Now that there is a magicky (wizard) class and a summoner (witch doctor) class, it doesn't leave much room for a necromancer... a necromancer is basically a mix of the Witch Doctor and Wizard but instead of fleas (Witch Doctor) it summons skeletons and beasts, so even though a wizard is cool, the necromancer has less chance to get in...
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Witch Doctor + Wizard = Necromancer No Necromancer = :confused::O:(
We already know that the Necromancer won't be in DIII. But the devs did say that there might be a chance of the Necromancer returning in a DIII expansion.
And when he does, I hope he summons more than just skeletons and dumb revived monsters...
Skeletons are cool, but they should evolve graphically, by getting more and more equipment. Max lv Summon Skeleton should make bad ass skeletons with shield, helmet, heavy rusty armor, etc... or be gradually replaced by more powerfull yet similar undead, so that when the skill is maxed, the Necromancer could summon Hellknights and *gasp* Oblivion Knights @.@
And for the dumb revived, it would be better to have Summon Wraiths or something more interesting. And they should either be obedient like Skeletons, or not disappear if left a bit far. This combination was the cause of vast armies of revived creatures vanishing (they didn't follow, and then disappeared). One of these, plus the time limitation, is enough to reflect the fact that they are hard to control. No need for three penalties on a high level skill - we deserve/earn the damn skill if we get it, right?
Makenshi, your post strongly reminded me of Heroes of Might and Magic, because those necromancers often raised skeletons, ghosts and what not from the dead and they had the whole stage of Skeleton => Zombie => Ghost => Lich => Death Knight => Bone Dragon
Of course, we do not want bone dragons but it's an appropriate idea. It would be interesting for the Necromancer to summon more viable creatures than just skeletons and golems. In fact, I think a necromancer that summons larger hordes of undead out of fallen monsters (temporarily) would be interesting, but I am not sure if the engine is capable of handling that.
Skeletons are cool, but they should evolve graphically, by getting more and more equipment. Max lv Summon Skeleton should make bad ass skeletons with shield, helmet, heavy rusty armor, etc... or be gradually replaced by more powerfull yet similar undead, so that when the skill is maxed, the Necromancer could summon Hellknights and *gasp* Oblivion Knights @.@
But that IS what happens in DII. As you put more points into skeleton mastery, the skeletons get upgraded armour, sheilds, helmets(?) and weapons. Not full armour like Oblivision Knights, no, but it still happens a bit. Well it was noticeable for me, but clearly not noticeable enough for you. It would be cool if they made them more armoured.
has anyone come up with some decent builds? I usually dont use any skills and stats and save them. until i know what skills i want. I want the best pvp and pk build i just dont know where 2 start.
has anyone come up with some decent builds? I usually dont use any skills and stats and save them. until i know what skills i want. I want the best pvp and pk build i just dont know where 2 start.
It depends to much in the skill numberd and limitations. I think the skills that have alot of potential in PVP are teleport, images, slow time and repulse. Each makes the nuker a nuker ius the offensive nukes, but what truelly makes difference in pvp are they defensive spells, once you must survive to kill something.
I'm finding the trees lacking skills. The Storm tree has 6 attacks. Arcane has 4 attacks. Conjuring has 2 (I can't read half of them). The rest are summons or buffs. That, to be blunt, is... disturbing.
Yeah, runes make the spells a bit different... but no, it's not the same. A total of 12 spells that do direct damage? 36 summons/buffs? Bleh.
I'm finding the trees lacking skills. The Storm tree has 6 attacks. Arcane has 4 attacks. Conjuring has 2 (I can't read half of them). The rest are summons or buffs. That, to be blunt, is... disturbing.
There is at least 1 tier of skills left in each tree. Storm is still missing twister, but we see it in the videos and Epic Storms increases the power.
I'm all for passive skills. I'm not for more passive than active skills.
Well then you may not like what's to come. D2 had a lot of active skills but a good majority of them were useless in most cases, I think they're wanting to fix this by making each skill more unique.
Well then you may not like what's to come. D2 had a lot of active skills but a good majority of them were useless in most cases, I think they're wanting to fix this by making each skill more unique.
That is exactly what they're trying to do, and it is a great idea. Granted, I'm not too fond of the 0/1 and 0/15 WoW influenced tree, but I'd rather 15 active skills that are all viable in combat, with added rune versatility, than 30 active skills of only which 5 are remotely useful and work the same way.
Well it's not 100% sure yet but respecs will probably make it into the game in one form or another. They seem to want to incorporate them somehow.
We do know that there is at least a partial respec available by allowing us to change the runes that alter our powers. Right? To those of you who played the demo, did you get to see any of the skill trees (partial or otherwise) and how about placing runes?
As for the wizard name, I hope this is what they meant when they said that the fans might not like the new classes. This I can live with.
