We need a thread that doesn't stagnate due to lack of information! So, as thread title suggests: if you could design one skill to be in D3 for the class of your choosing, what would it be? Some example questions:
What class would it be for?
What would it be called?
What would it do? +Runestone augmentations?
What would it look like? +Runestone augmentations?
Why do you want it?
My skill would be..
Class: Wizard Skill name: Willowisp Guardian Flavor text: "The Wizard invokes a Willowisp by condensing the energy present in the air and then bending its form to imbue herself with an armor of magical properties. Just the mere act of conjuring such beings are forbidden by the Zann Esu and Vizjerei due to their erratically violent nature and dangerously unstable properties; however, these spectral beings are some of the Wizard's highest interests and are subservient to her magical prowess."
Regular Effect: A windy aura that resembles a Willowisp(above) is created around the Wizard for a short amount of time(~5 seconds). Armor grants a large amount of move speed and shoots up to 3 lightning streams toward up to 3 random enemies when armor expires. Lightning streams go through most enemies. Armor expires naturally 5 seconds after casting or if the Wizard is hit by a magic-based projectile before the 5 seconds are up. If armor expires by a magic-based projectile, half of the projectile damage is negated. Armor cannot be cast for a minimum of 5 seconds after casting(affects all augments).
Runestone Augments Crimson: Armor loses move speed bonus, but up to 10 weaker lightning streams are released upon expiration. Indigo: Changes the expiration effect to a single large and powerful lightning nova that pushes back smaller enemies(anything smaller than the Wizard). Obsidian: The spell now creates a companion Black Soul(Willowisp) for 20 seconds instead; it cannot be controlled and does not follow the Wizard. Black Soul has its own health and roams randomly. If a hostile enemy is nearby, it will fire a lightning stream in that direction every 3 seconds(up to 6 streams in 20 seconds). Only one Black Soul per Wizard may be summoned at a time. Recasting creates a new Black Soul and the old one expires. Golden: Lightning streams become chain lightnings that bounce up to 3 times each. Alabaster: When used, Wizard becomes immobile(and unaffected by all types of movement effects such as teleport and knockback) for 10 seconds. All incoming damage is reduced by half and each source of damage is retaliated with a lightning stream in that direction without limitations. The Wizard is unable to attack, cast, or perform any other action for the duration of this spell.
Visual: Creates an aura around the Wizard that looks like the pictured Willowisp above. Lightning streams look like the Lightning spell from D2. For the Alabaster augment, I wanted an interesting mechanic to the skill. It can be used to clear large amounts of weaker monsters that surround you, be a good starter to use on low-damage monsters(teleport in and perform), can be used as an emergency defensive spell when you know a very strong attack is going to hit you(will reduce it by half). And a Black Soul looks like this! I'm sure you all remember. <3
Flavor text~ A cornered lion may be dangerous, a cornered Barbarian on the other hand is a brutal death for any assailant involved. In the most desperate, and rare situations an honored and gifted Barbarian may ask a favor of the very Gods whom watch other all warriors. Borrowing the might of the Ancients for one powerful, and supernatural blow to send his enemies back to the very Hell in which they spawned.
Standard Effectt: You summon the ancient Gods of war to lend you their strength. You drop to one knee, knocking all local enemies back. For 7 seconds you gather the powerful energy being granted to you, vulnerable to all incoming damage during. After you've gathered the energy you jump, and slam your weapon into the ground, causing fissures to open in all directions; engulfing any small or weak enemies near them. Any lucky enough to survive are stunned for 5 seconds, after being exposed to the physical, and fire damage.
Runestone Augmentations: Crimson - Extra physical damage, and X seconds of stun are added.
Indigo - X less Rage is needed to preform the skill, -10 seconds off cool down time.
Obsidian - Instead of fissures cast out from the point of impact, they form in circles outward, covering more area.
Golden - The fissures remain open for X seconds longer, dealing fire damage to any enemies near by.
Alabaster - Out of each fissure, an skeleton worrier rises, fighting along side you for X seconds.
Visual: The Barb drops to one knee, creating a shock wave from the force and spiritual energy, than hangs his head down in prayer. The area around him starts to stir with energy, glowing orbs circle him faster and faster. Upon completion they merge with him, to which he screams, launches into the air, and with a mighty stance slams his weapon into the ground. A wave of dust rides the shock, as the ground opens with fiery fissures.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
Flavor Text: The Witch Doctors of the Torajan jungles spend most of their lives in the dense jungles of Tengaze, which is full of rich vines and roots. Some especially adept Witch Doctors have learned to manipulate these vines to trip up and entangle their foes, and mastery of this skill has allowed a select few of these warriors to summon vines in any place at any time.
