We are proud to announce, as one of our three BlizzCon 2009 ticket giveaways, a Class Skills Contest!
Have you ever wanted to design the skill trees and play style of your very own character? Well here's your chance! All you need to do is submit a list of the THREE skill trees your class would have, describe the play style of your class and the name of your class. Provide as many details as possible. You must post your entries in this thread.
The skills must be created by you and specifically for the contest. Do NOT intentionally use other people's material from anywhere, we will find out and you will be permanently banned for attempting to cheat on a contest.
The contest will be judged by the Admins and Moderators of Diablofans.com.
Judging will be conducted on the following:
Franchise Coherence (How well does your creation fit into the existing lore / style of Diablo?)
Originality (How new is your idea? Have we heard something like it before?)
Rules
You must post your entries in this thread.
Enter as many times as you like, but put each entry in a separate post.
If you have any questions, please post them in the Official Questions Thread. Do not post questions in this contest entries thread.
Prizes:
The winner will of course receive one general admission pass to BlizzCon 2009! (Winner is responsible for own travel & hotel arrangements to BlizzCon). For more information about BlizzCon, please visit www.blizzcon.com
One runner-up will receive a Diablofans.com t-shirt.
Deadline:
All entries must be posted no later than 11:59 PM PST on Monday, June 8th, 2009.
Big thanks again to Blizzard for providing us with these BlizzCon tickets so we can give you guys an additional opportunity to attend BlizzCon and create something fun for everybody to check out in the process!
We're really looking forward to seeing some truly great entries here, so get to work and from all of us here at Diablofans.com, good luck to all of you!
This is an example of three skill trees I have designed for my own class. You can, of course, provide more skills and details than I have!
Morsarbor Skills
---Spirits Skill Tree---
Tree Minion Combining the Necromancers knowledge of golems with the nature power of the Druids, the Morsarbor are able to summon dead tree branches and roots from the ground as minions.
Effect: Summons a minion. More points allows for more minions.
Raven Spirit Sometimes considered an Omen of Death, the raven's presence weakens the monsters in the area, making them more prone to passing into the afterlife.
Effect: Summons a Raven pet. While summoned, enemies take more damage.
Black Dog Another combination of the Necromancer's Curses and Spirits of Nature, the Morsarbor form what some cultures would call a Death Omen in the form of a Black Dog which forebodes the death of his enemies. The Black Dogs act like Dire Wolves, but have an aura about them that causes enemies to flee in terror on first sight.
Effect: Summons a Black Dog minion to help fight foes. Enemies are afflicted by the Terror curse when they get close enough to dogs, but each enemy is only affected once. More points summons more dogs and increases radius of curse.
---Omens Skill Tree---
Comet Omen In some cultures comets are seen as bad omens. The Morsarbor combines the Druid's Armageddon spell with the Necromancer's Lower Resist curse to form a comet in the sky that acts as an omen, lowering the resistance of enemies within a large radius.
Effect: Essentially casts Lower Resist on all enemies on screen, but has a % chance of being effective (as it depends on which enemies actually look up to see the comet).
Death Vision
Altering the Druid's skills in transformations, the Morsarbor briefly transforms himself into Death, then quickly lowers the vision of his enemies so that they can't see anything except for the image of Death burned into their retinas. This gives enemies the feeling that they have died, and proceed to move slowly as if they really have been sent back to the abyss that spawned them.
Effect: Casts Dim Vision on surrounding enemies and also slows their movements.
---Nature Skill Tree---
Chill of Death
The Morsarbor calls upon ghostly winds to chill and slow his foes.
Effect: Causes a mist to form around the player, cold-damaging enemies over time.
Arborwall
Similar to Bone Wall, the Arborwall summons roots and vines instead of bone. The improvement is that this tree wall more solid as the roots and vines are better able to be threaded together, and can also fight back at opponents that get too close or try and break through.
Effect: Summons a wall of vine that also damages enemies who attack it.
Arbor Armour
It is customary for Morsarbors to actually bind tree branches and roots to their skin. This is done slowly over time, using their animation and transform magics. The end result is a half man, half tree hybrid. The higher the rank a Morsarbor is, the more branches he will have. While merely a display of power amongst the Morsarbor order, one not familiar with the Morsarbor may find this quite a terrifying display, even from the lowest ranks.
Passive: Adds extra branches to player, no matter what armour is being worn. Branches also increase stats slightly.
The Main idea behind this class is a thief mixed with ranger having some decent support aspects. I originally had the middle skill tree more of a companion "crew" member summon, but then i realised that the devs will be making mercenarys in D3 more customizable.
Marksmanship
This skill Tree will Feature Cross bows or pistols/rifles Combat Skills.
(if they fit with the games play style)
Concussion Shot - stuns a single target with good damage. Concussion Burst - Stuns multiple targets with low damage. Ranged Mastery - Increases ranged weapon damage, chance to hit, and critical percentage. Piercing Shot - A shot that charges to do high piercing damage in a line. Bomb Shot - Shoots a bomb projectile to selected location and explodes to hit all foes in the radius, all foes hit will be left with a burning condition. Tracer Shot - A shot traced to the closest nearby foe. Revert - Dash backwards from a high-powered shot that does moderate single target damage. Extensive shot - Shoot single shots at all targets within range. ( number of targets increase with level ) Sidewinder - An extremely accurate shot that does catastrophic damage to a single target, This skillful shot is known to be heard from for miles.
Battle Measures
These skills are support or miscellaneous skills used to support the other two main trees.
Treasure Find - Pings chests on the map, or secret locations otherwise unseen. Lock Pick - Picks the locks of chests or doors you otherwise could not open. Sailors Compromise - Take 50% more damage but cause 50% more damage. Deadly Compromise - Takes 50% more damage but increase your critical damage and critical chance by 30%.
( Note, you can only activate one compromise at a time, and compromises only last a short time length. Example 10 seconds. ) Sailors Shout - Increases group damage and movement speed slightly. Deadly Shout - Increases group critical damage and movement speed slightly.
( Note, you can only active one shout at a time, also Shouts remain on until turned off. If another pirate is in the group different shouts will stack together just not the same shout. ) Captains Focus - ( Passive ) Increases Evasion and Attack Speed. Captains Will - ( Passive ) Increases Health Points and Damage. Siphon Aura - The souls of dead crewmen slowly eat away foes Health Points in range. ( Example. 10 points per second. Enlighten Aura - All allies in range slowly regain Health Points and Mana Points ( Rage or Energy or what ever it is mages or casters will be given as a replacement. ) Haste Aura - All Allies in range get a slight increases in Movement Speed and Attack Speed.
( Note, you can only have one aura activated at a time, however if another pirate is in the group, different auras can stack together just not the same aura. )
Scimitar
This skill tree will feature Single Scimitar and Twin Scimitar Combat Skills.
Twin Slash - Slash Foes twice in a 180? in front. Scimitar Mastery - Increases Scimitar damage, chance to hit, and critical percentage. Fending Thrust - ( Requires Single Scimitar ) Thrust Forward piercing all in a line with great damage. Dual Wield - Wield Two Scimitars Increasing your Critical damage but decreasing your basic damage. Blade Spin - ( Requires Two Scimitars ) Spin upward twice damaging all in a 360?. Fearful Dash - Dash forward swinging the scimitar(s) damaging all in a 180? in front.
( This skill also damages all foes from initial starting location to the final destination. ) Fanatic - ( Requires Single Scimitar ) Attack each foe adjacent to you with a scimitar. ( Similar to a Paladins Zeal. ) Unrelenting Strike - ( Requires Two Scimitars ) Dash to each foe within range and deal catastrophic damage. ( The amount of foes dashed to is a low number, every 2 levels this increases the number of foes striked by only 1 value. With a maximum of 2 per target and a maximum of 5 total targets. )
My Second entry will feature a Familiar shapeshifting type class, I am only making this post so that if your interested, you should pop in and check it out :]. Btw Atru very nice examples in all 3 areas of the contest.
Tree #1: Nightmare
The nightmare skill tree centers its power on assaulting the target's mind with deadly afflictions and illusions, spreading panic in the ranks of your enemies.
- Mind Steal (Passive): Each time you strike an enemy, you have a chance to summon a ghostly hand that will steal the life and spiritual force off of the mind of your target and adding it to yours. More skill will increase the amount of HP/MP stolen and proc chances.
- Lucid Dreams (Passive): Put your mind in a calm state of waking dream, increasing the rate at which you recover mana by X%. More skill will increase your mana regeneration rate.
- Focused Mind: (Passive): Increase the damage of all Dreamslayer direct damage spells by X%. More skill increases the damage bonus.
- Nightmares (Skill): Fill the mind of your enemies within X yards with unspeakable horrors, making them take shadow damage over time and preventing them from casting spells for a short time. More skill will increase the damage and duration of the spell.
- Horrific Illusion (Skill): Spawn an illusion on the field that will appear to each of your enemies as their most horrific nightmare, making them run X yard away from the illusion, scattering their ranks and making them easier to destroy one by one. More skill will increase the fear range of the illusion.
- Dominance (Skill): Assault the target's mind, overwhelming its will and forcing it to fight for you for the duration of the spell. More skill will increase the duration and the fighting power of the dominated target.
- Pain Link (Aura*): Create a telepathic link with your enemies, sharing with them the pain you receive from their attacks. Enemies will receive X% of the damage they inflict on you. More skill will increase the % of the damage returned.
Tree #2: Spacetime
The Spacetime tree allows you to manipulate space and time around you and your enemies with ease, diminishing your enemy's capacity to fight and casting devastating spells.
- Haste (Passive): Increase the speed at which you think, increasing your attack speed, casting speed and armor. More skill will further increase attack/casting speed and armor.
- Ravage of Time (Passive): Every time you strike an enemy, you inflict the Ravage of Time upon them, lowering all their stats by X% for up to X seconds. More skill will increase the effect and duration.
- Everlasting Pain (Passive): Increase the damage by X% and duration of all damage over time spell by Y%. More skill will increase the damage bonus.
- Mind Slow (Skill): Slow the flow of thought in the mind of your enemies in an X yard radius, decreasing their running and attack speed by Y%. More skill increases the range and potency of the spell.
