increases effect and duration.
Synergies: Voices (decreases slowing effect of Stoneform), Necrotic Shield (increases defense bonuses)
4) Wave of Gas (Lvl 12): (Prerequisite: Mud) The complex machinery that fuels the Juggernaut, both mechanical and mundane, produces a large quantity of toxic exhaust which most Juggernaut vent passively. Some, however, have learned of the lethal nature of their byproducts and channel their refuse into a wave of corrosion and decay.
A Juggernaut using this skill emits a wave of gas from its mouth (and other orifices) which spreads forth from the Juggernaut in a cone fashion. The skill is channeled (like the D2 druid?s arctic blast) and widens as the Juggernaut increases its skill in this ability (like the D2 necromancer?s teeth). This skill causes corruption damage.
Skill Points: Increases damage and spread.
Synergies: Mud, Ooze, Ooze Uppercut (increases damage).
5) Quake (Lvl 12): (Prerequisites: Mud, Stoneform) Weighing in at an impressive five hundred pounds or more, the Juggernaut?s frame is imposing, to say the least. The bulkiest of Juggernauts have learned how to augment their form (becoming their own creators, after the ?disappearance? of the priests of Rathma) such that the ground beneath their very feet creaks and groans with the burden.
This skill functions very much like the D2 Barbarian?s warcry. When it is cast, the ground around the Juggernaut cracks and shakes and creatures within reach are staggered.
Skill Points: Increases duration of stun and corruption damage dealt.
Synergies: Sinkhole (increases radius of effect), Mud, Shatter, Unholy Spire (Increases
damage).
6) Ooze Uppercut (Lvl 18): (Prerequisites: Mud, Ooze) Those Juggernauts with the most volatile forms tend to come equipped with the most volatile of personalities as well. Although physically taxing for Juggernauts, they may use their ability to traverse through the muck of the land to slither up underneath their unsuspecting prey moments before delivering a devastating upwards blow.
This skill functions very much like the D2 Barbarian?s leap attack. Again, like Ooze, Ooze Uppercut cannot be used to traverse gaps in the topography unless they are land based obstacles.
Skills Points: Increases damage, decreases casting delay.
Synergies: Ooze (increases damage, decreases casting delay)
7) Shatter (Lvl 24): (Prerequisites: Mud, Ooze, Ooze Uppercut) A Juggernaut?s body is composed primarily of bone, ash, stone, raw metals, ores, arcane incantations, rotting plant matter, and pure hate. By comparison, your average run-of-the-mill fallen is a heap of skin and delicate flesh. Juggernauts take a certain degree of pleasure (if they take pleasure in anything) in the disparity between the two. They express this pleasure by clapping their massive fists together--causing a shockwave of air around them to expand violently, utterly ripping apart frail objects around them.
This skill functions like the Juggernaut?s skill Quake, except that the damage it deals is a factor of how many Mud debuffs monsters are currently afficted with. When creatures with mud debuffs are killed with this skill, they explode, causing damage equal to a percentage of their total life, to other monsters nearby.
Skill Points: Increases damage done.
Synergies: Mud, Ooze, Ooze Uppercut (Increases damage)
8) Sinkhole (Lvl 24): (Prerequisites: Mud, Stoneform, Wave of Gas, Quake) Though their abilities seem off in the realm of the impossible and the supernatural, a Juggernaut?s ability to mold the environment around himself or herself is actually a result of incredible physical prowess. While some of the bulkiest Juggernauts (often in excess of several tons) cause tremors as they walk, only those skilled in battle learn how to direct that destructive energy to places other than beneath the behemoth. Just as the living depend on breath, the walking depend on the earth beneath them?just another exploitable weakness anyone who would dare to call the Juggernaut an enemy.
This skill functions very much like the D2 sorceress? blizzard in that the skill can be cast on an area, and does massive corruption damage over a short period of time in that area. The graphic for this skill shows the earth sinking, then collapsing entirely before filling in with debris (and bodies). Flying creatures are not affected.
Skill Points: Increases damage.
Synergies: Mud, Wave of Gas, Quake, Unholy Spire (Increases damage).
9) Anathema (Lvl 30): The priests of Rathma had a complex philosophy surrounding the topics order and chaos and life and death. Though none are left now, it had been said by academics studying the tribes in earlier times that, though macabre, these philosophies actually were part of an altogether eerily beautiful world view. None of that beauty exists in Juggernauts today. Rather, the mere presence of a powerful Juggernaut is often antithetical to the presence of other ?life? around them.
This skill is the Juggernaut?s equivalent of the D2 sorceress? fire mastery. It increases corruption damage dealt.
Skill Points: Increases corruption damage dealt by all corruption damage dealing sources.
10) Unholy Spire (Lvl 30): (Prerequisites: Mud, Ooze, Stoneform, Wave of Gas, Quake, Ooze Uppercut, Shatter, Sinkhole) Requiring a place to recharge their arcane energies, the priests of Rathma equipped a few of their grisly creations with the ability to instantaneously construct unholy edifices of rock and mire from the land around them. Finding the spires unsuitable for spell casting, however, the necromancers decided to enhance their destructive power by causing the spires to take the form of the black claws of Trag?Oul himself.
This skill causes a massive, small radius, effect. Upon casting, a pitch black monolith of stone and mud slams up through the ground like a spear impaling its quarry. The explosive force of this effect, along with the jagged edges of the rock and the unholy Necromantic energies that caused it do an incredible amount of damage. The most important part of this skill is that while it only does one type of damage to a target, it deals the higher damage of two sources--physical or corruption--meaning that if a creature has corruption damage resistances, the skill will deal physical damage instead (and vice versa).
Skill Points: Increases damage.
Synergies: Mud, Wave of Gas, Quake, Shatter
This skill is the Juggernaut?s equivalent of the D2 Barbarian?s weapon masteries.
Skill Points: Increases passive bonuses.
Smash (Lvl 6): Unlike their weakling creators, the Juggernauts were designed with combat in mind. The Juggernaut?s hulking form lends itself to blows that seem to cause the air itself to recoil?
This is a single target high damage skill (like the D2 Barbarian?s bash, but with no knockback effect).
Skill Points: Increases damage and attack rating.
Synergies: Maim/Furrow
Attune Weapon (Lvl 6): ?However, like their creator?s Juggernauts were also designed with the arcane in mind. Despite the fact that they are too imprecise, and, frankly, too stupid to understand Bone magics, Juggernauts are still able to tap into their creators? necromantic pool of energy, even as it wanes from existence.
This skill functions like the D2 Sorceress? enchant skill, although it adds corruption damage and only affects the Juggernaut.
Skill Points: Increases effect.
Synergies: Voices, Necrotic Shield (Increases duration)
Necrotic Shield (Level 12): (Prerequisite: Attune) While the necromancer was capable of summoning a potent shield of bone from only a few pinches of ash found in a material components pouch, the Juggernaut relies on a much less reliable source of fuel for this effect?living souls. Then again, the reliability of the fuel source is dependent only on how many living souls a Juggernaut may harvest and maintain at any given point in time?so maybe this is not such a bad thing given their ?abundance? in the wilds of Sanctuary.
This skill functions like the Juggernaut skill Voices. If Voices is activated before a monster is slain, this skill is cancelled. The Juggernaut may have a total of three voices or necrotic shields at any given time (in any combination). While encircling the Juggernaut, charges of Necrotic shield function like the D2 Necromancer?s bone armor.
Skill Points: Increases effect.
Synergies: Voices, Stoneform (Increases duration of necrotic shield)
Determinate (Lvl 12): A Juggernaut is nothing if not determined to destroy his foes. It is perhaps this one overriding desire that keeps the will of the Juggernauts of Sanctuary stable, rather than rampaging machines of death. Then again, functioning as a rampaging machine of death works best when several foes require the same speedy end?something a Juggernaut is all too happy to provide.
This skill passively increases weapon damage and attack rating as a factor of the number of monsters nearby.
Skill Points: Increases the weapon damage and attack rating buffs.
Synergies: Furrow (Increases radius of effect), Lichpool (Increases weapon damage and attack rating buffs)
Maim (Lvl 18): (Prerequisite: Smash) It?s simply not enough to kill an opponent. You must make them suffer. Only then will they come to fear you, and only through that fear will the victims, or they who survive them, come to respect you. This mantra is actually carved on the chest plates of Juggernauts who have seen and survived combat without being destroyed. It?s a kind of honorific amongst veterans?or a ward against those who would challenge them. At any rate, this is the closest anyone has ever come to observing an extant Juggernaut ?culture??a culture of death.
This skill functions like Smash, only it does more damage, stuns and knocks opponents back.
Skill Points: Increases damage, length of stun and knockback distance.