Effect: Vines come out of the ground and wrap themselves around the feet and torso of the enemy, making it so that they are unable to attack or move.
Rune Effects:
Crimson: Strangling Vines - Also deals damage over time and has the visual effect of also wrapping around the enemy's head.
Indigo: Roots - Roots grow out of the ground and stop enemies from moving. Has an AoE effect around the original target, but the enemies can keep attacking.
Obsidian: Lashing Vines - AoE DoT that doesn't immobilize the enemies in any way.
Golden: Vine Wall - Instead of immobilizing targets, it creates a wall around multiple targets until the time effect is up or enough damage is dealt to the wall.
Alabaster: Line Effect - Deals the original effect in a horizontal line of enemies instead of just one.
Why do you want it?
Seems like a good crowd control for the WD.
Flavour Text: An elder shaman once came upon a bull in great pain. The beast had since parted from this world but with the aid of consuming many orbs of spirit mana, the shaman managed to connect with the bull's spirit. The bull told the shaman how he had been enslaved and tortured by demons for several years. The shaman simply told him, 'Now Bull, you will have your vengeance.'
EFfect: Summons a Spirit Bull that only attacks demons or anything else that's red.
Rune Effects:
Crimson - Faster charge attack speed.
Indigo - Summons many bovines.
Golden - Cheaper mana cost.
Obsidian - Equips the bull with a halberd.
Alabaster - Summons the cow king's spirit.
Flavor text~ A cornered lion may be dangerous, a cornered Barbarian on the other hand is a brutal death for any assailant involved. In the most desperate, and rare situations an honored and gifted Barbarian may ask a favor of the very Gods whom watch other all worriers. Borrowing the might of the Ancients for one powerful, and supernatural blow to send his enemies back to the very Hell in which they spawned.
Random Text: The Earth trembles, the sky roars, a flash of light followed by the tearing ground. A brief silence. Arachnids pour out as the creatures above cry in pain. The painted face smiles in delight, watching as millions of poison fangs fall towards him, dying but their purpose served in their short life. He gives his thanks to the slight tremors of dirt being pushed away and the ripped Earth closing once more.
Description: A beast basically non-existent to humans, the Crawler of the Deep aids the Witch Doctor in battle, calling forth lightning to crack open the ground, hatching an egg of Arachnids to feast on the flesh of his enemies, creating tremors as it burrows into the Earth.
Effect: Initial (minimal) lightning damage, 0.5 second stun. 2 second delay leads to a stream of spiders(of sort) to gnaw at enemies in the immediate area before dying soon after due to their quick birth(Causing Poison damage). Spiders pour out for 2 seconds. Cannot be used in quick succession(3 seconds after cast).
Crimson - Lightning deals fire damage and becomes AoE(Stun reduced to 0.1 seconds)
Indigo - Doubles stun time.
Obsidian - Releases Larger Black Spiders dealing additional physical damage with poison. (Tenth total poison- eg 100psn dmg over 2 seconds = 200psn damage and 20 physical). Increases total poison over time duration(Original is 2 seconds, increases by +25%, written as percent because it's additive with other +psnduration effects)
Golden - Strikes with lightning twice initially and at the end of duration. Stun time increased by 0.15 seconds. Duration decreased by 0.75 seconds. Spell Timer decreased by 0.5 seconds. (This means it's a 0.65 second stun on 2 targets initially and after the effect with a 2.5 second cooldown)
Alabaster - Summons 1 Offspring of the Crawler. Deals 75-100% damage as physical whilst applying poison on attacks. Attacks 2 targets at once(replacement for AoE). Initial stun removed replaced by a 0.1 second stun attack(decent attack speed. May be attacked. Lasts 10 seconds. Adds 2 seconds to Spell timer(total of 5secs, only 2 summoned allowed at once).
(eg of dmg: 100psn over 2 seconds = 75-100 physical damage + poison damage applied on attack.)
The reason why physical damage is taken from poison is to allow +poison spell damage to still effect the overall damage dealt by the spell.
I would love to see the wizard be able to call down two additional wizards to aid in the battle. Similar to mercenaries these two extra wizards would follow our hero around for a limited amount of time and would both master opposite tech trees to yourself. So including yourself, the three wizards will cover all 3 elements, fire lightning and ice.