- Ripple (Skill): Send a massive ripple in front of the caster that bend space itself, damaging and pushing back all enemies in its path. More skill increases the damage of the spell.
- Gravity Bomb (Skill): Send a ball of concentrated matter toward your target. The balls moves slowly but attract enemies that come close to its path and will explode upon impact, damaging all enemies within X yard. More skill will increase the damage and slightly increase the speed and gravity pull of the ball.
- Displacement (Aura): The space around you becomes blurry and undefined, and enemies attacking you are unsure of your real position, reducing your chance to bit hit, critically hit and slightly reduce the damage you take. More skill increases potency of the spell.
Tree #3: Combat
The Combat tree focus its power on deadly melee attacks that strikes not only at the body of your enemies, but also directly at their mind and soul.
- Shadow Burn (Passive): Each melee attack also burns your target's soul, inflicting damage over time on them. Can stack up to X times. More skill increase the damage and maximum stack size of the DoT.
- Unwavering Resolve (Passive): Focussing your mind on your fighting capacity, you convince yourself that you are an invincible warrior, increasing your melee damage and maximum life by X%. More skill further increase life and damage.
- Mind and Body (Passive): The power of your mind also affects your body, giving you X% to resist illness and movement impairing effects and increasing all resistances by Y%. More skill further increase the effect.
- Psionic Charge (Skill): Enhance your melee attacks with shadow damage, and charge up your target with shadow energy. Upon dying, your target will explode, releasing the charged energy and dealing damage to all surrounding enemies. More skill increase the bonus and explosion damage.
- Mirror Self (Skill): For the duration of the spell, all enemies around you are convinced to be the target of your attacks, so much that they receive damage as if you were attacking them. Each attack will damage all enemies around you for X seconds. More skill will increase the duration.
- Shadow Strike (Skill): Teleport yourself next to the target, striking them from behind and stunning them for a short period of time. More skill increase the damage and stun duration.
- Greater Resolve (Aura): Increase the effect of Unwavering Resolve, Haste and Lucid Dream by X%, and share the base effect with all members of your party. More skills will further improve the effect of the passive spells on you and your party.
These are the skill trees to my Ravencloaked class. The lore for the class is written on the other thread. I do not have art for the class at the moment. If anyone is interested in doing the art to enter the art contest themselves (or if this is somehow not allowed), let me know.
[NOTE]: These are not complete skill trees, and most skills lack the full range of attributes (such as mana cost, level requirements). These skills follow the general broad range of 1 - 5 number of maximum points allowed in skills (I am fully aware Blizzard might considered doing 1 - 15 through actual points or items). For the sakes of these skills, you may considered them to be like Talent Trees in WoW (except with active skills) if that makes you feel better.
[NOTE]: For the sake of the lore, the Ravencloaked is referred to as she.
---Subtlety---
Crimson Step [ACTIVE] - The Ravencloaked teleports to target location. If there is a corpse within x yard, that corpse explodes, dealing 40-80% damage equal to the health of the monster.
Level Improvements: Detection range, Cooldown
Ravencloak [PASSIVE] - Disperse into multiple ravens when damaged for more than 5% of your maximum health. After 2 seconds, spawn at a random raven. This abilities may not be used more than once every minute.
Level Improvements: Raven counts
Ravenfall [PASSIVE] - Whenever Ravencloak comes into effect, the Ravencloaked automatically deliver a backstab, dealing x% more damage, behind the nearest target.
Level Improvements: Bonus damage
Improved Ravencloak [PASSIVE] - Whenever Ravencloak is dispersed, all enemies nearby takes damage.
Level Improvements: Damage
Gravecloaked [PASSIVE] - Whenever Ravencloak kills a target, a free Crimson Step is activated to the nearest corpse.
Level Improvements: Nothing, one point skill
Disguise [ACTIVE] - The Ravencloaked is able to disguise as any monsters she has encountered in the beastiary for x seconds. Monsters of a higher level than she is has a higher chance to see through her disguise. This ability allows the triggering of other abilities.
Level Improvements: Duration
---Combat---
Mark of Beliarh [ACTIVE] - Mark the target, making it more susceptible to fire damage.
Level Improvements: Bonus fire damage.
Beliarh Strike [ACTIVE] - Strikes target, dealing +x fire damage. Has y% chance to apply the Mark of Beliarh.
Level Improvements: Bonus fire damage, Chance
Raven Strike [PASSIVE] - Every 6th hit, the Ravencloaked delivers a strike that deals +x% damage.
Level Improvements: Bonus damage
Note: This works on both melee and range attacks.
Talons of the Raven [PASSIVE] - Whenever Raven Strike occurs, the critical chance is increased by x%.
Level Improvements: Critical chance
Feathers of the Raven [PASSIVE] - Whenever Raven Strike occurs, Ravencloaked has x% chance to attack twice more.
Level Improvements: Chance
---Corruption---
Obsidiance Skin [PASSIVE] - The demonic corruption have tainted her once milky skin into the purest dark. Such skins of these black stones have somehow not affect her agility in battle. The Ravencloaked gains a +x% physical reduction, and +y% magical reduction.
Scorching Nightmare [ACTIVE] - The Ravencloaked summons a pillar of hellish fire that follows her for the next x seconds, dealing y damage per second as fire damage.
Level Improvements: Duration, Fire damage
Crimson Raven [ACTIVE] - The Ravencloaked summons a crimson raven. The raven flies out in a straight line to a range, then attempts to fly back to the Ravencloaked. The raven deals fire damage to all enemies it touches. The Crimson Raven lasts up to x seconds.
Level Improvements: Range, Damage, Duration
Flames of Moloch [PASSIVE] - The Ravencloaked's every strike delivers the Moloch's flame, draining x mana and dealing 100% of that as bonus damage.
Level Improvements: Mana drained
Moloch's Tongue [PASSIVE] - If Flames of Moloch causes target's mana to hit below x%, then target is Silenced for y seconds and takes z damage.
Level Improvements: Mana percentile, Silence duration, damage
[NOTE]: Some interesting combinations
You could cast Scorching Nightmare, which combines well with Crimson Step or even Ravencloak. The fire pillar will follow you everywhere, so you can teleport behind a group of enemies to let it sear through all of them (and teleport back to do let it run back, of course, you have to worry about duration).
Crimson Raven is another good combination with Crimson Step, because you can keep getting away from the raven to keep it slicing through enemies. To provide additional safeguard to an infinite combo with this, the duration to Crimson Raven was added.
If you can get all the effects of Raven Strike with Ravenfall, that's a lot of bonus damage.
I'll write up more abilities when I get time. I've been designing stuff here and there for other games, but never had a chance to design an infernal class that is actually based on the fact that they are only infernal so they can disguise as one of them.
The revenant is a chaotic-neutral soul exclusively not associated to Heaven nor Hell. The revenant's style is completely unpredictable and all decisions are based on their own baseline morals; these vengeful souls are not evil nor good. They fight for themselves and for allies. It is said their race originates somewhere amidst the burning sands of Aranoch. The remaining few of this mysterious race are hidden amongst a long-forgotten city devoured mostly by the blistering sands of the desert, deep within the region's bounds. The revenant is an interesting mix of a caster and melee class.
The revenant's skill tree will be based upon dimensional manipulation, ghostly abilities, and heavy combat.
Dimensional
The revenant exploits the boundaries of reality with powerful magick.
Bone Warp - Creates a portal, hoisting a weapon of bone similar to the weapon equipped currently by the revenant. The weapon is thrusted out of the portal at a nearby enemy or group of enemies. The weapon swirls around, creating AoE damage. Damage is based off of the current weapon damage the revenant had at time of ability use. Damage is increased by 5% per skill point.
Soul Shatter - The revenant uses archaic magic to summon ethereal spirits from the outer plane. Spirits are missile-line damage that glide from the direction in which the revenant casted. Missiles can home occasionally, and explode with AoE damage. Damage is based off of percent of weapon damage and intelligence. Gate persists for a certain frame of time, or when all enemies on screen and slightly off-screen are dead. Increases damage and number of spirits per skill point.
Armor of the Decayed - Creates a revolving shield of flesh and bone. Shield grows stronger slightly as enemies are slain for a certain time-frame. Each level increases defense percent and thorns damage.
Dimensional Warp - The revenant summons two portals. He can seperate them within 100 yards maximum. Click on one portal to transfer to the other. Lasts for a certain duration, 10 second cooldown on use of warps. One point skill. Can be used every ten minutes.
Intrusion of Shadow - Slices the seams of reality, causing confusion to nearby vulnerable enemies. This ability distorts their perception. Causes enemies to swing violently and wander aimlessly while doing so. They can attack themselves, allies, and the revenant.
Sands of Aranoch - The revenant opens a portal from the most burning dunes of Aranoch. The sands come out in a firey storm of dust. Sets all enemies on fire, decreases movement speed of enemies, increases movement speed slightly of revenant, and does medium missile damage per chunk of condensed and flaming sand. Upper tier talent. Skill increase results in higher fire damage, more fire resistance to the revenant (passive), and longer duration. Dissipates when enemies are destroyed, or duration runs out.
Warlock of Aranoch - Transforms the revenant into a guardian. This makes the revenant a more powerful combatant. Increased physical damage, defense, and ability damage by 25%. One point talent, passive ability. Can be switched on and off through menu option, or hotkeys.
Ethereal
The revenant uses his connection to spirits as tools for battle.
Weapon of Rituals - The revenant imbues weapons with the power of the ethereal world. This creates magic damage as an addition to normal damage on the weapon, and causes crushing damage. % magic damage increased per level, and slight amount of knockback. DOES NOT STACK WITH ELEMENTAL WEAPONS (combat tree).
Embalmation - Returns the dead back to life by calling upon a spirit to take it's place. Can be used on NPC allies and most enemies. Embalmed corpses gain speed, damage, health, and armor. Percent and numbers vary on skill level. Some spirits can learn abilities, based on skill level. Certain number of corpses can be raised, based on level, and only disappear upon death or leaving game in which the player is in.
Ghost Bolt - Simple ethereal attack that splits on target. Skill level increase results in more bolts, more splits, and a high damage percentage. Non-elemental attack.