Synergies: Smash, Furrow, The Fist of Trag?Oul (Increases damage)
Furrow (Lvl 18): (Prerequisite: Determinate) The sight of a skilled Juggernaut, rampaging in combat, is a frightful one to say the least. The problem with enemies who cower in utter terror at the sight of you, however, is how difficult it is to catch up with them and batter them into pulp. Luckily, skilled Juggernauts can actually rip swaths of land out from beneath their foes, causing them to stagger closer into the fight.
This skill requires a two-handed weapon. It has a limited range, and when cast, causes single targets to be knocked towards the Juggernaut.
Skill Points: Increases damage and range of attack.
Synergies: Lichpool, Determinate (Increases damage and range)
Absolute (Lvl 24): (Prerequisites: Smash, Maim) Those who would stay to fight against a Juggernaut surely learn the error of their ways. The sound of a Juggernaut, as described by a survivor (who was later found in several pieces outside of the tavern where he told this tale) is somewhat like a red hot blade being plunged in ice water, within a series of gears turning inside a puddle of mud. He was as delirious as he was accurate.
This skill functions like the D2 Barbarian skill taunt, only to much greater effect.
Skill Points: Increases effect and radius.
Synergies: Aspect of Trag?Oul (decreases enemy defenses), Aspect of Blood (decreases enemy damage and attack rating)
Soul Sunder (Lvl 24): (Prerequisites: Attune, Necrotic Shield, Absolute) Another carving found that may be found on the Juggernaut is one that reads: ?It is not enough that you kill your foe?you must destroy them completely?. This cryptic message has yet to be translated accurately by someone who did not immediately learn what was meant.
This skill is a melee corruption damage dealing skill which does damage as a factor of weapon damage plus the bonuses this skill provides. Enemies killed by this are slain as if they were affected by the D2 effect ?slain monsters rest in peace?.
Skill Points: Increases effect.
Synergies: Absolute, Attune Weapon (Increases Damage)
The Fist of Trag?Oul (Lvl 30): (Prerequisites: Smash, Attune, Necrotic Shield, Maim, Absolute, Soulsunder) Conjuring up their unholy bindings to the dragon god Trag?Oul, a skilled Juggernaut unleashes his hate in every direction simultaneously, striking all nearby foes with prejudice and ire.
This skill functions like the D2 Paladin?s Zeal.
Skill Points: Increases damage.
Synergies: Furrow, Quake (Increases damage)
*update* more to come, taking a break for now...
A - Purge Purge your enemies of their health and transfer it to your allies.
U - Rapid Exchange Give your allies faster movement and attack speed by taking it from your enemies.
R - Corruption Steal the attack damage of your enemies and bestow it to your allies.
A - Mistrust Your enemies trust your friends more than their own friends.
S
D - Possess Become possessed by a powerfull demon greatly increasing your speed and damage however weakening you after its duration.
A - Sacrificial Summon Sacrifice your followers to summon a demonic beast.
R - Bestow Give your allies in the area all your stats while leaving yourself very vulnerable.
K - Cursed Land Mark an area of land to deal damage and weaken your enemies that enter it.
H - Blinding Speed Greatly increase your movement speed while leaving nearby attackers stunned and blind.
O - Bless Give the aura your currently radiate as a blessing to an ally for a duration of time.
L - Holy Land Mark an area of land to heal and strengthen you and your allies.
Y - Spirit Walk Leave your body to move freely to new area's while leaving you vulnerable to attack until you reassemble.
BACKGROUND
The early years of the faith healers inspired a popular trend for young children to become when they grew older. To use holy blessings to heal sick and wounded was the greatest gift in the land due to the violence that was everywhere. However many of the people that wanted to join the healers were not blessed from the heavens therefore they would performing these rituals and leave the sick and wounded as they were. Many where too naive to know they were doing nothing. The people were promised a cure but were left with the death of their loved ones. This greatly lowered the peoples high feelings for the faith healers and instead of praising them people soon grew to hate them. The faith healers were cast out of many towns leaving them to survivor in the dangerous wilderness alone. The un-blessed quickly died out. But the true faith healers endured and survived on their own. They were very familiar with using blessings from the heavens but as the world became more and more corrupt by evil. They soon found that they can harness the evil from the hells to their will. It didn't matter whether or not the faith healers recieved their blessings from the heavens or the hells they still acted upon the core principle of helping others. As of now they usually remain hidden in their own groups. Many warriors tell of the amazing powers they had witnessed from the faith healers on their adventures. From turning the tide of battles with the mere appearance of a faith healer. To seeing the frightening demonic powers they unleashed on enemies.
Well this is my character. I started with a base principle of making it the best co-op character. I had 10 skills for every skill tree but felt that there was no need for more than 4 in each tree. Of course I could just flood in the remaining spots with attack skills or spells. But felt that is already a base idea in the diablo games and did not make my character unique. What does make my character unique is his effectiveness as an amazing co-op character. A character that is a helper but does not take away from the fun of fighting through the game. One thing you might notice are that the auras only are effective when there are enemies nearby. If there was none. Than there is nothing to be transfered to your allies. Key word is allies. This does not increase the user. However the Bless spell gives your allies whichever aura you are currently using to be used by them. Allowing you to get the effect of it. Mistrust pretty much gives the confuse status. With higher levels enemies will more frequently attack their own rather than attack your allies. What gave me the idea behind Possess was from the ritualists in the gameplay from D3. Same with the skill sacrifical summon. Sacrificial summon kills your mercenaries ( or the D3 equivelant of one ) and in its place summons a demon to fight for you. The skill of the demon is based on the skill of your mercenary. A very new unique skill are what I call the circle spells ( Holy Land and Cursed Land). You cast one of these on a certain area and only when you or your enemies/allies are in it will it be effective. Another new idea is Spirit Walk. This ritual leaves your body where you orignally cast it vulnerable while your spirit walks unrestricted of walls and in no danger to enemies until you cast it again to reassemble yourself where your spirit currently is. Bestow is another one that leaves your very vulnerable. It reduces all your stats to level 1 base but gives those stats to your allies which are in your feild of view. When you stop performing the ritual you will be back to your normal stats.
Anyways this is really my only chance for getting into BlizzCon so I hope you all like it.
This character gives you gameplay of which no other character can. Having played as a healer in D2 I know how much excitement this new element brings to a game. If you have any questions feel free to ask.
Enjoy!
The Forester wears Light to Hard Leather Armors instead of bulky heavy armors that hinder their speed. Living in the Forest kept them from really having Metal armors as their Metal is used for Arrow and Spear Heads and nothing more. Their appearance is rather wild looking, males have full bushy beards to go with the tangled shoulder length hair. Females unlike their male counter-parts have they're hair short and messy. While bathing isn't a primary objective their skin is rather dirty mainly because they spread mud on their bodies to disguise themselves while hunting.
Hunting
Command of the Wilderness
Nature
Hunting
Tier 1-Pressure Shot(skill), Poison Tip(passive) Thrust(skill), Penetrate(passive), Evade(passive)
Tier 2-Arrow Barrage(skill) Venom Tip(passive), Ricochet(passive) Bramble Hook(passive), Branch spears(passive)
Tier 3-Bow Mastery(passive), Spear Mastery(passive), Toxic Tip(passive), Parasitize Quiver(passive), Outgrowth(skill)
Tier 4-Rapid Shot(skill), Vital Rupture(passive), Natures Flurry(skill), Deceptive Cry(skill), Rush(passive)
Tier 5-Killer Instinct(passive), Natures Quiver(passive), Throwing Mastery(passive), Inferno Imbue(skill), Surround(skill)
Command of the Wilderness
Tier 1-Howl of the Wolf(skill summon), Alpha Presence(passive),Dire Wolf(passive), Sacrifice(Skill), Pack Onslaught(passive)
Tier 2-Growl of the Bear(skill summon), Overpower(passive), Feast(passive), Feral Instinct(passive), Falcon Visage(skill)
Tier 3-Wrath of the Dryad(skill summon), Growth(passive), Photosynthesis(passive), Dense Bark(passive), Vitality of the Wolverine(Skill)
Tier 4-Raven Shroud(skillsummon), Shred(passive), Dive bomb(passive), Natures Gift(skill), Guardian of the Forest(passive)
Tier 5-Thorn Row Ward(skill), Natures Constrain(skill), Summon Mastery(passive),Elemental Safeguard(passive), Submit(passive)
Nature
Tier 1-Vine Snag(skill summon), Gale Pressure(skill), Bind(passive), Lacerate(passive), Mana Drain(passive)
Tier 2-Eruption(skill), Explosive Sediment(passive), Fire Burst(skill), Ember Cover(passive) Intense Heat(passive)
Tier 3-Tremor(skill), Crumble(passive), Rolling Stalagmites(skill), Splinter(passive), Grounded(passive)
Tier 4-Spore Haze(skill summon), Variation Spore(passive), Decaying Gust(skill), Cyclone Globe(skill), Flame Winds(passive)
Tier 5-Firestorm(skill), Cataclysm(skill), Blast Vortex(skill), Natures Vigor(passive), Nature Mastery(passive)
Hunting
Tier 1-
Pressure Shot-Fires an arrow that will push back the enemy
Thrust-Launches a powerful thrust attack with his/her spear
Poison Tip-Dips all spearheads(arrowheads, Spearheads) in poison which inflicts poison damage to the enemy.