I can see it working in a few ways. Perhaps they can simply be other wizards that our hero has trained together with and simply follow him around for a certain period of time or until they die. OR they can be something which our hero casts. In the second case, obviously sustaining these magical clones would require energy, so it may require X mana per second from our hero to keep them going.
I feel that this could be a strong ultimate spell for the wizard but obviously a lot of thought would have to go into something like this.
Yup, Familiar: Creates a companion that fights alongside the Wizard. The Familiar cannot be targeted or damaged by enemies. All skills from the Blizzcon 2010 build are on the wiki (ie Wizard)
Class: Wizard Skill name: Oscillator Flavor text: A shot of dark matter that, while inflicting massive amounts of magic damage, causes an exponential decomposition within an area of effect. (High tier spell)
Regular Effect: Once the spell is detonated, any enemies within a 3 meter radius experience a significant decrease in armor rating along with magic damage. Leveling up this spell will increase magic damage and slightly increase AOE radius. This is not a "seeking" spell and there is no prolonging effect (but can be applied with certain runes as explained below).
Runestone Augments
Crimson: Instead of dealing area of effect damage, the spell can be dialed down to a single target while moving at a much faster speed, but dealing considerably less damage. (Can be likened to an arrow)
Indigo: The same spell mechanics apply, but the spell can bounce off walls (3 hits) or until it encounters an enemy, upon which the spell will detonate as always.
Obsidian: Multiple spells will be released and, while smaller and dealing considerably less damage, will "seek" out enemies and cause prolonged damage (this is the only instance. This effect can be likened to an STD).
Golden: Place holder for effect (will be added later)
Alabaster: Place holder for effect (will be added later)
Visual: Much like the Sorceress' "Frozen Orb" spell, the wizard unleashes an orb, the only difference being that the spell doesn't have any discernible mass, but it is rather implied by a center point in which a spastic effect revolves around. The effect grabs at the surrounding matter. It moves quite slowly, but when it reaches a target (or hits a wall), it explodes. It's a magnificent explosion too, but nothing like you'd expect a common explosion to look like. One could call this a "mini supernova," but that wouldn't be accurate because there wouldn't be any visual color in the explosion, just the wavering form of the mass within the area of effect.
(This spell was inspired, in part, but the song "Oscillator" by The Contortionist)
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I hate the way you cling to ignorance and pass it off as innocence
What class would it be for?
What would it be called?
What would it do? +Runestone augmentations?
What would it look like? +Runestone augmentations?
Why do you want it?
My skill would be..
Class: Wizard
Skill name: Willowisp Guardian
Flavor text: "The Wizard invokes a Willowisp by condensing the energy present in the air and then bending its form to imbue herself with an armor of magical properties. Just the mere act of conjuring such beings are forbidden by the Zann Esu and Vizjerei due to their erratically violent nature and dangerously unstable properties; however, these spectral beings are some of the Wizard's highest interests and are subservient to her magical prowess."
Regular Effect: A windy aura that resembles a Willowisp(above) is created around the Wizard for a short amount of time(~5 seconds). Armor grants a large amount of move speed and shoots up to 3 lightning streams toward up to 3 random enemies when armor expires. Lightning streams go through most enemies. Armor expires naturally 5 seconds after casting or if the Wizard is hit by a magic-based projectile before the 5 seconds are up. If armor expires by a magic-based projectile, half of the projectile damage is negated. Armor cannot be cast for a minimum of 5 seconds after casting(affects all augments).
Runestone Augments
Crimson: Armor loses move speed bonus, but up to 10 weaker lightning streams are released upon expiration.
Indigo: Changes the expiration effect to a single large and powerful lightning nova that pushes back smaller enemies(anything smaller than the Wizard).
Obsidian: The spell now creates a companion Black Soul(Willowisp) for 20 seconds instead; it cannot be controlled and does not follow the Wizard. Black Soul has its own health and roams randomly. If a hostile enemy is nearby, it will fire a lightning stream in that direction every 3 seconds(up to 6 streams in 20 seconds). Only one Black Soul per Wizard may be summoned at a time. Recasting creates a new Black Soul and the old one expires.
Golden: Lightning streams become chain lightnings that bounce up to 3 times each.
Alabaster: When used, Wizard becomes immobile(and unaffected by all types of movement effects such as teleport and knockback) for 10 seconds. All incoming damage is reduced by half and each source of damage is retaliated with a lightning stream in that direction without limitations. The Wizard is unable to attack, cast, or perform any other action for the duration of this spell.