I can't wait to try out the slow bubble. I wonder what the multiplicity rune would do to it. I suspect taht some poweres will only be able to accept specific runes, I can't see all of the runes working in all of the powers in a meaningful way.
Does anyone have any idea what some of the runes do? Are there combination's like rune words? Are there class specific runes and are some old runes from d2 returning?
Does anyone have any idea what some of the runes do? Are there combination's like rune words? Are there class specific runes and are some old runes from d2 returning?
The only runes we saw in the demo were:
Energy
Lethality - made electrocute send off shockwaves from enemies
Multistrike - made skull of flames bounce a few times
Power - made skull of flame leave a fire patch on the ground
Striking - made teleport an attack skill
No clue what they do beyond that.
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No Necromancer = :confused::O:(
Skeletons are cool, but they should evolve graphically, by getting more and more equipment. Max lv Summon Skeleton should make bad ass skeletons with shield, helmet, heavy rusty armor, etc... or be gradually replaced by more powerfull yet similar undead, so that when the skill is maxed, the Necromancer could summon Hellknights and *gasp* Oblivion Knights @.@
And for the dumb revived, it would be better to have Summon Wraiths or something more interesting. And they should either be obedient like Skeletons, or not disappear if left a bit far. This combination was the cause of vast armies of revived creatures vanishing (they didn't follow, and then disappeared). One of these, plus the time limitation, is enough to reflect the fact that they are hard to control. No need for three penalties on a high level skill - we deserve/earn the damn skill if we get it, right?
Of course, we do not want bone dragons but it's an appropriate idea. It would be interesting for the Necromancer to summon more viable creatures than just skeletons and golems. In fact, I think a necromancer that summons larger hordes of undead out of fallen monsters (temporarily) would be interesting, but I am not sure if the engine is capable of handling that.
i like the WD because hes new... you know wut i meannn??
But that IS what happens in DII. As you put more points into skeleton mastery, the skeletons get upgraded armour, sheilds, helmets(?) and weapons. Not full armour like Oblivision Knights, no, but it still happens a bit. Well it was noticeable for me, but clearly not noticeable enough for you. It would be cool if they made them more armoured.
[SIGPIC][url=http://www.diii.net/signature][img=http://www.diii.net/sig/983.png[/SIGPIC]
It depends to much in the skill numberd and limitations. I think the skills that have alot of potential in PVP are teleport, images, slow time and repulse. Each makes the nuker a nuker ius the offensive nukes, but what truelly makes difference in pvp are they defensive spells, once you must survive to kill something.
http://diablo3x.com/classes/wizard/wizard-talent-trees
I'm finding the trees lacking skills. The Storm tree has 6 attacks. Arcane has 4 attacks. Conjuring has 2 (I can't read half of them). The rest are summons or buffs. That, to be blunt, is... disturbing.
Yeah, runes make the spells a bit different... but no, it's not the same. A total of 12 spells that do direct damage? 36 summons/buffs? Bleh.
There is at least 1 tier of skills left in each tree. Storm is still missing twister, but we see it in the videos and Epic Storms increases the power.
[SIGPIC][url=http://www.diii.net/signature][img=http://www.diii.net/sig/983.png[/SIGPIC]
Well it's not 100% sure yet but respecs will probably make it into the game in one form or another. They seem to want to incorporate them somehow.
So we're going to see, maybe, 4 more attacks? Compare that to how many more passive skills?
I'm all for passive skills. I'm not for more passive than active skills.
Well then you may not like what's to come. D2 had a lot of active skills but a good majority of them were useless in most cases, I think they're wanting to fix this by making each skill more unique.
That is exactly what they're trying to do, and it is a great idea. Granted, I'm not too fond of the 0/1 and 0/15 WoW influenced tree, but I'd rather 15 active skills that are all viable in combat, with added rune versatility, than 30 active skills of only which 5 are remotely useful and work the same way.
We do know that there is at least a partial respec available by allowing us to change the runes that alter our powers. Right? To those of you who played the demo, did you get to see any of the skill trees (partial or otherwise) and how about placing runes?
As for the wizard name, I hope this is what they meant when they said that the fans might not like the new classes. This I can live with.
I can't wait to try out the slow bubble. I wonder what the multiplicity rune would do to it. I suspect taht some poweres will only be able to accept specific runes, I can't see all of the runes working in all of the powers in a meaningful way.
Imo D2 have a real small number of active abilities once only 1/10 of then worked. If a skill is useless, it doesn't even exist for me.
[SIGPIC][url=http://www.diii.net/signature][img=http://www.diii.net/sig/983.png[/SIGPIC]
The only runes we saw in the demo were:
Energy
Lethality - made electrocute send off shockwaves from enemies
Multistrike - made skull of flames bounce a few times
Power - made skull of flame leave a fire patch on the ground
Striking - made teleport an attack skill
No clue what they do beyond that.