Penetrate-Allows a % of either arrows or spears piercing through.
Evade-Raises chance to dodge
Tier 2-
Arrow Barrage-Fires multiple arrows to disperse groups.
Bramble Hook-Adds a hook at the end of spearheads causing bleed out.
Venom Tip-Adds a more potent poison at the end of spearheads. Gaines bonuses through Poison Tip.
Ricochet-A % of arrows bouncing off causing splash damage.
Branch Spears-This skill grants you a stack of throwing spears and replenishes overtime.
Tier 3-
Bow Mastery-Increases damage with a bow.
Spear Mastery-Increases damage with a Spear.
Outgrowth-Wood will grow around you taking damage for a duration.
Toxic Tip-The most potent poison in Sanctuary. Deals heavy damage overtime receives bonuses from Poison tip, and Venom tip. Cannot be immune.
Parasitize Quiver-A parasite on the tip of the arrowhead's that will leech off life of the enemy and replenish its host(you)
Tier 4-
Rapid Shot-Fires arrows quickly. Hard to avoid.
Natures Flurry-Quick jabs. Hard to block.
Deceptive Cry-A call that makes the enemy drop its guard. Lowers defense rating.
Vital Rupture-A % of hitting a vital causing massive bleed out. Works with Arrows and Spears.
Dash-Increases the users speed.
Tier 5-
Inferno Imbue-Imbues your weapons with fire.
Surround-Creates Multiple projections of yourself to confuse the enemy.
Killer Instinct-Increases the chance to land a Critical.
Natures Quiver-Replenishes Arrow Quivers, Throwing Spear Stacks, Bolts.
Throwing Mastery-Increases damage done by throwing weapons.
Command of the Wilderness
Tier 1-
Howl of the Wolf-Summons Wild Wolves to fight along side you(Max5 as well as Health)
Sacrifice-Sacrifice your own life to replenish your summons(all) life.
Alpha Presence-Increases % of Attack and Defense ratings of your summons.
Dire Wolf-Makes your wolves Dire and much more deadly.
Pack Onslaught-Increases Attack Power, Attack Speed of your pack.
Tier 2-
Growl of the Bear-Summons a Single Bear to fight alongside of you
Falcon Visage-A Falcon Headdress that is conjured on the Foresters head increasing Attack Rating.
Overpower-Makes your Bear a fearsome opponent 1 v 1. Increases chance for a crushing blow.
Feast-Gives your Bear the ability to regain Health after every hit.
Feral Instinct-Increases the chance to get a critical hit.
Tier 3-
Wrath of the Dryad-Summons a Tree to fight alongside of you.
Vitality of the Wolverine-A character Buff that allows you to continue fighting even after death.(timed)
Growth-Makes your Dryad bigger able to take alot more damage.
Photosynthesis-Dryad's regain health overtime.
Dense Bark-Increases the Dryad's overall defense.(defense Rating, Defense against Crushing blows, Critical's, ECT.)
Tier 4-
Raven Shroud-Summons a Swell of Ravens that attack the enemy.
Natures Gift-A skill that replenishes Mana to you overtime.(timed)
Shred-Increases Raven Attack Speed and DPS.
Dive bomb-Some Ravens in the Shroud Dive down towards the enemy and explode on impact.
Guardian of the Forest-Increases Overall defense for you and your Summons.
Tier 5-
Thorn Row Ward-Conjures up a Shield that gives back damage to the attacker.
Natures Constrain-Summons up fallen Demons, Undead, ECT to serve you for X amount of time.
Summon Mastery-Makes all your summons stronger and better overall.
Elemental Safeguard-Makes you and your summons more resistant to Fire, Lighting, Poison, ECT.
Submit-Increases the power to take control of more powerful demons, Undead, ECT.
Nature
Tier 1-
Vine Snag-Summons a plant that sends out vines that constricts its victims.
Gale Pressure-Fires a jet stream of wind pushing back the enemy.
Bind-Increases the strength of the Vine and damage.
Lacerate-Increases damage done by Gale Pressure and causes Bleed out.
Mana Drain-Gives Vine Snag the ability to leech mana off those who are bounded,
Tier 2-
Eruption-Spawns a mini Volcano which shoots fireballs around the base of the Volcano. Causes splash Damage.
Fire Burst-Shoots a Scatter shot of Fire. Good against mobs.
Explosive Sediment-Add Rocky projectiles to Eruption causing explosions on impact.
Ember Cover-Embers from Fire Burst remain in play igniting small fires around the Hot embers.
Intense Heat-Increases damage of Fire Base skills.
Tier 3-
Tremor-Creates a powerful quake that effects a area.
Rolling Stalagmites-Fires a row of sharp rocks that attack from you to the enemy.(range and damage increases on skill lvl up.)
Crumble-Causes the ground around the victim in the tremor to crumble and stuns the enemy keeping it in the tremor.
Splinter-When the Stalagmites hit the enemy it will split out into different paths.
Grounded-Absorbs % of Lighting base attacks.
Tier 4-
Spore Haze-Casts a cloudy haze around a given area , reduces attack rating.
Cyclone Globe-Fires a intense ball of wind that drags enemies away from you.
Decaying Gust-Summons a corrosive wind that reduces armor.
Flare-up Spores-Increases the chance to summon a explosive Spore cloud.
Flame Winds-Adds fire to Cyclone Globe dealing fire damage.
Tier 5-
Firestorm-Rains Fire around you.
Cataclysm-Earthquakes the whole area around you sending Stalagmites shooting from the Earth.
Blast Vortex-Summons a ring of powerful Winds damaging all that it touches.
Natures Vigor-Replenishes Health overtime.
Nature Mastery-Increases you ability to wield the forces of Nature.
Edit 2-
The Forester Class is basically a Zon and Druid mix. I felt this type of class and its play style could easily be a class in Diablo 3. I think there is enough skills that every Forester can be different. There is at least 1 skill on each Tier that you can enter and go on to the next one and not waste any points.
A couple of notes.
*I did not factor in Runes because I have only seen a few and don't know how many there will be.
*I did 5 and 5 because I have only seen 5 Tiers and about 5 skills a Tier.
*It took longer than expected due to the fact I had to re arrange the skill tree somewhat. Original plans were not going to work out.
*please if comment if you have a question about a skill or not sure about it. I'll be sure to reply back
-edit
*Also note I did not factor in max skill points as I do not know how many points characters will be getting.
Myrmidon-Loyal Follower
After the destruction of the soulstone the Church of Zakarum in Westmarch began to pick up its pieces and gain back the followers that it once had. The 20 years leading up to the events about to unfold might have been a even rougher time to be Zakarumite. As they lost followers it left them with only the loyal ones to recover from their current image they send only their loyalst of warriors called the Myrmidon!
The Goal of the Myrmidon and why they go to Tristam is to repair the Churches image and to rid Sanctuary of a greater threat.
The Myrmidons wear Medium to Heavy style Armors, and specialize in Blunt instruments and Shields. They are distinguished by the Tunic they wear over their armor.
Both Males and Females are both Clean shaven. Males shave their head while the Females keep their hair in a pony tail.
Skill Tree
Combat
Auras
Holy Magic
Tier 1-Heavens Punishment(skill), Smite(skill), Deflect(passive),
Tier 2-Heavens Fury(skill), Shield Charge(skill), Shield Arm(passive), Armor Crush(passive)
Tier 3-Heavens Whirl(skill), Blessed Might(passive), Obedience(passive)
Tier 4-Counter Strike(skill), Holy Tunic(skill Conjure), Saintly Pestilence(passive)
Tier 5-Heavens Wrath(skill), Weapon Mastery(passive), Shield Mastery(passive),
Auras-
Tier 1-Angelic Blaze(offensive), Sacred Shock(offensive), Holy Chill(offensive)
Tier 2-Mirage(defensive), Concentrate(offensive), Haste(defensive)
Tier 3-Dominance(offensive), Valor(defensive), Swift(offensive)
Tier 4-Purify(defensive), Resistance(defensive), Meditation(defensive)
Tier 5-Retribution(defensive), Sacrosanct(offensive), Aura Mastery(passive)
Holy Magic-
Tier 1-Holy Bolt(skill), Convert(skill), Expel(passive), Passive Mind(passive)
Tier 2-Purge(skill), Radiance(passive), Holy Globe(Passive)
Tier 3-Teaching of the Zakarum(passive), Holy Charge(passive), Divine Cause(passive)
Tier 4-Divine Shield(skill), Guardian(skill), Prayer(passive)
Tier 5-Armageddon(skill), Vengeance(passive), Holy Mastery(passive)
Tier 1-
Heavens Punishment-Slow but powerful attack that can crush.