Soul Spike - Sends an evisceral spirit towards your foes. The spirit will eviscerate them if they are close to death; or will pass through them and gut them. Skill level increase results in a more daunting spirit with sharper weapons, which results in larger area of effect and damage.
Parting of the Spirit - Upon enemy deaths, the revenant automatically extracts foes spirits. This heals mana and health to a slight degree. One point talent, mid-tier.
Celestial Shock - A freezing attack called upon by the spirits of the dead. Freezes enemies, making them crushable while frozen or removing their movement speed. Fire abilities used on frozen enemies make them melt. Celestial Shock also creates pools of water when ice melts off enemies, causing lightning damage to create an AoE over watered areas(temporary). Damage increased by skill level and character level.
Requiem of Doom - Fades surrounding area into twilight, calling out upon the spirits and the undead. Creates a small army of ritualists and fiends temporarily to siege war against nearby enemies. Ritualists fire non-elemental spirit missiles that go through enemies causing line damage. Each missile does less damage after each hit. Fiends are fast creatures that are the embodiement of Hell into a human's corpse. One point ability, upper tier. 5 minute cooldown.
Ethereal Form - Top tier talent. Transforms the revenant, making his appearance ghostly and stronger. Increases defense, attack, resistance, and creates a chance to dodge attacks. This form increases spiritual damage of all elements and attacks. Can be switched on and off through menu option. Passive duration. One point talent. Can be disabled through menu option or hotkeys.
Armed Combat The revenant uses weapons of war to combat the elements.
Harvester of Death - Increases damage dealt by physical weapons. Slight percentage increase per skill level.
Elemental Weapons - One point skill, lower tier. Allows the revenant to choose an element of his liking for his weapon. Stacks with weapon effects. The revenant will have a menu option to choose which element of his liking, or can choose non-elemental (regular). Elements may include frost, fire, poison, darkness, holy, and lightning.
Black Acid - The revenant rips off part of his flesh, and hurls it at targeted ground. The flesh decays into black acid, creating a burning pool of darkness that disintegrates enemies or causes them to burn in agony. Damage based off of weapon damage. Damage is elemental, based off of fire. Increased area of acid and damage per skill level.
Brace of the Ancients - Allows dual-wielding of one-handed weapons. One point talent, passive. Mid-tier.
Spiteful Incursion - Sends the revenant into a craze, creating an effect depending on which elemental weapon you have equipped. Non-elemental weapons make an attack in which the revenant slices crazily and hastily, barraging the enemy with a cluster of fast attacks in AoE damage, around the revenant. One point talent.
Example: If lightning is equipped, the revenant creates a powerful storm around him that fires lightning bolts down on the ground randomly, while also increasing lightning damage % and allowing for the shocking of enemies.
Bane of the Unholy - A strike of shadows that pierces flesh and causes a shadowy substance to glide to nearby enemies, ripping them apart. Damage based off of intelligence, 10% at base level. Each level increases by another 10%.
Cadaver Infusion - Allows the revenant to use a nearby corpse to heal himself. The revenant consumes the corpse. One point talent, passive, heals 5% of maximum health per corpse. Middle-tier talent.
Rift of Chaos - The revenant goes into a craze, swirling his weapons around him similar to the barbarian's whirlwind. Spirits shoot out in corner directions from the revenant. Spirit damage is based off weapon damage, but as a holy elemental attack. Level increase results in more damage, more spirits, and more enemies spirits can pierce.
Fury of the Undead - A storm of ghosts extrude out of the revenant. These souls carry a copy of the weapon in the revenants hand, and attack all enemies in range. When spirits are around, the revenant gains 25% more holy damage. Spirits damage is based off weapon damage of revenant. Holy damage increase and more spirits per skill level. Five point maximum, upper tier talent.
Vampiric Steel - The revenant has a chance to steal enemy's life by a small percentage. One point talent, passive, upper tier. When revenant steals life, he glows red for half a second as an effect.
Evisceral Strike - Cuts the enemy in a criss-cross fashion, also releasing the soul of the enemy if the enemy dies upon striking. This attack allows for a small chance to instantly kill non-boss enemy monsters. Based on weapon damage, each skill level adds a slightly higher chance to instantly kill and more damage.
Boiling Blood - Increases the revenants attack speed and movement speed. The ground along which he moves occasionally drops embers that create an area of fire that spreads.
Duration: 10 seconds, skill level 1. Duration and damage improves as more points are put in, and widening the area of which it spreads. Damage is based off 50% of intelligence, on top of it's increasing damage per level.
Brace of the Angels - Allows for dual-wielding of two-handed weapons. One point talent, upper tier.
Warlord of the Smoldering Sands - Transforms the revenant into a Guardian of the Smoldering Sands. This is an ancient warrior that guarded Aranochian homelands in times long ago. His armor is burning and hot to the touch; when using abilities special fire moves are added to them, with non-elemental damage but burning effects. Increases resistances, movement, attack-speed, and weapon damage. One point talent, top tier. Can be disabled through the menu option or hotkeys.
Hailing from the hidden forests of the in the Swamp lands, East of Caldeum. A tribe of spiritual warriors have lived for hundreds of years. Keeping mostly to themselves they have spent their years practicing the arts in nature manipulation and spirit channeling. They have also gained many skills in combat while fighting each other over their small but precious land. As the years went on and evil came ever closer to them they had to make their presence known to the rest of the world. Among them, a leader emerged, skilled in all forms of their combat and most in-tune with his spirit. Determined to save and prevent the destruction of his people he ventured East to the poor site that was now Tristram. Nobody had seen what his people were capable of, but he would soon prove his worth in the battle against good and evil.
Spirit Tree - The most important aspect to their people is the ability to channel the spirits of the different animals in their jungles, both summoning beasts and becoming the beasts themselves.
Spirit of the Leopard - Summons an ethereal leopard
Effect - Summon the spirit of a Leopard to fight by your side Spotted - Transform yourself into a Leopard.
Effect - Increasing both agility and attack speed. Alpha Male - (passive)
Effect - increases vitality and attack power of your leopare spirits Ferocious bite - As a leopard your teeth glow yellow
Effect - Adds (x) damage to your attack Croc Skin - Change yourself into a crocodile.
Effect - Increases your defense and your strength Spirit Dagger - Throws a spirit dagger at opponent
Effect - Does (x) damage Meditation - (Passive)
Effect -Increases all damage done by spirits by (x) amount Slither - Transform yourself into a snake
Effect - Increase dodge chance and adds poison damage to your attacks
Nature Tree - Living hidden in the jungles they have become quite intuned with nature and have learned to manipulate to help in their battles.
Strangling Vine - Sends out a vine that crawls through the floor
Effect - holds enemies in place where they stand Bloom - Grows a tree That can walk and glows green
Effect - Summon a tree to help attack your enemies Poisonous plants - Weapon glows green
Effect - Add poison to your normal attacks Thorns - Thorny vines wrap all around you
Effect - Returns damage to attackers Sap - the ground around you dies
Effect - restores (x) amount of life to yourself
War Tree - Having fought other clans for hundreds of years to defend their land. This tribe has become quite capable of fighting with melee weapons
Bow Mastery - (Passive)
Effect - Increase all damage done by Bow/Throwing Spears Clobbered - Swing twice for each normal swing
Effect - Adds additional attack to adjacent enemy Club Mastery - (Passive)
Effect - Increase all damage done by clubs Sweeping strike - After landing a swing monster falls on the ground
Effect - Disables monsters from moving and increasing chance of a critical hit on next strike Bludgeon - When you attack an enemy the become dizzy
Effect - Causes monster to stop attack for 2 secs Poison Arrow - Green arrow is shot
Effect -Adds poison damage to attack
Living in Ensteig, the Crusader has spent much of his time spreading the word of all that is virtuous and righteous. Willing to put up arms against anyone or anything that gets in his way, The Crusader has seen many battles. He is very experienced in close combat with a shield in one hand, a sword in the other, and his Holy presence guiding him through his fights. The Crusader is willing to sacrifice everything, including his own life, in the fight for what is righteous. Through his efforts, he hopes to convert others to his side in the fight against the evil.
For the last twenty years The Crusader has been fighting off the inevitable advancement of the forces from hell that has come from the now Dreadlands. Realizing that he can?t fight them off forever, he has decided to find the source of this evil and smite it. Ending the evil is this world once and for all.
Guardian Tree- Through out his battles the crusader has not only become well versed with a shield in his hands but he is also willing to sacrifice himself for the good of the fight
Divine Shield - Shield glows blue with a blue glow
Effect- Increase chance to block with your shield Spike - Puts an ethereal spike on your shield
Effect - Adds attack damage to your successful blocks Holy Life - Gold glow comes from you to ally
Effect - Drains your own life to increase the life of your allies around you Shield Charge - Run forward with white glow trailing you
Effect - An attack where you charge through the masses of enemies in front of you, inflicting damage to all who are in your way Last Hope - A bright glow around you
Effect- The closer to death you get the more successful your blocks are Titan Armor - Armor becomes tough enough to absorb anything
Effect - Allows you to take no damage for 5 secs
Devout Tree - Through his devotion, he has learned to smite the evil with his Holy powers
Conversion - Gold cross glows above the converted
Effect - Convert your enemies to fight by your side Divine Intervention - Weapon glows gold
Effect - Imbues weapon to do additional holy damage The Heavens - An ethereal cloud appears above and lightning
comes down from it
Effect - Creates an AoE attack the rains down lightning onto your enemies Blessed Swing - Weapon glows blue
Effect - Allows you to simultaneously attack all enemies
surrounding you Angelic - Three angels come down and attack your enemies
Effect - Summon the angels themselves to fight by your side for a short time Exorcise - You release the demons soul
Effect - Significantly damage the enemy and lower their attack
Battle Orders - Through his many battles the Crusader has become very skilled in close combat. He has used these skills to not only further his abilities but also those around him
Tactics - (passive)
Effect - increases attack speed with one handed weapons Strike - Quickly strike down twice
Effect - Allows you to have two consecutive strikes for each swing of your blade Commanding Presence - gold glow around you and your party
Effect - Increases vitality and strength of your
allies around you Perseverance - As you come close to death you glow blue
Effect - the closer you come to death the stronger your attacks get Front Line - all of your allies glow blue
Effect - for 5 secs you absorb all damage taken by your allies
Living in the Northern Regions of Xiansai, the samurai have distanced themselves with the rest of the world. Concerning themselves with their own feudal warfare amongst themselves, the samurai have spent the last hundred years isolated from the evil that has corrupted the world. They have spent their time distancing themselves from their cousins on the south of the island, relying not on magic but their own brute force. They are very skilled in not only close combat but have become excellent archers in their own right, rivaling that of the great Amazons from the islands furthest away from them. They have also mastered the technique of defending attacks not with a shield, but with the deadly weapons they yield and their speed to evade attacks.