Visual: Creates an aura around the Wizard that looks like the pictured Willowisp above. Lightning streams look like the Lightning spell from D2. For the Alabaster augment, I wanted an interesting mechanic to the skill. It can be used to clear large amounts of weaker monsters that surround you, be a good starter to use on low-damage monsters(teleport in and perform), can be used as an emergency defensive spell when you know a very strong attack is going to hit you(will reduce it by half). And a Black Soul looks like this! I'm sure you all remember. <3
Class: Barbarian
Skill Name: Ancient Gift
Flavor text~ A cornered lion may be dangerous, a cornered Barbarian on the other hand is a brutal death for any assailant involved. In the most desperate, and rare situations an honored and gifted Barbarian may ask a favor of the very Gods whom watch other all warriors. Borrowing the might of the Ancients for one powerful, and supernatural blow to send his enemies back to the very Hell in which they spawned.
Standard Effectt: You summon the ancient Gods of war to lend you their strength. You drop to one knee, knocking all local enemies back. For 7 seconds you gather the powerful energy being granted to you, vulnerable to all incoming damage during. After you've gathered the energy you jump, and slam your weapon into the ground, causing fissures to open in all directions; engulfing any small or weak enemies near them. Any lucky enough to survive are stunned for 5 seconds, after being exposed to the physical, and fire damage.
Runestone Augmentations:
Crimson - Extra physical damage, and X seconds of stun are added.
Indigo - X less Rage is needed to preform the skill, -10 seconds off cool down time.
Obsidian - Instead of fissures cast out from the point of impact, they form in circles outward, covering more area.
Golden - The fissures remain open for X seconds longer, dealing fire damage to any enemies near by.
Alabaster - Out of each fissure, an skeleton worrier rises, fighting along side you for X seconds.
Visual: The Barb drops to one knee, creating a shock wave from the force and spiritual energy, than hangs his head down in prayer. The area around him starts to stir with energy, glowing orbs circle him faster and faster. Upon completion they merge with him, to which he screams, launches into the air, and with a mighty stance slams his weapon into the ground. A wave of dust rides the shock, as the ground opens with fiery fissures.
Why do you want it?
Seemed cool in my head.
Skillname: DiabloFan
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Skill Name: Summon Vines (WIP)
Flavor Text: The Witch Doctors of the Torajan jungles spend most of their lives in the dense jungles of Tengaze, which is full of rich vines and roots. Some especially adept Witch Doctors have learned to manipulate these vines to trip up and entangle their foes, and mastery of this skill has allowed a select few of these warriors to summon vines in any place at any time.
Effect: Vines come out of the ground and wrap themselves around the feet and torso of the enemy, making it so that they are unable to attack or move.
Rune Effects:
Crimson: Strangling Vines - Also deals damage over time and has the visual effect of also wrapping around the enemy's head.
Indigo: Roots - Roots grow out of the ground and stop enemies from moving. Has an AoE effect around the original target, but the enemies can keep attacking.
Obsidian: Lashing Vines - AoE DoT that doesn't immobilize the enemies in any way.
Golden: Vine Wall - Instead of immobilizing targets, it creates a wall around multiple targets until the time effect is up or enough damage is dealt to the wall.
Alabaster: Line Effect - Deals the original effect in a horizontal line of enemies instead of just one.
Why do you want it?
Seems like a good crowd control for the WD.
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Skill Name: Bovine Spirit
Flavour Text: An elder shaman once came upon a bull in great pain. The beast had since parted from this world but with the aid of consuming many orbs of spirit mana, the shaman managed to connect with the bull's spirit. The bull told the shaman how he had been enslaved and tortured by demons for several years. The shaman simply told him, 'Now Bull, you will have your vengeance.'
EFfect: Summons a Spirit Bull that only attacks demons or anything else that's red.
Rune Effects:
Crimson - Faster charge attack speed.
Indigo - Summons many bovines.
Golden - Cheaper mana cost.
Obsidian - Equips the bull with a halberd.
Alabaster - Summons the cow king's spirit.
Ditto. Reminds me of the end of this:
http://www.youtube.com/watch?v=re0yOujaBoM&feature=related
Name: Crawler of the Deep
Random Text: The Earth trembles, the sky roars, a flash of light followed by the tearing ground. A brief silence. Arachnids pour out as the creatures above cry in pain. The painted face smiles in delight, watching as millions of poison fangs fall towards him, dying but their purpose served in their short life. He gives his thanks to the slight tremors of dirt being pushed away and the ripped Earth closing once more.