Smite-A punch with your shield may cause stun, Ignores defense.
Deflect-A % to deflect projectiles.
Tier 2-
Heavens Fury-Quick strikes that attack enemies in front of you.
Shield Charge-A quick sprint to an enemy smashing him to the ground with your shield.
Shield Arm-Increases damage done by shield attacks.
Armor Crush-Wears out durability on items, applicable on all Combat skills.
Tier 3-
Heavens Whirl-A overhead 360 swing.
Blessed Might-Increases damage done on all Combat Skill.
Obedience-Increases chance to gain a critical.
Tier 4-
Counterstrike-A % to land a counter attack on a blocked attack.
Holy Tunic-Conjures a Tunic that goes over your armor increases Hit recovery.
Saintly Pestilence-Add Holy damage to your weapons that will damage enemies overtime.
Tier 5-
Heavens Wrath-Succession Hits that the more hits that connect the deadlier the combo becomes.
Weapon Mastery-Increases damage done by Blunt melee weapons.
Shield Mastery-Increases Block Rate, Chance to Block and Block speed.
Auras
Tier 1-
Angelic Blaze-Adds Fire damage to melee weapons and hits the enemy with Holy Fire.
Sacred Shock-Adds Lightning damage to melee weapons and hits the enemy with Holy Lightning. May cause stun.
Holy Chill-Adds Cold damage to melee weapons and hits the enemy with Holy Freeze. May cause slow
Tier 2-
Mirage-Raises Defense rating to the party.
Concentrate-Raises Attack rating to the party.
Haste-Increase movement speed to the party.
Tier 3-
Dominance-Increases Damage done by melee weapons to the party.
Valor-Increases Defense to the party.
Swift-Increases Attack speed to the party.
Tier 4-
Purify-Reduces the time of status effects(poison, curse, slow, stun,ect) for the party.
Resistance-Increases resistance to Fire,Cold,Lightning,ect to the party
Meditation-Regenerates Mana, Spiritual Essence, Fury,ect to the party,
Tier 5-
Retribution-For those who you defeat will provide health to replenish your own and the party.
Sacrosanct-Adds Holy Damage to you and your party and hits the enemy with Holy light may Banish enemy.
Aura Mastery-Increases effects, damage, ect of your aura's.
Holy Magic
Tier 1-
Holy Bolt-Launches a Holy Bolt. Also heals.
Convert-A % chance to convert the enemy to join your cause.
Expel-adds a chance that holy bolt will banish a enemy on impact.
Passive Minds-improves the chance to convert the enemy.
Tier 2-
Purge-A Nova type attack that pushes enemies away from you. Small chance to banish the enemy.
Radiance-Increases damage and overall size of the nova.
Holy Globe-Increases your Spiritual Essence Capacity.
Tier 3-
Teaching of the Zakarum-Increases Holy damage.
Holy Charge-Charges up attacks allowing to do greater damage.(mouse hold), Eats up Spiritual Essence per second.
Divine Cause-A % your spells do not get interrupted.
Tier 4-
Divine Shield-Takes a % amount of damage and deals it back to the attacker.(must be wearing .shield)
Guardian-Absorbs a % of damage Goes away after so much.
Prayer-Increases Spiritual Essence regeneration speed.
Tier 5-
Armageddon-A spell that hits in random spots on screen for a short time dealing huge damage.
Vengeance-Increases damage done by Armageddon.
Holy Mastery-Increases damage done by Holy Magic attack, duration, effects, ect.
Edit 2-
So my final class is basically a Paladin with Holy skills. Although the Myrmidons use Blunt(maces, Clubs, Flails, ect) weapons. I felt the word Myrmidon fits quite will into Diablo it makes more sense that it fits quite well with The Church of Zakarum.
Instead of Mana the Myrmidon uses something quite different. Its called Spritual Essence and it works like mana but different, It regenerates at a slower Pace than Mana, and you can refill it either by dispatching mobs or doing good deed(IE doing randomly generated quests). The best way to replenish it is to kill mobs. Depending on what you kill and it will generate a certain amount. Killing Special Mobs, Mini bosses will refill it greater than just killing a Fallen. The price of having a system like this your magic is very powerful and consumes your essence at a greater pace.
If you have any questions about this class ask me and I'll see what I can do.
I put alot of time in my 2 classes so I hope no one replies that I copied or stole his work. He did a fantastic job I'm very envious of his Ranger class, and jealous of his Lore knowledge lol.
(See also the Lore thread: http://www.diablofans.com/forums/showthread.php?t=19256&page=3 and the Artwork thread: http://www.diablofans.com/forums/showthread.php?p=445698&posted=1#post445698)
(For high-res art: http://www.castlebrightguard.com/DiabloGypsy(Final).jpg)
Pyromancy
Vengeful Sparks
Required Level: 1
Prerequisites: None
While dancing, even the most novice Gypsy can summon a fistful of sparks to throw into her attackers face, momentarily blinding them.
Effect: Temporarily incapacitates selected foe.
Vengeful Sparks Receives Bonuses From
Shower of Embers: +16% Fire Damage Per Level
Circle of Fire: +16% Fire Damage Per Level
Shower of Embers
Required Level: 1
Prerequisites: None
Much like Vengeful Sparks, the Gypsy can summon a flurry of burning embers to cast out and her enemies.
Effect: Deals damage over time to creatures within a selected radius.
Shower of Embers Receives Bonuses From
Vengeful Sparks: +16% Fire Damage Per Level
Circle of Fire: +16% Fire Damage Per Level
Fire Veil
Required Level: 6
Prerequisites: Shower of Embers
Some gypsies love to use light veils in their performances, and a few have learned that these, too, can be implements of fire.
Effect: Hides the Gypsy behind flaming veils, reducing ranged and melee chance to hit and dealing minor damage.
Circle of Fire
Required Level: 12
Prerequisites: Shower of Embers, Fire Veil
This skill allows a Gypsy to summon a fire blaze to swirl around her, creating a valuable defense.
Effect: Deals damage to foe that touch the circle of fire, and reduces ranged damage received.
Circle of Fire Receives Bonuses From
Fire Veil: +5% Ranged Damage Deflected Per Level
Burning Sands
Required Level: 12
Prerequisites: Shower of Embers, Vengeful Sparks
More experienced Gypsies discover that sufficient amount of fire can turn a patch of sand or rock in a molten pool.
Effect: Creates deadly lava in selected area, dealing damage over time.
Torch Dance
Required Level: 18
Prerequisites: Shower of Embers, Fire Veil, Circle of Fire
A trick used to entertain in times of peace, Gypsies have learned to use torch dances to their benefit in battle. Torches in hand, they can both burn enemies and parry blows.
Effect: Sends the Gypsy into a vigorous dance, dealing damage to any foe within reach and reducing damage taken.
Torch Dance Receives Bonuses From
Fire Veil: +5% Damage Deflected Per Level
Circle of Fire: +10% Fire Damage Per Level
Incinerate
Required Level: 18
Prerequisites: Shower of Embers, Vengeful Sparks, Burning Sands
When sufficiently able to control fire, the Gypsy can summon a powerful blast of fire to strike a single target.
Effect: Does damage to selected target.
Incinerate Receives Bonuses From
Torch Dance: +10% Fire Damage Per Level
Burning Sands: +10% Fire Damage Per Level
Fire Dervish
Required Level: 24
Prerequisites: Shower of Embers, Fire Veil, Circle of Fire, Torch Dance
The most learned Gypsies have mastered the art of dance and pyromancy to the point where they can dance through entire armies, leaving a trail of burning destruction in their wake.
Effect: The Gypsy dances in a straight line, dealing damage to anyone in her path.
Fire Dervish Receives Bonuses From
Torch Dance: +8% Fire Damage Per Level
Blazing Cyclone
Required Level: 30
Prerequisites: Shower of Embers, Vengeful Sparks
Only the most powerful Gypsy can summon such a massive tornado of fire, and then only when they require the most devastating effects.
Effect: Temporarily incapacitates selected foe.
Fire Caller Receives Bonuses From
Incinerate: +5% Fire Damage Per Level
Burning Sands: +5% Fire Damage Per Level
Fire Form
Required Level: 30
Prerequisites: Shower of Embers, Fire Veil, Circle of Fire, Torch Dance, Fire Dervish
At high levels, the Gypsy is attuned to the element of fire so thoroughly that she can entire cloak herself in fire, giving the appearance of becoming a fire elemental.