However, as of recently there has been many words said about the lack of involvement against the evil. Word of a selfish nature and even the possibility that they have sided with the evil that is spreading.
Wanting to regain their honor they have sent their mightiest warlord to aid in the elimination of the evil. With his abilities in combat he has become an indispensable warrior in this fight.
Extension Tree - The Samurai have learned that the easiest way to stay alive in combat is to stay as far away from your enemy as possible. With skills with the bow that can rival the amazons, the samurai have perfected ranged combat
Bowman - (Passive)
Effect - increases damage of your bow attacks Fiery shot - Bow/Spear glows orange
Effect -imbues your arrows with fire to add additional fire damage Spear Strike - (Passive)
Effect - Increases the chance to land a critical strike with throwing spears Pierce - Yellow glow around your arm
Effect - The strength of your shot allows your arrows to
penetrate your enemy and hitting enemies behind him Rapid Fire - Release 4 shots in the same time as 1 normal shot
Effect- you shoot your arrows so quickly that the rain down on to a specific spot at the same time hitting multiple targets at the same time Frozen Touch - Bow/Spear glows blue
Effect - adds ice damage to attack and has a chance to freeze enemy
Skirmish Tree - When the fight comes within arm length of the Samurai he is able to hold is own in close combat. With the skills of his two-handed weapons, the samurai is just as deadly up close as he is far away
Sharpened Edge - (Passive)
Effect - you gain (x) damage for each swing Speed Burst - Speed trails follow your body
Effect - With each successful swing your attacks become
quicker and quicker Magic Katana - An ethereal katana follows you
Effect - summon a katana that mimics your own
attacks With Honor - Body glows red as you get close to death
Effect - The closer to death you get the stronger your attack gets Disembowelment - Yellow trail follows swings
Effect - With your great accuracy you slice the vital
organs of your enemy causing them to bleed for additional damage Dragon's Breath - A cone of fire emits form your weapon
Effect - does a small AoE of fire damage in front of you
Avoidance Tree - Realizing that a dead Samurai can do noting; they have spent many years to study many different ways to survive a battle
Thick Armor - (Passive)
Effect - You increase the strength of your armor enabling it to absorb more damage Quick Feet - Body Glows with a white glow
Effect - With quick foot work your enemy finds it impossible to hit you for a short time Strength From Within - Fire circle glows under you
Effect - Nearing death you find the strength to
increase your vitality for a short time Swift Blades - You wing upwards after every strike
Effect - With each successful swing you also prevent the next attack against you Sparing Partner - a clone of yourself stands next to you
Effect - causes enemy to attack you clone, not harming you
The executioner has lived the last five years of his life living in the shadows. He has made a living killing others for money, whether they are monster or human. One to blur the line between right and wrong the executioner has done what is best for him. He has traveled from city to city looking for work.
Coming upon Viz-Jun the executioner has realized that his home city has been brought to ruins. The executioner wanders into the city being ever so careful not to alarm the demons that still linger. He makes it into his old house to find his sister and mother gruesomely slain by the demons. Outraged the executioner goes one by one killing each remaining demon in the city.
Infuriated by the recent events the Executioner has decided to come out of the shadows and join the fight against the evil. Using his cunning abilities to infiltrate deep into their layer. The Executioner will exact his revenge.
Covert Tree - Living in the shadows his whole life, the executioner has learned how to hide from anything
Shadow - Body is trailed by two dark shadows of yourself
Effect - Increases chance of enemies attack to miss Disappear - Body becomes ethereal
Effect - Monsters stop attacking you and immediately and walk away Shadow Strike - Throws a shadow dagger at enemy
Effect - Deals (x) damage to enemy Without A Trace - Body becomes ethereal as you get closer to death
Effect - The closer to death you come the higher your
agility gets Swiftness - You leave a shadow of yourself as you move to another area
Effect - you instantly move to another part of the screen
Engagement Tree - When hiding ones self is no longer an option the executioner is highly trained in close quarter combat
Swift Blows - you strike three times for each single attack
Effect - You attack three adjacent enemies at once Sword Dance - Character spins around
Effect - attacks all enemies around you A Hand For Each - (Passive)
Effect - Increases attack damage when dual wielding Cut Throat - Slices at enemy with blue glow on weapon
Effect - Causes enemy to bleed causing DoT Piercing Strike - (passive)
Effect - increase chance of a critical strike
Heresy Tree - Despite your shady past, you are still strong in your beliefs. Using them to attack your enemy
Life Force - you and the enemy glow red on a successful attack
Effect - You steal a percent of life for each successful attack Ascension - Body glows white
Effect - Adds holy damage to your attacks Doctrine - Body glows gold
Effect - Heal yourself or party member Judgment - Red trail follows weapons
Effect - Reduces enemies overall health Devotion - fires a gold orb form you
Effect - causes (x) holy damage
Falconry The Falconers and their falcons are inseparable. Raised side by side they have come to rely on each to survive in the wastes of their homeland, this connection making them as one in combat.
Tier 1
Screech - Falcon disorients enemies within (x) yards with a piercing screech yards for (y)seconds. Aerodynamic - Increases the falcon's movement speed by (x)%. Tear - Falcon uses its talons to tear into an enemy, doing (x) damage over (y) seconds.
Tier 2
Phoenix Flight - Falcon calls upon the strength of the desert sun, engulfing itself in mystical fire. Adds (x) fire damage to falcon's attacks for (y) seconds. Airborne - Falcon lifts his master into the air, avoiding all melee attacks for (x) seconds. Attacks are still able to be made while Airborne. Linked Spirit - Both the falcon and the Falconer's chance to critically strike is increased by (x)%.
Tier 3
Dive bomb - Shoot an explosive arrow into the air for your falcon to catch and direct at your enemies. Prey on the Weak - (passive) When your falcon finishes off enemies with low health it heals the Falconer by (x)% of damage done.
Tier 4
Iron feathers - Increases your falcon's resistance to magical and physical damage by (x)%. Bird of Prey - Increases the physical damage of your falcon by (x)%.
Tier 5
Gale - Falcon summons wind to assail the Falconer?s enemies. Knocks back and does (x) damage. Fan Projectiles - (passive) Falcon has a (x)% chance to knock projectile attacks to the ground if not already performing a command. Sky's Rage - increases magic damage done by the falcon by (x)%.
Tier 6
Falcon's Boon - Your falcon grants you its blessing, empowering you with the might of the desert sky. Dismisses falcon but increases attack rating by (x)% and damage by (y)% until falcon is called back. Winged Guardian - (passive) Your falcon will intercept a fatal blow for you causing a high speed whirlwind encompassing you. immobile but invulnerable for (x) seconds. This effect can only occur once every (y) minutes.
Archery
Just as the Falconers train the abilities of their falcons, they hone their own bodies to the apex of speed and marksmanship.
Tier 1
Analyze - You determine the enemy?s weakest spot, increasing damage done to it by (x)% for 1 minute. Kick - Kicks the enemy back and stunning them for (x) seconds. Flaming Arrow- Launches a flaming arrow, dealing an additional (x) fire damage.
Tier 2
Eyes on the Prize - (passive) You take care to not damage any valuables your enemies may be carrying, an adventurer has to eat you know. Increases gold dropped by enemies by (x)%. Stability - Increases your attack rating by (x)%. Explosive Shot- Launches an explosive arrow dealing (x) fire damage to enemies within (y) yards of the target.
Tier 3
High Velocity - Your arrows have a (x)% chance to pass through enemies. Multishot - The Falconer attacks his enemies with unbelievable speed seeming to shoot more than one arrow at a time. Shoots (x)arrows at once in an arch. Thirsting Arrow - Once the arrow has struck an enemy it pierces through them seeking a new target.
Tier 4
Master Marksman - Increases your chance to critically strike by (x)% of you dexterity. Evasion - Increases chance to dodge physical attacks by (x)%.
Tier 5
Concealment - You take cover avoiding the attention of enemies for (x) seconds. Attacks made while under Concealment do not remove the effect. Speed of the Falcon - Increases your run/walk speed and your falcon?s attack speed by (x)%.
Tier 6
Blitz - You decimate a single enemy, launching (x) arrows one after the other in rapid succession. You are unable to attack for (y) seconds afterwards. Birds of a Feather - You and your falcon's attack speed are increased by (x)%.
Desert Raiding
The sands are home to many dangers, from the venomous beasts to the suffocating sands. One who would master the desert and use its secrets as their own would be quite formidable indeed.
Tier 1
Scavenge - Create a stack of provisions to rejuvenate you. Provisions are identical to potions suitable for your level. Scorpion Venom - You coat your melee weapon with scorpion venom causing your melee strikes to deal an additional (x) poison damage. Quicksand - Using your knowledge of the desert, you turn the ground into quicksand, trapping any enemy falls into it for (x) seconds. The trapped enemy will call to its allies for help, luring nearby enemies to its location.
Tier 2
Desert Survival - Increases your vitality and energy by (x)%. Snake Venom - You coat your melee weapon with snake venom causing your melee strikes to apply a venom dealing (x) poisondamage over (y) seconds. Sand Wall - You call upon the sand of the desert to block you from your enemies? attacks. Lasts (x) seconds.
Tier 3
Dehydration - Enemies within a (x) yard radius of you become dehydrated causing their movement speed to fall greatly while also taking an increasing damage over time effect.