Description: A beast basically non-existent to humans, the Crawler of the Deep aids the Witch Doctor in battle, calling forth lightning to crack open the ground, hatching an egg of Arachnids to feast on the flesh of his enemies, creating tremors as it burrows into the Earth.
Effect: Initial (minimal) lightning damage, 0.5 second stun. 2 second delay leads to a stream of spiders(of sort) to gnaw at enemies in the immediate area before dying soon after due to their quick birth(Causing Poison damage). Spiders pour out for 2 seconds. Cannot be used in quick succession(3 seconds after cast).
Crimson - Lightning deals fire damage and becomes AoE(Stun reduced to 0.1 seconds)
Indigo - Doubles stun time.
Obsidian - Releases Larger Black Spiders dealing additional physical damage with poison. (Tenth total poison- eg 100psn dmg over 2 seconds = 200psn damage and 20 physical). Increases total poison over time duration(Original is 2 seconds, increases by +25%, written as percent because it's additive with other +psnduration effects)
Golden - Strikes with lightning twice initially and at the end of duration. Stun time increased by 0.15 seconds. Duration decreased by 0.75 seconds. Spell Timer decreased by 0.5 seconds. (This means it's a 0.65 second stun on 2 targets initially and after the effect with a 2.5 second cooldown)
Alabaster - Summons 1 Offspring of the Crawler. Deals 75-100% damage as physical whilst applying poison on attacks. Attacks 2 targets at once(replacement for AoE). Initial stun removed replaced by a 0.1 second stun attack(decent attack speed. May be attacked. Lasts 10 seconds. Adds 2 seconds to Spell timer(total of 5secs, only 2 summoned allowed at once).
(eg of dmg: 100psn over 2 seconds = 75-100 physical damage + poison damage applied on attack.)
The reason why physical damage is taken from poison is to allow +poison spell damage to still effect the overall damage dealt by the spell.
Reason for picking spell: Stun. Delayed AoE. Multi-Elemental Damage. MotherFing Spiders.
Ugh! It's all I could think of.
like chain lightning, with zombie bears.
Just a joke.
PS Also plague of zombie bears.
zombie bear Swarm, just like locus swarm, but with giant zombie bears
pps All mentioned zombie bear tank for you and allow the wd to fly.
I can see it working in a few ways. Perhaps they can simply be other wizards that our hero has trained together with and simply follow him around for a certain period of time or until they die. OR they can be something which our hero casts. In the second case, obviously sustaining these magical clones would require energy, so it may require X mana per second from our hero to keep them going.
I feel that this could be a strong ultimate spell for the wizard but obviously a lot of thought would have to go into something like this.
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oh really? in that case <3 blizz
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Skill name: Oscillator
Flavor text: A shot of dark matter that, while inflicting massive amounts of magic damage, causes an exponential decomposition within an area of effect. (High tier spell)
Regular Effect: Once the spell is detonated, any enemies within a 3 meter radius experience a significant decrease in armor rating along with magic damage. Leveling up this spell will increase magic damage and slightly increase AOE radius. This is not a "seeking" spell and there is no prolonging effect (but can be applied with certain runes as explained below).
Runestone Augments
Crimson: Instead of dealing area of effect damage, the spell can be dialed down to a single target while moving at a much faster speed, but dealing considerably less damage. (Can be likened to an arrow)
Indigo: The same spell mechanics apply, but the spell can bounce off walls (3 hits) or until it encounters an enemy, upon which the spell will detonate as always.
Obsidian: Multiple spells will be released and, while smaller and dealing considerably less damage, will "seek" out enemies and cause prolonged damage (this is the only instance. This effect can be likened to an STD).
Golden: Place holder for effect (will be added later)
Alabaster: Place holder for effect (will be added later)
Visual: Much like the Sorceress' "Frozen Orb" spell, the wizard unleashes an orb, the only difference being that the spell doesn't have any discernible mass, but it is rather implied by a center point in which a spastic effect revolves around. The effect grabs at the surrounding matter. It moves quite slowly, but when it reaches a target (or hits a wall), it explodes. It's a magnificent explosion too, but nothing like you'd expect a common explosion to look like. One could call this a "mini supernova," but that wouldn't be accurate because there wouldn't be any visual color in the explosion, just the wavering form of the mass within the area of effect.
(This spell was inspired, in part, but the song "Oscillator" by The Contortionist)
I hate the way you cling to ignorance and pass it off as innocence
Just adding to the whole "2nd Wizard" thing.
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