Effect: Deals damage to any foe during melee attacks.
Fire Form Receives Bonuses From
Circle of Fire: +5% Fire Damage Per Level
Fire Dervish: +15% Fire Damage Per Level
Fortunetelling
Observation
Required Level: 1
Prerequisites: None
The first thing most Gypsies learn is to study a person or creature by observation. This skill can be used against foes, allowing the Gypsy to see its weaknesses.
Effect: Shows what types of damage the select foe is most vulnerable to.
Divination
Required Level: 1
Prerequisites: None
A most basic skill taught to young Gypsies is divining a person's future. This becomes a handy skill in battle, used to foresee the actions of a foe.
Effect: Increases chance to hit.
Divination Receives Bonuses From
Observation: +16% Chance to Hit Increase Per Level
Good Luck
Required Level: 6
Prerequisites: Divination
Any Gypsy worth their salt knows how to boost their luck.
Effect: Increases chance of deflecting damage, increases damage dealt.
Good Luck Receives Bonuses From
Divination: +16% Damage Deflected Per Level
Curse of Weakness
Required Level: 12
Prerequisites: None
Gypsies are not to be crossed, as they can easily cast curses that will end poorly for the recipient.
Effect: Does minor damage to selected target, reduces target's strength.
Favorable Winds
Required Level: 12
Prerequisites: Divination
By summoning a strong wind, a Gypsy can throw ranged attacks off course.
Effect: Increase chance of avoiding ranged attacks, reduce damage taken from ranged attacks.
Favorable Winds Receives Bonuses From
Divination: +12% Chance of Avoiding Ranged Attacks Per Level
Good Luck: +12% Ranged Damage Deflected Per Level
Luck of the Swift
Required Level: 18
Prerequisites: Divination, Good Luck
By casting this spell, a Gypsy can increase her speed, which includes spell casting and melee attacks, as well as her ability to avoid being hit.
Effect: Increases casting and attack speed.
Luck of the Swift Receives Bonuses From
Good Luck: +10% Chance of Avoiding Attacks Per Level
Curse of the Plague
Required Level: 18
Prerequisites: Curse of Weakness
A spiteful Gypsy can inflict a highly contagious illness upon a foe, which will rapidly spread to any nearby foes.
Effect: Does damage over time to selected target and any targets that come within contact of the plagued target.
Ill Winds
Required Level: 24
Prerequisites: Curse of Weakness, Curse of the Plague
Even large groups would do well to stay out of the way of a scorned Gypsy. She can summon bad luck on a wind, causing all manner of misfortunes to befall a group.
Effect: Effects a group within a radius, casting random stat reductions and change to hit debuffs on each target.
Ill Winds Receives Bonuses From
Curse of Weakness: +8% Increase to Stat Reduction Per Level
Scrying
Required Level: 30
Prerequisites: Divination, Favorable Winds
When a Gypsy becomes skilled enough, she can foresee and predict the locations of magical and rare items.
Effect: Increase chance to find rare and magical items.
Scrying Receives Bonuses From
Divination: +10% Chance to Find Per Level
Imbue Crystal
Required Level: 30
Prerequisites: Divination, Favorable Winds, Scrying
Only a master of Fortunetelling can create a magical crystal that contains the powers of her choice. Such a Gypsy can create crystals that contain anything from bonuses to strength and other stats, to generating permanently cast low-level spells.
Effect: Creates a gem for weapons sockets that have a custom ability.
Shamanism
Healing Winds
Required Level: 1
Prerequisites: None
Gypsies are train in the Shamanic arts of healing, and can heal most injuries in sufficiently skilled.
Effect: Heals the select target (or self).
Summon Fennec Fox
Required Level: 1
Prerequisites: None
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. One of the easiest to summon and most faithful is the Fennec Fox. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Fennec Fox that can draw aggro and do minor damage.
Summon Fennec Fox Receives Bonuses From
Familiar Combat: +16% Attack Damage Per Level
Familiar Combat: +16% Defense Per Level
Cleansing Winds
Required Level: 6
Prerequisites: Healing Winds
Among the standard Shamanic skills of a Gypsy lay the ability to remove negative affects.
Effect: Removes one curse or debuff from target.
Cleansing Wind Receives Bonuses From
Healing Winds: +5% Chance to Heal Per Level
Summon Raven
Required Level: 12
Prerequisites: Summon Fennec Fox
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. One of the most useful is the Raven. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Raven that can swiftly scout areas without taking damage from melee units. It is very difficult to hit with ranged units. It cannot attack.
Summon Raven Receives Bonuses From
Familiar Combat: +16% Defense Per Level
Nature's Enemy
Required Level: 12
Prerequisites: Healing Winds, Cleansing Winds
Many creatures a Gypsy will encounter are perversions against nature, such as undead creatures and demons. The Gypsy can ask for the willing aid of Mother Nature to help defeat such abominations. The ground shifts to trip up the foes and try to reclaim their bodies or spirits.
Effect: Slows and then halts an area of targets, reducing their ability to dodge attacks.
Familiar Combat
Required Level: 18
Prerequisites: Summon Fennec Fox, Summon Raven
Gypsies don't like to see their familiars get slaughtered in battle, so some of them learning to teach their familiars how to fight.
Effect: Boosts familiar's defense and (for combat familiars) increases attack damage.
Speed of the Winds
Required Level: 18
Prerequisites: Healing Winds, Cleansing Winds, Nature's Enemy
Shamanic training imbues a Gypsy with the ability to summon winds and use them to implement her spells. When in trouble, the Gypsy can put the wind at her back to increase her movement speed.
Effect: Significantly increases movement speed.
Summon Desert Quillboar
Required Level: 24
Prerequisites: Summon Fennec Fox, Summon Raven, Familiar Combat
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. The Desert Quillboar is the only familiar with a ranged attack. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Desert Quillboar that can attack enemies from a distance, as well as aerial units.
Summon Fennec Fox Receives Bonuses From
Familiar Combat: +16% Attack Damage Per Level
Familiar Combat: +16% Defense Per Level
Familiar Mastery
Required Level: 30
Prerequisites: Summon Fennec Fox, Summon Raven, Familiar Combat, Summon Desert Quillboar
Gypsies that have become especially attuned to their familiar counterparts will find they can control two at a time.
Effect: Allows Gypsy to summon two familiars concurrently.
Summon Horned Ground Sloth
Required Level: 30
Prerequisites: Summon Fennec Fox, Summon Raven, Summon Desert Quillboar, Familiar Combat
Gypsies trained in Shamanism are highly attuned to their allies in the animal world, and can summon familiars to aid them. The Horned Ground Sloth serves as a valuable melee unit because of the tremendous damage it can soak up. (Only one familiar can be summoned at a time without Familiar Mastery.)
Effect: Summons a Horned Ground Sloth that can attack ground units.
Summon Fennec Fox Receives Bonuses From
Familiar Combat: +16% Attack Damage Per Level
Familiar Combat: +16% Defense Per Level
Blade Dancer
The blade dancer fights with 1 or 2 swords and a hyper kinetic fighting style based on close range mobility and dodging. Blade dancers do not wear bulky armor, and certainly cannot be considered a ‘tank’ like the barbarian. A still blade dancer is a dead blade dancer, sharp reflexes and clever positioning are absolutely vital to their survival. The blade dancer’s skills sometimes change depending on whether he has one or two swords equipped as will be noted.
---Flourish Skill Tree---
Flourishes are the basic lifeline of a blade dancer, the skills inside often have invulnerability frames included to allow for the class’ trademark evasive fighting style. Many flourishes also change the physical position of the blade dancer, since they are so frail—they must use positioning to always have a way out or a method of dodging. Many flourishes would be defensive in nature and would not cost mana, but would instead have a cooldown time of around 3 seconds, sometimes leveling a flourish could reduce this cooldown. Most importantly, all flourishes can be activated at any time—allowing blade dancers to effectively cancel the ending animations of many skills. Equipping two swords at once makes these movements more effortful, increasing the cooldown time and shortening the invulnerability frames of some of these skills.
Slide
The basic flourish, all blade dancers will probably learn. The blade dancer slides on his knees (think Elvis) to the location of the mouse click (assuming there is a continuous stretch of ground). Leveling up this skill decreases the rate the blade dancer decelerates as they slide, and adds a small number of invulnerability frames to the front end of the slide. A blade dancer cannot slide through a non-flying enemy, so becoming surrounded is always a dangerous situation. Skill points in slide are a prerequisite to Slide Attack, which causes the blade dancer to extend a sword on either side, damaging all foes the slide passes—if only a single sword is equipped the slide attack is a single thrust forward in the direction of the slide (the impact of an enemy will still stop the slide).