Tier 4
Sand Storm - You call forth a storm from the desert for (x) seconds. Enemies caught in the storm have their chance to hit reduced by (y)% and take (z) damage over the duration of the storm. Spider Venom - You coat your melee weapon with spider venom causing your melee strikes to paralyze your enemies for (x) seconds. Oil Pot - you hurl a clay pot at your enemies, covering the area with oil, disorienting enemies for (x) seconds. A flaming arrow will ignite the area dealing (y) fire damage every second for the duration.
Tier 5
Venom Talons - You coat your falcon?s talons with venom adding (x) poison damage to each of its attacks. Sand Monitor Venom - You coat your melee weapon with desert monitor venom causing your melee strikes to confuse your enemies making them turn on each other for (x) seconds. Assassinate - You appear behind your enemy stabbing it in the neck dealing (x)% increased damage, only effects one target. This causes very high damage but leaves you susceptible to your surroundings.
Tier 6
Mirage - You conjure two mirage clones of yourself to fight alongside you for (x) seconds. Mercenary Madness - Teleports the Falconer behind his target from a max distance of (x) yards, Spinning frantically the Falconer inflicts its enemies with Snake, Scorpion, Spider, and Monitor venoms. Does physical damage as well as the poisons. Higher ranks of the venoms increase this skills damage.
Made in conjunction with KQkyle who wrote lore for this class (haha yes KQkyle and I are different people, worked seperately, we're cousins) http://www.diablofans.com/forums/showthread.php?p=441723#post441723
Really hoping to get to Blizzcon this year! Good luck to everyone
Able to convert other objects into gold and able to convert gold magical energy or to create magically imbued gold artifacts.
The basic idea is to create a class that values gold and has less use for ?other? magical artifacts. As a crafter this character can create uber equipment for himself of other characters. Such uber equipment would be useful for boss fights but would weaken rapidly when used by someone other than an alchemist.
Trees:
1) Gold Magic (combine gold and mana to create gold powered spells)
a. Gold shield ? percentage of damage received subtracts from your gold instead of your health. The amount of gold subtracted would be dependant on your level.
b. Gold distraction ? nothing like some pretty baubles to distract monsters ? monsters have a chance to stop attacking you until they have picked up all the golden trickets you have thrown on the ground (instant to cast)
c. Golden cantrips ? an area of affects spells that slows down monsters that encounter the cantrips ? also does a small amount of damage (instant to cast)
d. Gold bomb ? damage trap with proximity fuse (takes time to cast)
e. Gold mine ? slowness trap with proximity fuse (takes time to cast)
f. Golden spikes ? shoot out darts of pure gold
2) Gold Crafting (convert items into gold or craft magically imbued items out of gold ? such items will have high stats but will have low durability and wear out quickly and cannot be repaired)
a. Craft item ? convert an item into a ?golden? equivalent. The stats of the item would increased by a multiplier that depending on the number of skill points invested. The cost in gold required to create the golden item would be determined by the ?level? of the item multiplied by the number of points in the skill
b. Convert item ? instantly convert a magic item into gold. The more powerful the item and the more points invested in the skill the more gold you get. (you would not get as much gold as you would get for selling but at least you don?t have to return to town)
c. Golden golem ? combine magic item and gold. Magic item determines ?level? of golem and points in skill and your level determines how much gold you will need to create golem and also how many hit points the golem will have. Note ? golem does not heal.
3) Gold Auras ( general skills for supplementing other two trees)
a. Wealth - Increase amount of gold dropped for all party members.
b. Trading skill - increase amount of gold when selling items to merchants
c. Gold Affinity ? slows down the decay of ?golden? items equipped by this character. Note does not affect the dacay rate of ?golden? items equipped by other characters. This skill also decreases the effectiveness of ?non-golden? items used by the character. Thus ?non-golden? items will rapidly wear out.
A solitary mage wandering deserts in search of long-lost lore, entering settlements to perform services for food and water and dousing water for caravans he meets if hired to do so. Rarely do they take apprentices under their wing, and even rarer are the instances of apprentices surviving harsh regiment of dervish life.
Dervish is a combat caster offensively, and a avoidance/mitigator/regenerator defensively (depending on skill mastery). His skills can be divided into 3 trees: Lore of the Whispering Sands, lore of the Howling Winds and lore of the Scorching Sun.
Lore of the Whispering Sands
Sand lion's invitation
A sand pit appears in the target location. All targets caught within its radius (3m+Slvl*0.5m) are dragged towards the center where they suffer (1+Slvl*.15)*X damage; they are also afflicted by sinking feet effect, which reduces their speed by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Sand spike
A spike of hardened sand pierces through the enemy dealing (1+Slvl*.55)*X damage.
Summon Sandworm
A giant sandworm burrows from under ground and burrows right back several meters away, creating a temporarily physical wall orthogonal to the line of casting. Length of the area blocked is 3m+Slvl*1m. Girth of the worm increases to match it's exposed length.
Quicksands
A patch of quicksand is created at a target location, immobilizing enemies within its radius (3m+Slvl*0.5m) for Slvl*Y seconds.
Burrow
A dervish turns ground under his feet into fine sand and burrows into it, allowing him to move underground at a 75%+Slvl*3.5% movement rate for 5 seconds.
Sand bomb
A dervish infuses ground under the target's feet with explosive sand and dust, dealing (1+Slvl*.25)*X phyisical and (1+Slvl*.25)*X fire damage upon the blast.
Sand grinder
Ground around the target location (3m+Slvl*0.5m radius) swirls, turning into sand, friction causing the sand to heat up and static electricity to build up. Targets within the radius suffer (1+Slvl*.15)*X fire and (1+Slvl*.15)*X lighting damage every 3 seconds and they are also afflicted by sinking feet effect, which reduces their speed by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills. Lasts 6s+Slvl*1.5s.
Curse of the Whispering Sands
Passive Aura: Enemies withing (3m+Slvl*1.2m) of dervish have a Slvl*0.5% chance of spell failure.
Sand hammer
Two walls of sand are summoned at the either side of the target location (parallel to the line of casting, 5m apart) and slam against each other with a (2s-Slvl*0.75s) second delay, dealing (1+Slvl*.75)*X damage to anything trapped within.
Grit polish
Passive: Dervish's armor is polished by the sand giving Slvl*0.5% chance to reflect a direct spell back to the enemy.
Lore of the Howling Winds
Wind slice
A dervish kicks up rough sand and summons wind to carry it to its target, slicing them for (1+Slvl*.55)*X damage
Wind shock
A dervish grinds up soil into fine sand and summons wind to carry and twist it, creating a statically charged projectle that deals (1+Slvl*.35)*X lighting damage on impact and lowers their lightning resistance by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Vacuum
A dervish forces the air away from himself, creating a temporary vacuum around himself, which gives him a 50%+Slvl*2% damage mitigation, but makes him unable to move for 2 seconds.
Tornado
A violent tornado is summoned to pick up sand and debris and crash into the target and anything withing 3m+Slvl*0.2.5m of the target, dealing (1+Slvl*.35)*X damage.
Sandstorm
A sandstorm is created in the area, dealing X damage every second for Y seconds to all the enemies caught within
Thundering blast
A dervish compresses and grinds together wind currents to create statically charged wind tunnel, and sends it at his target, causing (1+Slvl*.35)*X lighting damage to it and anything within 1.5m+Slvl*0.1m of the line of casting.
Wind Solenoid
A dervish makes wind currents spiral up around his enemy, creating a spiral flow of charge that rips weapons from their hands for 3s+Slvl*0.5s and also lowers their lightning resistance by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Curse of the Howling Winds
Passive Aura: Enemies within 3m+Slvl*1.2m of the dervish have their spell and projectile damage reduced by Slvl*1.5%
Enveloping winds
A dervish statically charges the air around him, making all physical attackers take (1+Slvl*.15)*X lighting damage if their attack connects. also lowers their lightning resistance by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills. Lasts 15s+Slvl*2s or until Vacuum is used.
Howl
Passive: causes winds to cover up all sounds aroudn dervish (5m+Slvl*0.25m radius), making shouts and enemy spellcasting to have a Slvl*0.2% failure rate.
Lore of the Scorching Sun
Glass Shield
A dervish melts the sand around him and raises a glass barrier around himself that damages enemy that strikes him with physical damage and causes him to bleed for (1+Slvl*.15)*X damage over 12 seconds. The bleeding effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Glass Doll
A dervish creates a glass doll at a target location by melting the sand. The doll shatters within 1.5 seconds of being created and deals (1+Slvl*.15)*X damage as well as bleeding for (1+Slvl*.15)*X damage over 12 seconds to anything caught in the blast radius. The bleeding effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Glass blast
A dervish melts sand around him and blasts the liquid glass into the target, causing (1+Slvl*.55)*X fire damage.
Shard Twister
A dervish creates a twister of glass shards in fron of himself that will follow the target for 15 seconds, reapplying the bleeding effect that deals (1+Slvl*.15)*X damage over 12 seconds every time it connects. The bleeding effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Heat Stroke
Causes target to have blurred vision making its physical and projectile attacks Slvl*0.5% less accurate for 12 seconds, slowing them down by 10%+Slvl*0.75%, as well as dealing (1+Slvl*.45)*X fire damage.
Crystal Lens
A dervish creates a lens from the sand whose focal point (visible and moving at the normal character movement rate) will follow the target for 15 seconds, dealing (1+Slvl*.75)*X fire damage every 3 seconds. Up to 4 lenses can be active on the field at one time
Cauterize
A dervish blasts the target and everyithing in its radius with intense heat, dealing (1+Slvl*.45)*X fire damage and additional 25% for every bleed effect on the target. Cauterized targets stop bleeding.
Curse of the Scorching Sun
Passive aura: Targets withing (3m+Slvl*1.2m) meters of the dervish are exhausted, Slvl*1.5 of their movement speed.
Dessicate
A dervish dessicates the target, stealing their water and healing himself for Slvl*1.5% health and dealing X damage to the target. Upon restoring health through dessicating opponent dervish becomes gorged, unable to do so again for 3 seconds.