Counter
This flourish makes the blade dancer invulnerable for a short amount of time during the start of animation, any attack during this period will be dodged and retaliated against with a thrust. The invulnerability of this skill ceases as soon as the first attack is intercepted, making it dangerous to use in the presence of multiple foes. With two swords, the BD thrusts both swords in and pulls them out in opposite directions, slicing 180 degrees centered on the enemy that triggered the counter. The two-handed version does far less damage, but has stun damage attached. Leveling up this skill not only increases damage, but makes the timing more lenient. This skill does cost mana but does not have the 2-3 second cooldown that most other flourishes have. If the counter is mis-timed, then the BD is vulnerable and unable to move for a very brief period of time (which can still be canceled by another flourish)
Rending Flight
The blade dancer does a handspring off of the enemies body (shoulders for humanoids) stabbing them in the process. This skill changes the position of the blade dancer and the enemy targeted, providing one of the only ways out of being surrounded. This skill also stuns the enemy it was used on allowing the blade dancer to create distance or continue the assault with a backstab (see the deception tree).
Pirouette
A quick spin on the toes, during which the BD is invincible, lasting about 1 second. The Pirouette is performed in the direction of the mouse cursor click, but only moves the BD a few feet so it's not a move that can be used to cover ground (the BD runs faster), but rather is used as a dodge. Pirouette may be targeted to an enemy rather than a direction, in which case the enemy will be stabbed at the end of the spin and the skill will cost mana. If two swords are equipped during the attack version of the skill, they are flailed out upon the end of the spin, hitting all enemies surrounding the BD when the movement is completed.
---Ambidexterity Skill Tree---
This tree focuses on the usage of two swords at once. Obviously, the skills (except blade finesse) within can only be activated with two swords equipped
Blade Finesse
This is a passive skill to reduce certain penalties that come with equipping two weapons. It increases the accuracy of the off-hand and reduces (and eventually eliminates) the penalties of cooldown time and invulnerability frames in the flourish tree gained by equipping two swords. When only one sword is equipped, blade finesse creates a critical strike chance that increases with skill points. Without this passive skill, blade dancers with two swords equipped could experience flourish cooldown times of up to 6 seconds.
Sword Throw
The blade dancer hurls his off-hand blade into a selected enemy. The sword will remain stuck inside the enemy until the blade dancer passes by the enemy and automatically rips it out. The sword is reclaimed no matter what the blade dancer did to close the distance (IE slide past or slide-attack into!). The sword causes constant damage to the enemy it is thrown into and prevents regeneration, if the enemy dies the sword will remain in the corpse. The blade dancer will cause additional damage upon removing the sword if the enemy happens to still be alive, even if the enemy itself was the one that closed the distance to the blade dancer (foolish soul). There is a time limit as to how long the BD has to pull the sword out which increases upon leveling the skill, if the time is exceeded or too much distance is created between the BD and his sword, the sword will magically fly back to the BD at the cost of some mana and no additional damage will be applied to any living enemy--as would have been had the BD claimed his sword by closing distance. Using the Sword Throw skill a second time while the sword is still rooted in the enemy is another way to trigger this magical sword return.
Spin
The BD spins 1080 degrees in place with both arms extended damaging all surrounding enemies. Magic waves are emitted that slightly increase the range of this motion (but not much). This cannot be activated with a single sword. Leveling this skill increases damage and radius of effect.
Blade over Blade
A highly damaging combo to a single target, the BD leaps forward into a lateral spin (parallel to the ground) with both arms extended. This attack strikes three times (one spin) and pushes the enemy back upon the third hit. This move has no cooldown time and can be repeated on the same enemy by just holding the mouse click down, unleashing a fluid flurry of blades that pushes both the enemy and the BD in the direction of the attack. Leveling this skill increases the speed of rotation as well as damage, eventually resulting in multiple spins per activation, increasing the number of hits (like a single target zeal).
---Deception Skill Tree---
This skill tree is composed of various tricks, magic, and devices that add flair and unpredictability to the BDs attacks.
Burning Blade
Blade Dancers possessing this skill have coated their sword(s) in a flammable gel similar to napalm. Using this skill ignites the swords for a period of time, causing the BD to add fire damage to every attack. Each hit with this skill active also has a chance to ignite an enemy dealing damage over time.
Bomb Drop
The BD drops a timed explosive straight down that will detonate in 3 seconds or upon an enemy touching it. Adding skill points increases the blast radius as well as damage.
Backstab
A huge passive bonus to any damage dealt to an enemy not directly facing the BD. Despite the name, this bonus is applied to pretty much any enemy not currently ‘locked’ onto the blade dancer, making the blade dancer more effective even when playing with another melee warrior such as the barbarian. For example, a quick slide attack past enemies currently engaged with the barbarian would cause massive damage, since the blows would almost all land on their backs or sides. This skill is great for quickly picking off enemies focused on other players.
Sleight of Body
This BD skill magically creates a decoy copy of the blade dancer as he simultaneously darts forwards a maximum of 2-3 yards wrapped in shade magic so as to be invisible. Enemies will continue advancing towards the lingering decoy which will perform three pirouettes then vanish and the BD will become visible again. If the decoy is destroyed by enemies, the BD becomes visible again. Invisibility ends upon any attack or skill activation (even if the decoy is still alive), though any attack from invisibility will trigger the backstab passive skill bonus. This is yet another character movement based skill, and can actually be used in place of a flourish as a dodging maneuver, though it has a much more taxing mana cost. Leveling this skill would increase the HP of the decoy and its duration allowing it to actually take hits (level 1 would die instantly). Since movement from this skill is magic based, it is effectively a teleport--allowing travel across gaps and through enemies.
General Notes
I designed this class because I love action games just about as much as I love Diablo, and wondered how I could make a Diablo character play like he was in Devil May Cry or Ninja Gaiden. The BD is not a character that can be played passively, as his HP pool would be the lowest of any ‘frontline’ Diablo character to date. The ability to slide and cancel out of animations was certainly inspired by Dante’s Trickster class in Devil May Cry 3&4. The sword throw is something I’m especially proud of, because many of the BD skills will be more crowd control oriented with two swords and more damage focused with one, this skill is an intuitive way to give two-bladed BDs a way to change ‘stance’ freely (you could even sword throw your blade onto the ground to access this). Many of the BDs skills like Burning Blade, and sword throw will also do damage over time by causing bleeding or burning statuses—this plays very well into the BD’s evasive fighting style. And though I emphasize the coolness of being able to switch between two swords and one, BD's that choose to skip the ambidexterity skill tree would still be extremely potent. They would play more like boss killers, with extremely powerful single target attacks and the option to put points into blade finesse to even grant a high critical chance. While it seems like this class could be overpowered by having so many moves with an invulnerability period, it would require careful management and alternation of the flourishes in order to deal with the 3 second cooldown time of the dodge maneuvers. If all the flourishes are spent and recharging, and the BD finds himself near enemies he can only counter or he is very vulnerable and prone to death (think Dante Must Die mode type damage, 3-4 hits and you're dead). I don't think any melee character would have ever controlled with such fluidity and grace in Diablo history, creating a truly unique 'rogue' class experience. The real key is to think how cool a melee fighter could be if he concentrated on being mobile instead of taking hits like a tank. Overall I think this class would fit in extremely well with D3’s design philosophy of proactive player controlled damage reduction (as opposed to potion chugging) and it certainly plays differently than any class before it (which is actually the single most important aspect about it!). Hope you guys like it, it was really fun thinking about my own personal class
---Puppets Skill Tree---
The puppet tree is a summoning tree focused on boosting a small set of pets more along the lines of the druid?s animals than the necromancer?s strength in numbers of skeletons.
Puppet Mastery
Imbuing a part of their own soul gives one a stronger bond and control over their puppets.
Effect: Reduces the cost of Puppets and increases their innate HP with each skill point.
Shadow Sprite
The most fragile of puppets, Sprites are tricksters and easiest to summon for new mages.
Effect: Summons a Sprite pet of a random element with low HP. Uses ranged magic attacks of the determined element.
Tricks of the Trade
Constantly playing tricks on each other has caused Sprites to build a natural resistance to magic.
Effect: Increases a Sprite?s elemental resistances with each skill point.
Shadow Beast
A more ferocious puppet used for protection and as guards by more skilled mages.
Effect: Summons a Beast pet with high HP. Uses melee attacks.
Deepened Shadows
The strongest shadows have the deepest cores
Effect: Increases the Beast pet?s armor with each skill point.
Shadow Soul
Only a complete Master of Shadow Magic can remove his own shadow, and impart part of his own soul into it.
Effect: Summons a Soul Pet. The soul pet is a shadowy copy of the player. Uses melee attacks and some of the shadow mage?s spells
Split Personality
Some Shadow mages become so detached from their own shadows it becomes a separate being.
Effect: Increases the Soul pet?s attack rating and damage with each skill point.
---Shadow Skill Tree---
The Shadow tree focuses on a pure casting approach.
Sliver
A Mage?s basic skill in Shadow magic is learning to create small slivers of darkness.
Effect: Sends a sliver of shadow magic at the enemy.
Shadow Armor
A Shadow Mage surrounds himself in darkness so thick it become like armor.
Effect: Surrounds the Shadow Mage in a thick shroud of darkness that lowers the attack rate of enemies close to the caster.
Pin Shadow
Shadow Mages can halt an enemy?s movement by making their own shadows hold them down.
Effect: Prevent enemy movement for x seconds, duration increases with skill points
Shadow Jump
Shadow mages can learn to travel through shadows.
Effect: Teleport to nearby enemy. Cost reduced with skill points
Shadow Wave
As more shadows gather, a Shadow Mage?s grasp reaches longer, and becomes stronger
Effect: Sends out a shadow attack, which grows every time it hits an enemy, becoming bigger and dealing more damage each time it grows.
Out of the Sun
Being constantly in the shade makes a Shadow Mage accustomed to the cold and its long term effects.
Effect: Adds cold damage to your weapon, with a small chance to freeze the target.
Shadow Mastery
Being constantly surrounded in shadow gives one a deeper sense of control in the dark.
Effect: Reduces the cost of Shadow spells
---Shifting Skill Tree---
Shifting is a different approach to shape-shifting. The tree is split between a party buffing Sunset line, or an enemy weakening Twilight tree.
Gnomon
A Shadow Mage?s reach can stretch for miles.
Effect: Increases the range and duration of Shifting spells.
Sunset
As the sun sets, the shadows grow long.
Effect: Puts the Caster into Sunset state, Increasing HP and allowing the use of additional spells.
Silhouette (Requires Sunset state)
An outline is enough to swing at.
Effect: Gives you and members of your party an increase in attack rating.
Bolster Shadows (Requires Sunset state)
A shadow can show the true form lying within.
Effect: Gives you and members f your party an increase to Armor.
Twilight
When the whole world is dark, there is nowhere to run.
Effect: Puts the Caster into Twilight state, Increasing MP and allowing the use of additional spells.
Blackout (Requires Twilight State)
When the lights are out, real fear sets in.
Effect: Temporarily stuns all enemies within the radius of effect.
Blind Shot (Requires Twilight State)
All hits are the same in the dark.
Effect: reduces the elemental resistances of all enemies in the radius of effect.
---Puppets Skill Tree---
The puppet tree is a summoning tree focused on boosting a small set of pets more along the lines of the druid's animals than the necromancer's strength in numbers approach of skeletons.
Puppet Mastery
Imbuing a part of their own soul gives one a stronger bond and control over their puppets.
Effect: Reduces the cost of Puppets and increases their innate HP with each skill point.
Shadow Sprite
The most fragile of puppets, Sprites are tricksters and easiest to summon for new mages.
Effect: Summons a Sprite pet of a random element with low HP. Uses ranged magic attacks of the determined element.
Tricks of the Trade
Constantly playing tricks on each other has caused Sprites to build a natural resistance to magic.
Effect: Increases a Sprite's elemental resistances with each skill point.
Shadow Beast
A more ferocious puppet used for protection and as guards by more skilled Mages.
Effect: Summons a Beast pet with high HP. Uses melee attacks.
Deepened Shadows
The strongest shadows have the deepest cores
Effect: Increases the Beast pet's armor with each skill point.
Shadow Soul
Only a complete Master of Shadow Magic can remove his own shadow, and impart part of his own soul into it.
Effect: Summons a Soul Pet. The soul pet is a shadowy copy of the player. Uses melee attacks and some of the shadow mage?s spells
Split Personality
Some Shadow Mages become so detached from their own shadows it becomes a separate being.
Effect: Increases the Soul pet's attack rating and damage with each skill point.
---Shadow Skill Tree---
The Shadow tree focuses on a more casting approach.
Sliver
A Mage's most basic skill in Shadow magic is learning to create small slivers of darkness.
Effect: Sends a sliver of shadow magic at the enemy.
Shadow Armor
A Shadow Mage surrounds themself in darkness so thick it become like armor.
Effect: Surrounds the Shadow Mage in a thick shroud of darkness that lowers the attack rate of enemies close to the caster.
Pin Shadow
Shadow Mages can halt an enemy's movement by making their own shadows hold them down.
Effect: Prevent enemy movement for x seconds, duration increases with skill points
Shadow Jump
Shadow Mages can learn to travel through shadows.
Effect: Teleport to nearby enemy. Cost reduced with skill points
Shadow Wave
As more shadows gather, a Shadow Mage's grasp reaches longer, and becomes stronger
Effect: Sends out a shadow attack, which grows every time it hits an enemy, becoming bigger and dealing more damage each time it grows.
Out of the Sun
Being constantly in the shade makes a Shadow Mage accustomed to the cold and its long term effects.
Effect: Adds cold damage to your weapon, with a small chance to freeze the target.
Shadow Mastery
Being constantly surrounded in shadow gives one a deeper sense of control in the dark.
Effect: Reduces the cost of Shadow spells
---Shifting Skill Tree---
Shifting is a different approach to shape-shifting. The tree is split between a party buffing Sunset line, or an enemy weakening Twilight line.
Gnomon
A Shadow Mage's reach can stretch for miles.
Effect: Increases the range and duration of Shifting spells.
Sunset
As the sun sets, the shadows grow long.
Effect: Puts the Caster into Sunset state, Increasing Health and allowing the use of additional spells.
Silhouette (Requires Sunset state)
An outline is enough to swing at.
Effect: Gives you and members of your party within the radius of effect an increase in attack rating.
Bolster Shadows (Requires Sunset state)
A shadow can show the true form lying within.
Effect: Gives you and members of your party with the radius of effect an increase to Armor.
Twilight
When the whole world is dark, there is nowhere to run.
Effect: Puts the Caster into Twilight state, Increasing Mana and allowing the use of additional spells.
Blackout (Requires Twilight State)
When the lights are out, real fear sets in.
Effect: Temporarily stuns all enemies within the radius of effect.
Blind Shot (Requires Twilight State)
All hits are the same in the dark.
Effect: reduces the elemental resistances of all enemies in the radius of effect.
Alot like the wizard the airborne manipulate the air or moisture around them shielding them from enemies or changing the structure of the air itself. Drowning, burning, or just cutting off the oxygen supply from the enemy using spirit residue from the fallen for fuel for their powers.
--Water skill tree--
The airborne manipulates the moisture in the air condensing it or using many other deadly methods.
Drown
This skill manipulates the moisture in the air and multiplies it clogging the enemies throat slowly drowning them.
Water prison
The airborne manipulates all the water in the oxygen around them compacting it into a hard barrier around the enemy. Where they cannot escape for a period of time.
Ice dagger
The airborne compacts water in the air and rapidly cools it into ice.
Thus making a deadly weapon out of the liquid of life that can cut through nearly anything.
Hail
A lot like ice dagger only deadlier, hail uses the water in the air and rapidly cools it into hundreds of ice spikes crushes the enemy piercing them and anyone near till death.
Blood boil
The airborne heats the blood of the enemy boiling it instantly killing any 1 target.
--Fire skill tree--
The airborne controls the air by heating it up or igniting anything with endless possibilities.
Blind
Blind burns the air around the enemy's eyes and blinds them temporarily.
Fire bolt
The airborne rapidly heats the air to 1000's of degree's into a compact throw able ball that will incinerate anything it touches.
Fire storm
Like fire bolt, fire storm generate hundreds of burning balls created from heating up the air. The fire balls drop down like a storm burning anything in the radius of the storm.
Molten Earth
This spell heats the Earth under the target or targets. Thus making hysteria in a crowd with the enemies running trying to avoid burning their feet even with the best of foot protection!
Incinerate
This spell heats up the area around a enemy and completely burns them to a crisp burning flesh till death.
--Protection--
The airborne also protects themselves by heating the air around them or cooling it leaving enemies in chills.
Chilling shield
The airborne creates a shield around themselves cooling the air 1000's of degrees below 0. Thus making it if anyone gets near the area where the shield is they will be frozen or slowed down in chills.
Flame shield
The airborne creates a shield around them by rapidly heating the air around them. Thus making it if anyone gets near the area where the shield is they will burn or even spontaneously com bust.
Ice wall
The airborne freezes all the water in the air and compacts it into a wall where he/she pleases.