Burnt skin
Passive: a dervish stores heat inside his skin that dessicates melee attackers if their attacks connect. Attacker takes (1+Slvl*.45)*X fire damage and dervish restores Slvl*.5% health. Upon restoring health through dessicating opponent dervish becomes gorged, unable to do so again for 3 seconds.
Masters of the mind, body and soul, Mesmers possess heightened senses and an intuitive understanding of life, nature and the world around them. They gain their abilities through deep meditation and rigorous mental exercises. Mesmers are very spiritual beings and are said to radiate with a very strong aura during combat situations. Passive by nature, they exist in a constant state of meditation and only engage in combat out of necessity. The connection between a master Mesmer's mind, body and soul is said to be perfect.
" Even the most skillfully crafted weapon dulls to a stub in the hands of the unwise." " Our being scrapes the edge of existence itself."
Weaponry: Mesmers prefer blunt weapons, particularly battle-staves. Fluid and technical, their combat style is akin to martial arts. Mesmers consider bladed weapons to be in a constant state of hostility, which goes against their passive nature. One of the more sacred weapons of the Mesmer is the Tri-Section Staff, which is known to be weilded only by them.
Skill Trees: Complete with combat techniques and auras, The Mesmer replaces the paladin from Diablo II and assumes the role of support character. The Mesmers abilities stem from wisdom, self-knowledge and high spirituality. The skill trees are an extension of the unified masteries of mind, body and soul:
*The Realm of Thought (Mind) *The Realm of Flesh (Body) *The Realm of Soul (Soul)
The Realm of Thought: The realm of thought is the mastery of the mind. Through mental strength the Mesmer can build resilience and even inflict psychic damage to opponents. This skill tree contains the passive and direct-damage abilities of the Mesmer.
Example picture of mental abilities. (minus the bladed staff)
--Calm Mind(passive) Using the techniques of meditation, the Mesmer trains his mind to retain composure in battle, even under the most stressful circumstances.
Effect: Increases character's base accuracy.
--Precognition(passive) Tapping into the intuitive powers of the mind, the mesmer uses analytical prowess to predict his opponents next attack.
Effect: Increases character's base defense rating.
--Psychokenesis Using the heightened senses of the mind, or 'ESP', the Mesmer blasts the minds of his Opponents with pure psychic energy.
Effect: Does ranged damage to a single target, with a chance to stun.
--Frequency Bombing
Bombards an enemies mind with strong brain-wave frequecies. Causing mental damage to the target and to adjacent enemies.
Effect: Ranged psychic attack that explodes outward, dealing splash damage to opponents.
--Extrasensory Array
Taps into the ability of greater sense. Gives the user the ability to see what cannot normally be seen with the naked eye.
Effect: Grants the user the ability to see traps, see through walls when close to them and see breakable structures for a duration when activated.
The Realm of Flesh: The Realm of Flesh is the disciplined art of physical battle technique. Rather than relying on pure brute force, Mesmers hone their precision and evasion skills for battle. The culmination of the Mesmers training of the physical body.
--Precision Point Strikes an opponent with a precision based thrusting attacking, dealing concentrated damage.
Effect: Deals extra damage to one opponent.
--Pendulum Shuffle Slides backwards to escape from immediate combat.
Effect: Move backwards to escape combat.
-Crescent leg-Snap Perform a roundhouse kick to damage all adjacent opponents.
Effect: Strikes all opponents in a 180 degree arc in front of the user, has a chance to cause knockback damage.
--Bob and Weave Bob and weave to avoid being damaged by enemy attacks.
Effect: Reduces chance to be hit by all meele and ranged attacks when activated. Lasts for a duration. (On-screen stance changes, cooldown timer)
--Rythm Strikes
Fast weapon strikes that hit multiple adjacent opponents in quick sucession.
The Realm of Soul: The Realm of Soul is the most sacred technique to the Mesmers. They use this technique to convert their will and life essences into an aura. Through perfect alignment of the soul, Mesmers are able to generate auras of many different effects to aid themselves and to pass on to comrades.
--River of Strength:
Converts will and courage into raw strength that radiates outward.
Effect: Increases damage dealt by you and any party members within the aura's range.
--Pool of Knowledge:
Converts wisdom and inner knowledge into pure mana escense.
Effect: Increases max mana and mana regeneration rate for you and any party members within the aura's range.
--Cascade of Will:
Converts willpower and the will to live into health and life.
Effect: Increases max health and health regeneration rate for you and any party members within the aura's range.
--Astral Projection:
Mesmers possess the ability to manifest the spirit outside of the body and traverse the physical world as an ethreal being.
Effect: Project soul and take control of it. Greatly increases movement speed, used for scouting. Whilie this ability is activated the Mesmer cannot move his physical body. Projected souls cannot attack or be attacked, but the Mesmer's stationary body is still subject to being attacked. Projected souls cannot move onto new levels of the map or collect items. Can be used in combination with 'Extrasensory Array.' Returns to body when deactivated.
I should be done tomorrow with my class. Ive laid down the ground work finally so now its just placing the skills. Hopefully you guys will be impressed with it.
Nice stolen right out of guildwars, common guys being original does not mean stealing. Please remake
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.
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.
This is true. It's extremely hard to come up with a new class, it took me awhile to think of for the revenant. I thought your skills would be fun, it sounds unique.
The Seraph is a divine being amongst the highest orders of Heaven. Though The Seraphs usually do not interfere with Sanctuarian matters, they have been sent to do so in this era of Hellish times. The Seraph is a holy warrior, and being of light.
Seraphs have been shun down through Heaven's exterior gate, coming to Sanctuary on a burning meteor.
The Seraph's talent trees will be focused on holy abilities, combat, and damnation. The Seraph player should focus on holy or shadow elemental damage, along with the other regular stats depending on their skill tree(s) of choice.
Divinity
The Seraph uses angelic judgment upon those deemed worthy.
Righteous Jolt - The Seraph conjures a stream of light that slightly heals allies, and divinely burns foes. 4% mana per sec. , no cooldown, damage based on 5% of intelligence, healing based on 2% of intelligence. Skill increase results in more damage/healing % increase.
Fist of the Seraphim - The Seraph slams his weapon on the ground, causing nearby enemies to be hurt and thrown back, and also creating a divine flame that spreads. No cooldown, damage based off of weapon in hand plus 5%. Skill increase results in slightly larger fire, blast radius, and damage % dealt.
Angelic Warp - The Seraph transfers in holy light to targeted and reachable area. Used to cross gaps. One point talent, 10 second cooldown.
Devout Salvation - The Seraph is surrounded by barrier of bubbly light, reducing damage taken by foes and slightly healing the Seraph and his allies with each hit. Based on 5% of current defense, with the heals being based off of 0.25% of current defense. One point talent, passive, three second cooldown.
Virtuous Conviction - The Seraph summons an electrical bolt from the Heavens themselves, hurling it at enemies. Explodes on contact. No cooldown, based on 30% of intelligence plus holy damage currently possessed by the Seraph. Skill increase results in larger bomb radius, and higher damage % off of intelligence.
Seraph of the Upper Realm - Transforms the Seraph into a stronger being of light. Increases holy damage, defense, ability damage, and increases health/mana by 15%. One point talent, top tier. Can be disabled through hotkey or menu option.
Damnation
The Seraph uses the power of fallen angels to condemn foes.
(all abilities in this tree can be aided with shadow elemental damage)
Eternal Crash - The Seraph hurls a reddish-shadowy bolt at foes. Explodes with shadows and causes enemies inside the blast radius to fall down, with those on the outer radius to be pushed back. Based off of weapon damage. Skill increase results in 3% more damage.
Fires of the Damned - The Seraph summons two pillars of fire by both of his/her sides. The fires spread outwards in a circular and swirling motion very rapidly. Damage based on 60% of current health points. Skill increase results in 5% more damage based on health.
Shadow Storm - Causes the Seraph to go into an unholy rage. The Seraph has a 50% faster attack increase while this ability is clicked down, and if enemy dies during this time, he explodes with black electricity that shocks nearby foes. Damage based off of weapon in hand, storm damage based on 50% of mana capacity (not what current mana number is at). 5% damage increase per skill level, and 10% storm damage increase per level.
Shard of Dread - The Seraph hurls a shard from Hell at foes. The shard explodes with a shadowy substance that burns enemies over time. Burning damage based of off 110% of weapon damage. Skill increase results in longer period of burning, and 5% damage increase. Mid-tier talent.
Stygian Slash - The Seraph slashes his weapon, resulting in burning brimstone spikes spreading over the area the Seraph is facing. The spikes explode on foes and inject them with liquid-fire. Damage based on all elemental damage wielder currently has combined, and 5% of weapon damage base. Skill increase results in more elemental damage by 5% and weapon damage by 10%.
Pandemonium - Causes the heavens to rain down meteors upon unsuspecting foes. Meteors explode with vile acid. Damage based off of 200% of intellect. Each skill point increases damage by 10%.
Chthonian Beast - Summons a beast of Hell. This beast stands upright, and has two gaping maws upon it's hell-tinged face. The beast carries the weapon currently equipped by the Seraph. This beast can also bite, puke boulders of fire, and slash with it's spiky obsidian tail. All damage based 100% off of the Seraph's. Top talent, beast can be disabled through hotkey or menu option. You will, of course, lose the beast should you respec. Beast levels with you and has 75% of your stats.
Vengeance The Seraph uses combat techniques and holy attacks to judge foes.
Seraphic Strike - Slashes your foe with weapon at hand while also delivering a small lash of light in front of the Seraph that burns enemies. Damage based off of weapon damage. Damage increases 5% per skill point.
Reverent Blade - The Seraph lights up his weapon, and throws a copy of it at foes. The copy slashes several foes similar to chain lightning. Damage based on 5% of holy elemental damage and 50% of current weapon damage. Skill level up results in more enemies able to attack, and 5% of weapon damage and 2% of holy damage.
Slam of the Seraphim - The Seraph jumps and slams the ground quickly, exploding with holy energy. The energy hoists out beams of light that shoot out in random directions, righteously damaging foes. Damage based on 150% of intelligence. Skill increase results in 5% more damage, and longer light beams/more light beams.Mid-tier.
Celestial Condemnation - The Seraph charges at opponents, leaving a trail of holy fire. Fire spreads slightly. Charge damage based on weapon damage, fire damage based on 100% of holy elemental damage. Skill increase results in more elemental damage, crushing damage of charge, and slightly larger flame radius. Mid-tier.
Sanctified Heaven - Emblazons the Seraph's weapons, causing each attack to burn with the might of the upper reaches of Heaven. If enemies dies upon striking, orbs of fire swirl around the Seraph and push back non-boss enemies while also burning any type of enemy. Non-elemental damage. Strike does 200% holy elemental damage, orbs do 50% of combined elemental damage. One point skill, upper tier. Orbs have a one minute cooldown and lasts for 15 seconds.
Transcendence of the Archangel - Warps down a powerful light, that spreads in all directions setting everything on fire and causing burning damage, whilst also healing all allies in range. Damage based off of 300% of holy elemental damage, healing based off of 100% of combined resistances. Five minute cooldown, top tier talent.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Have you ever wanted to design the skill trees and play style of your very own character? Well here's your chance! All you need to do is submit a list of the THREE skill trees your class would have, describe the play style of your class and the name of your class. Provide as many details as possible. You must post your entries in this thread.
The skills must be created by you and specifically for the contest. Do NOT intentionally use other people's material from anywhere, we will find out and you will be permanently banned for attempting to cheat on a contest.
The contest will be judged by the Admins and Moderators of Diablofans.com.
Judging will be conducted on the following:
We're really looking forward to seeing some truly great entries here, so get to work and from all of us here at Diablofans.com, good luck to all of you!
This is an example of three skill trees I have designed for my own class. You can, of course, provide more skills and details than I have!
Morsarbor Skills
---Spirits Skill Tree---
Tree Minion
Combining the Necromancers knowledge of golems with the nature power of the Druids, the Morsarbor are able to summon dead tree branches and roots from the ground as minions.
Effect: Summons a minion. More points allows for more minions.
Raven Spirit
Sometimes considered an Omen of Death, the raven's presence weakens the monsters in the area, making them more prone to passing into the afterlife.
Effect: Summons a Raven pet. While summoned, enemies take more damage.
Black Dog
Another combination of the Necromancer's Curses and Spirits of Nature, the Morsarbor form what some cultures would call a Death Omen in the form of a Black Dog which forebodes the death of his enemies. The Black Dogs act like Dire Wolves, but have an aura about them that causes enemies to flee in terror on first sight.
Effect: Summons a Black Dog minion to help fight foes. Enemies are afflicted by the Terror curse when they get close enough to dogs, but each enemy is only affected once. More points summons more dogs and increases radius of curse.
---Omens Skill Tree---
Comet Omen
In some cultures comets are seen as bad omens. The Morsarbor combines the Druid's Armageddon spell with the Necromancer's Lower Resist curse to form a comet in the sky that acts as an omen, lowering the resistance of enemies within a large radius.
Effect: Essentially casts Lower Resist on all enemies on screen, but has a % chance of being effective (as it depends on which enemies actually look up to see the comet).
Death Vision
Altering the Druid's skills in transformations, the Morsarbor briefly transforms himself into Death, then quickly lowers the vision of his enemies so that they can't see anything except for the image of Death burned into their retinas. This gives enemies the feeling that they have died, and proceed to move slowly as if they really have been sent back to the abyss that spawned them.
Effect: Casts Dim Vision on surrounding enemies and also slows their movements.
---Nature Skill Tree---
Chill of Death
The Morsarbor calls upon ghostly winds to chill and slow his foes.
Effect: Causes a mist to form around the player, cold-damaging enemies over time.
Arborwall
Similar to Bone Wall, the Arborwall summons roots and vines instead of bone. The improvement is that this tree wall more solid as the roots and vines are better able to be threaded together, and can also fight back at opponents that get too close or try and break through.
Effect: Summons a wall of vine that also damages enemies who attack it.
Arbor Armour
It is customary for Morsarbors to actually bind tree branches and roots to their skin. This is done slowly over time, using their animation and transform magics. The end result is a half man, half tree hybrid. The higher the rank a Morsarbor is, the more branches he will have. While merely a display of power amongst the Morsarbor order, one not familiar with the Morsarbor may find this quite a terrifying display, even from the lowest ranks.
Passive: Adds extra branches to player, no matter what armour is being worn. Branches also increase stats slightly.
This skill Tree will Feature Cross bows or pistols/rifles Combat Skills.
(if they fit with the games play style)
Concussion Shot - stuns a single target with good damage.
Concussion Burst - Stuns multiple targets with low damage.
Ranged Mastery - Increases ranged weapon damage, chance to hit, and critical percentage.
Piercing Shot - A shot that charges to do high piercing damage in a line.
Bomb Shot - Shoots a bomb projectile to selected location and explodes to hit all foes in the radius, all foes hit will be left with a burning condition.
Tracer Shot - A shot traced to the closest nearby foe.
Revert - Dash backwards from a high-powered shot that does moderate single target damage.
Extensive shot - Shoot single shots at all targets within range. ( number of targets increase with level )
Sidewinder - An extremely accurate shot that does catastrophic damage to a single target, This skillful shot is known to be heard from for miles.
These skills are support or miscellaneous skills used to support the other two main trees.
Treasure Find - Pings chests on the map, or secret locations otherwise unseen.
Lock Pick - Picks the locks of chests or doors you otherwise could not open.
Sailors Compromise - Take 50% more damage but cause 50% more damage.
Deadly Compromise - Takes 50% more damage but increase your critical damage and critical chance by 30%.
( Note, you can only activate one compromise at a time, and compromises only last a short time length. Example 10 seconds. )
Sailors Shout - Increases group damage and movement speed slightly.
Deadly Shout - Increases group critical damage and movement speed slightly.
( Note, you can only active one shout at a time, also Shouts remain on until turned off. If another pirate is in the group different shouts will stack together just not the same shout. )
Captains Focus - ( Passive ) Increases Evasion and Attack Speed.
Captains Will - ( Passive ) Increases Health Points and Damage.
Siphon Aura - The souls of dead crewmen slowly eat away foes Health Points in range. ( Example. 10 points per second.
Enlighten Aura - All allies in range slowly regain Health Points and Mana Points ( Rage or Energy or what ever it is mages or casters will be given as a replacement. )
Haste Aura - All Allies in range get a slight increases in Movement Speed and Attack Speed.
( Note, you can only have one aura activated at a time, however if another pirate is in the group, different auras can stack together just not the same aura. )
Twin Slash - Slash Foes twice in a 180? in front.
Scimitar Mastery - Increases Scimitar damage, chance to hit, and critical percentage.
Fending Thrust - ( Requires Single Scimitar ) Thrust Forward piercing all in a line with great damage.
Dual Wield - Wield Two Scimitars Increasing your Critical damage but decreasing your basic damage.
Blade Spin - ( Requires Two Scimitars ) Spin upward twice damaging all in a 360?.
Fearful Dash - Dash forward swinging the scimitar(s) damaging all in a 180? in front.
( This skill also damages all foes from initial starting location to the final destination. )
Fanatic - ( Requires Single Scimitar ) Attack each foe adjacent to you with a scimitar. ( Similar to a Paladins Zeal. )
Unrelenting Strike - ( Requires Two Scimitars ) Dash to each foe within range and deal catastrophic damage. ( The amount of foes dashed to is a low number, every 2 levels this increases the number of foes striked by only 1 value. With a maximum of 2 per target and a maximum of 5 total targets. )
The nightmare skill tree centers its power on assaulting the target's mind with deadly afflictions and illusions, spreading panic in the ranks of your enemies.
- Mind Steal (Passive): Each time you strike an enemy, you have a chance to summon a ghostly hand that will steal the life and spiritual force off of the mind of your target and adding it to yours.
More skill will increase the amount of HP/MP stolen and proc chances.
- Lucid Dreams (Passive): Put your mind in a calm state of waking dream, increasing the rate at which you recover mana by X%.
More skill will increase your mana regeneration rate.
- Focused Mind: (Passive): Increase the damage of all Dreamslayer direct damage spells by X%.
More skill increases the damage bonus.
- Nightmares (Skill): Fill the mind of your enemies within X yards with unspeakable horrors, making them take shadow damage over time and preventing them from casting spells for a short time.
More skill will increase the damage and duration of the spell.
- Horrific Illusion (Skill): Spawn an illusion on the field that will appear to each of your enemies as their most horrific nightmare, making them run X yard away from the illusion, scattering their ranks and making them easier to destroy one by one.
More skill will increase the fear range of the illusion.
- Dominance (Skill): Assault the target's mind, overwhelming its will and forcing it to fight for you for the duration of the spell.
More skill will increase the duration and the fighting power of the dominated target.
- Pain Link (Aura*): Create a telepathic link with your enemies, sharing with them the pain you receive from their attacks. Enemies will receive X% of the damage they inflict on you.
More skill will increase the % of the damage returned.
Tree #2: Spacetime
The Spacetime tree allows you to manipulate space and time around you and your enemies with ease, diminishing your enemy's capacity to fight and casting devastating spells.
- Haste (Passive): Increase the speed at which you think, increasing your attack speed, casting speed and armor.
More skill will further increase attack/casting speed and armor.
- Ravage of Time (Passive): Every time you strike an enemy, you inflict the Ravage of Time upon them, lowering all their stats by X% for up to X seconds.
More skill will increase the effect and duration.
- Everlasting Pain (Passive): Increase the damage by X% and duration of all damage over time spell by Y%.
More skill will increase the damage bonus.
- Mind Slow (Skill): Slow the flow of thought in the mind of your enemies in an X yard radius, decreasing their running and attack speed by Y%.
More skill increases the range and potency of the spell.
- Ripple (Skill): Send a massive ripple in front of the caster that bend space itself, damaging and pushing back all enemies in its path.
More skill increases the damage of the spell.
- Gravity Bomb (Skill): Send a ball of concentrated matter toward your target. The balls moves slowly but attract enemies that come close to its path and will explode upon impact, damaging all enemies within X yard.
More skill will increase the damage and slightly increase the speed and gravity pull of the ball.