Mirage
Just like the desert mirage heats the area around the target causing them to have illusions. Thus making them attack allies aiding you or run in terror from illusions.
Fusion wave
This skills combines heat and cold rapidly cooling and heating instantaneously making a burning solid wall striking and pushing back anything in it's radius.
Well there you have it folks my dream class although I'm not good with names I think it's very creative hope you think the same! :thumbsup:
Has anyone ever seen the cow kings dance well i have its right here! http://youtube.com/watch?v=Cd2wyKQm13I
Oh and do you wanna see the new cows in d3 here they are
http://youtube.com/watch?v=TpMAqQ_pc0I
/l、
(゚、 。 7
l、 ~ヽ ------CAT IM A KITTY CAT AND I DANCE DANCE DANCE
..じしf_, )ノ AND I DANCE DANCE DANCE!!!
Come stay awhile and..its time for shedding our enemies blood not idle talk aww no one ever listens... lol
Everything has an opposite ,everything dies,everything that goes up comes down.Even the almighty one has an opposite even he cannot escape this cycle.What if god had a name and was flawed and isn't who we thought he was.If god and satan was represented as a normal human beiign god would be tall with a good chest light skin blond hair blue eye's and pure good looking and knows how to express himself,on the other part satan would be dress with dark color might as well be black have dark hair and doesn't have this charismatic look in him he would use fowl language and would be "bad" as we may say.If god is everything and design everything why is there so many wars.We say we won those war against evil truly we only survived them million of our kind died how could we win by swarming.That was the belief of certain people who is good who is bad ?If the ending of god are that tragic then the ending of satan or actualy good.So then we all have this question in mind at this moment does it mean the devil is good and god is bad well this is the story of the class who actualy discovered the truth.
Long ago at the end of the reign of baal life was almost instinct, some refugee where still alive we human race quickly recover as we always do.Cities got rebuilt population increased dramaticly order and justice was coming back and the market got a lot better.While all of this happened a village, near the castle baal was terrorizing hadn't been attack not once surprisingly they lived only few mile from that castle.They were sorcerers and barbarian they named them self the clan of sar there leader a barvarian and grand priest were from the same family the sar family that was the main reason.But after ward a plague came upon the village it ravage hundred and ill alot more they prayed for god's help but nothign happen.They ask for the help of other village nobody dared come and help them .The necro's came a took the flesh and bone of the remain of the dead it was shameful just to lived near that village and long ago they were respected foes through out all the valley of arrea.
One day in her tall tower in the center of the village decorated from head to toe with snow and rusted metal the priest sandra sar was sick of all this suffering and death every night she could hear the scream of her compatriot scream of pain hours befor finaly they died.Market was even worsth the soldier alway had to deal with the weakes one who had been slauther and eaten nobody was safe from themself or there neightbors.When you have to put a weapon in the front of your door scared to death because your husband isn't able to support the hunger that is eating him from the inside you wonder why is god doing this to us.
Befor this town was beautiful and was the pearl of the valley of arrea the main entrance to this village was a small wodden door with the sign of the priest carved int he middle of the door.The nightwatch door next to it and two torch in the front use as light for the lost soul in the dangerous weather of the valley of arrea when you come in you fall right in the market place the shop where inner shop obviously the winter fruits and drink would last long in the cold tempeture the inside were cosy and seemed like a bar more then a shop that was the way of barbarians tough.walking down couple shops you cuold see thcenter of the city they use it as a downtown place the social place where everybody meet event are at everything on the left side you had the residence on your right you hadthe burial and if you walked further straight you had an academi for waririo and sorcerere's out of the city there was a chapel huge chappel abandon tough rumor say's that undead and imps live there but they people of the village knew the real story of the chappel this chappel was attack once by a men called rael this men wasn't necessairly powerful but smart he mannage to get every body in the chappel and gasss them then took everything valuable off of them and left the body to rote.He died by old age they say never went back in the chappel they I wouldn't see the reason why would he.
But now this village is gosthly looking no one in the store not even the owner people stay in there house hunt eveyr now and then if tehy are lucky they foudn a lost deer or a wolf opr a pigeon anything would of work.the market place was filled with a bunch or furnitur some blood stain and if you walk it's corridor's you could hear from far away war cry from barbarain fighting over anything.this place discusted everybody a lot tried to get out of the city but the reputation of the illness was known trought the entire valley and we were too weak to make it out of the valley.
The priest gathered the rest of the men and women in the town and brought them in the chapel this time she destroy every single statu she had of her beloved god,everybody was startled but yet insane so they didn't mine she proclaimed she had a vision an epefany of how to stop the plague.she walk trought the undead as if they knew better thent o attack her.She climb on the tomb of her ancestor and yield at everybody to go on there knees and with the a strong voice she said belzebut divinity of terror and sufferance show us the road to your path ,belzebuth prince of hell and slayer of angel come to our aid plea my call and we will be your humble cservant,Belzebuth uncover yourself and guide use trough you path and she repeated this three time and the same moment her brother came and try to stop her but it was too late as he enter he saw the dark force spreading it's wing behind her while she hold her staff at the peak of her left hand .The dark force had a scyth runnig acros his body holded by his skeletal hand his wing measured atleast 9 feet long and he was wearing a black hoody .the ground started to shake the cahppel crakc abit.the brother was immediatly ejaculated out of the chappelas he was a non beliver the dark force prested his hands out in front of the people and showed them a vision.
when the people looked up the chapel demolish really quick and they were transported throught space and time to a plate form levitating in the space two men were sitting on chair looking at the stars one was in a dark button jackert had dark hair and brown eye's the other had a light button jacket blue eyes and blond hair as far as the villager were they could understand clearly what the two men were saying. The men in a light suit ask the other what is that ship over there the other replied you know what it is you brought them here it always happen like that,you always bring people hear then make them fight each other one day I swear I will kill you for all those problem you bring and those mortal's
and that was the word of the men in the dark ,the men in the white replied calmly liek if he was a saint when that day arrive I will be hear waiting for you.Suddenly everything start to pull away liek a blackhole just appear and they all woke up in the chappel healed and with a mark.The mark of the enlighted one. The mark is a wing of an angel all across there back
They train themself as sorcerer and barbarian the chappel was a training ground to fight what they protected for so long they knew how the angel strategize and how men think, they build anti explosive armor's spell agains't physical attack other had studied more the art of damage with plague's ill ness and longevity damage and other barely used magic more object and melee fighting has using totem's or idol's to increase there aptitude in combat.Couple week's after this event they were getting better closing themself from every body tough a men in a monk suit came to the temple and had the sign of the enlighted he said this sign was spread across the world they all had the vision and are coming to the chappel belzebuth want's us to help men kind to kill diablo then we will attack the core of the human race for that we need to get to close enought to them.
So they had there order's an alliance with the unchosen one to strike an to strike the ennemy of my ennemy and yet this is all a game of patience.Because of the lack of material those warrior use's big paultron like spartan have little hand to hand combat but expertise with sword's and hammer's there is three cways they can upgrade magic melee and plague people plaguing people will require alot more life then magicien melee they will use armor's and good melle combat and use bomb's idol's totem sword's magicien will use enchantd weapon or staff but aims more at enchanted hammer's or macemagicien requires a lot more mana and armor becasue they still have barbarian training just use more magic while they fight but melee is still a big part of there fight only plague will need distance more then melee the rest good close up fighting ,three class would be called 1.plague 2.melee 3.magic if classes have there own quest I would say the quest for this woul dbe aiming for better trust into societe as helping a king or something and yet have the evil thought in the back of there head angel would dislike them but couldn't denie they are good help.quest in the chappel could be agains't diablo or bringin some human team to a trap in a cave or what ever technologie same as barbarian for barbarian and magic wise demonology item's.
they are big and yet magic
I?m a fan of Diablo 2 never played Diablo 1. Mostly I liked the Assassin and the barbarian class. My class making is a mix of powers. I preferred the assassin over the barbarian because of traps skill tree, A mix between a melee and elemental damage is fun to play.
The class is a mix between heaven, hell and earth. A human or being that mastered the three powers which are:
Class Name : The Traveler
{Demonic}
Weapon of Fire (Active)
Supernatural (Active)
Demonic Skin (Passive)
Hell Spawn (Active)
Hell Hound (Active)
Dark void (Active)
The Phoenix (Active)
{Power of Heavens}
Lightning Bolt (Active)
Blessed (Passive)
Reflect (Active)
Mimic (Active)
Consume (Active)
Second Chance (Active)
Power of
the Angels (Active)
{Blade Mastery}
Some of the Barbarian & Assassins Offensive skills come here, speed more than power
Throw (Active)
Swipe (Active)
Enhanced
Reflexes (Passive)
Slice and
Dice (Active)
Adrenalin (Active)