- Displacement (Aura): The space around you becomes blurry and undefined, and enemies attacking you are unsure of your real position, reducing your chance to bit hit, critically hit and slightly reduce the damage you take.
More skill increases potency of the spell.
Tree #3: Combat
The Combat tree focus its power on deadly melee attacks that strikes not only at the body of your enemies, but also directly at their mind and soul.
- Shadow Burn (Passive): Each melee attack also burns your target's soul, inflicting damage over time on them. Can stack up to X times.
More skill increase the damage and maximum stack size of the DoT.
- Unwavering Resolve (Passive): Focussing your mind on your fighting capacity, you convince yourself that you are an invincible warrior, increasing your melee damage and maximum life by X%.
More skill further increase life and damage.
- Mind and Body (Passive): The power of your mind also affects your body, giving you X% to resist illness and movement impairing effects and increasing all resistances by Y%.
More skill further increase the effect.
- Psionic Charge (Skill): Enhance your melee attacks with shadow damage, and charge up your target with shadow energy. Upon dying, your target will explode, releasing the charged energy and dealing damage to all surrounding enemies.
More skill increase the bonus and explosion damage.
- Mirror Self (Skill): For the duration of the spell, all enemies around you are convinced to be the target of your attacks, so much that they receive damage as if you were attacking them. Each attack will damage all enemies around you for X seconds.
More skill will increase the duration.
- Shadow Strike (Skill): Teleport yourself next to the target, striking them from behind and stunning them for a short period of time.
More skill increase the damage and stun duration.
- Greater Resolve (Aura): Increase the effect of Unwavering Resolve, Haste and Lucid Dream by X%, and share the base effect with all members of your party.
More skills will further improve the effect of the passive spells on you and your party.
*Auras affect you and your party.
--------------------------------------------------------------------------------------------------------------------------------
You can also check the class's lore in the other forum at http://www.diablofans.com/forums/showthread.php?p=441251&posted=1#post441251
These are the skill trees to my Ravencloaked class. The lore for the class is written on the other thread. I do not have art for the class at the moment. If anyone is interested in doing the art to enter the art contest themselves (or if this is somehow not allowed), let me know.
[NOTE]: These are not complete skill trees, and most skills lack the full range of attributes (such as mana cost, level requirements). These skills follow the general broad range of 1 - 5 number of maximum points allowed in skills (I am fully aware Blizzard might considered doing 1 - 15 through actual points or items). For the sakes of these skills, you may considered them to be like Talent Trees in WoW (except with active skills) if that makes you feel better.
[NOTE]: For the sake of the lore, the Ravencloaked is referred to as she.
---Subtlety---
Crimson Step [ACTIVE] - The Ravencloaked teleports to target location. If there is a corpse within x yard, that corpse explodes, dealing 40-80% damage equal to the health of the monster.
Level Improvements: Detection range, Cooldown
Ravencloak [PASSIVE] - Disperse into multiple ravens when damaged for more than 5% of your maximum health. After 2 seconds, spawn at a random raven. This abilities may not be used more than once every minute.
Level Improvements: Raven counts
Ravenfall [PASSIVE] - Whenever Ravencloak comes into effect, the Ravencloaked automatically deliver a backstab, dealing x% more damage, behind the nearest target.
Level Improvements: Bonus damage
Improved Ravencloak [PASSIVE] - Whenever Ravencloak is dispersed, all enemies nearby takes damage.
Level Improvements: Damage
Gravecloaked [PASSIVE] - Whenever Ravencloak kills a target, a free Crimson Step is activated to the nearest corpse.
Level Improvements: Nothing, one point skill
Disguise [ACTIVE] - The Ravencloaked is able to disguise as any monsters she has encountered in the beastiary for x seconds. Monsters of a higher level than she is has a higher chance to see through her disguise. This ability allows the triggering of other abilities.
Level Improvements: Duration
---Combat---
Mark of Beliarh [ACTIVE] - Mark the target, making it more susceptible to fire damage.
Level Improvements: Bonus fire damage.
Beliarh Strike [ACTIVE] - Strikes target, dealing +x fire damage. Has y% chance to apply the Mark of Beliarh.
Level Improvements: Bonus fire damage, Chance
Raven Strike [PASSIVE] - Every 6th hit, the Ravencloaked delivers a strike that deals +x% damage.
Level Improvements: Bonus damage
Note: This works on both melee and range attacks.
Talons of the Raven [PASSIVE] - Whenever Raven Strike occurs, the critical chance is increased by x%.
Level Improvements: Critical chance
Feathers of the Raven [PASSIVE] - Whenever Raven Strike occurs, Ravencloaked has x% chance to attack twice more.
Level Improvements: Chance
---Corruption---
Obsidiance Skin [PASSIVE] - The demonic corruption have tainted her once milky skin into the purest dark. Such skins of these black stones have somehow not affect her agility in battle. The Ravencloaked gains a +x% physical reduction, and +y% magical reduction.
Level Improvements: Physical reduction, Magical reduction
Scorching Nightmare [ACTIVE] - The Ravencloaked summons a pillar of hellish fire that follows her for the next x seconds, dealing y damage per second as fire damage.
Level Improvements: Duration, Fire damage
Crimson Raven [ACTIVE] - The Ravencloaked summons a crimson raven. The raven flies out in a straight line to a range, then attempts to fly back to the Ravencloaked. The raven deals fire damage to all enemies it touches. The Crimson Raven lasts up to x seconds.
Level Improvements: Range, Damage, Duration
Flames of Moloch [PASSIVE] - The Ravencloaked's every strike delivers the Moloch's flame, draining x mana and dealing 100% of that as bonus damage.
Level Improvements: Mana drained
Moloch's Tongue [PASSIVE] - If Flames of Moloch causes target's mana to hit below x%, then target is Silenced for y seconds and takes z damage.
Level Improvements: Mana percentile, Silence duration, damage
[NOTE]: Some interesting combinations
You could cast Scorching Nightmare, which combines well with Crimson Step or even Ravencloak. The fire pillar will follow you everywhere, so you can teleport behind a group of enemies to let it sear through all of them (and teleport back to do let it run back, of course, you have to worry about duration).
Crimson Raven is another good combination with Crimson Step, because you can keep getting away from the raven to keep it slicing through enemies. To provide additional safeguard to an infinite combo with this, the duration to Crimson Raven was added.
If you can get all the effects of Raven Strike with Ravenfall, that's a lot of bonus damage.
I'll write up more abilities when I get time. I've been designing stuff here and there for other games, but never had a chance to design an infernal class that is actually based on the fact that they are only infernal so they can disguise as one of them.
The revenant is a chaotic-neutral soul exclusively not associated to Heaven nor Hell. The revenant's style is completely unpredictable and all decisions are based on their own baseline morals; these vengeful souls are not evil nor good. They fight for themselves and for allies. It is said their race originates somewhere amidst the burning sands of Aranoch. The remaining few of this mysterious race are hidden amongst a long-forgotten city devoured mostly by the blistering sands of the desert, deep within the region's bounds. The revenant is an interesting mix of a caster and melee class.
Bone Warp - Creates a portal, hoisting a weapon of bone similar to the weapon equipped currently by the revenant. The weapon is thrusted out of the portal at a nearby enemy or group of enemies. The weapon swirls around, creating AoE damage. Damage is based off of the current weapon damage the revenant had at time of ability use. Damage is increased by 5% per skill point.
Soul Shatter - The revenant uses archaic magic to summon ethereal spirits from the outer plane. Spirits are missile-line damage that glide from the direction in which the revenant casted. Missiles can home occasionally, and explode with AoE damage. Damage is based off of percent of weapon damage and intelligence. Gate persists for a certain frame of time, or when all enemies on screen and slightly off-screen are dead. Increases damage and number of spirits per skill point.
Armor of the Decayed - Creates a revolving shield of flesh and bone. Shield grows stronger slightly as enemies are slain for a certain time-frame. Each level increases defense percent and thorns damage.
Dimensional Warp - The revenant summons two portals. He can seperate them within 100 yards maximum. Click on one portal to transfer to the other. Lasts for a certain duration, 10 second cooldown on use of warps. One point skill. Can be used every ten minutes.
Intrusion of Shadow - Slices the seams of reality, causing confusion to nearby vulnerable enemies. This ability distorts their perception. Causes enemies to swing violently and wander aimlessly while doing so. They can attack themselves, allies, and the revenant.
Sands of Aranoch - The revenant opens a portal from the most burning dunes of Aranoch. The sands come out in a firey storm of dust. Sets all enemies on fire, decreases movement speed of enemies, increases movement speed slightly of revenant, and does medium missile damage per chunk of condensed and flaming sand. Upper tier talent. Skill increase results in higher fire damage, more fire resistance to the revenant (passive), and longer duration. Dissipates when enemies are destroyed, or duration runs out.
Warlock of Aranoch - Transforms the revenant into a guardian. This makes the revenant a more powerful combatant. Increased physical damage, defense, and ability damage by 25%. One point talent, passive ability. Can be switched on and off through menu option, or hotkeys.
The revenant uses his connection to spirits as tools for battle.
Weapon of Rituals - The revenant imbues weapons with the power of the ethereal world. This creates magic damage as an addition to normal damage on the weapon, and causes crushing damage. % magic damage increased per level, and slight amount of knockback. DOES NOT STACK WITH ELEMENTAL WEAPONS (combat tree).
Embalmation - Returns the dead back to life by calling upon a spirit to take it's place. Can be used on NPC allies and most enemies. Embalmed corpses gain speed, damage, health, and armor. Percent and numbers vary on skill level. Some spirits can learn abilities, based on skill level. Certain number of corpses can be raised, based on level, and only disappear upon death or leaving game in which the player is in.
Ghost Bolt - Simple ethereal attack that splits on target. Skill level increase results in more bolts, more splits, and a high damage percentage. Non-elemental attack.
Soul Spike - Sends an evisceral spirit towards your foes. The spirit will eviscerate them if they are close to death; or will pass through them and gut them. Skill level increase results in a more daunting spirit with sharper weapons, which results in larger area of effect and damage.
Parting of the Spirit - Upon enemy deaths, the revenant automatically extracts foes spirits. This heals mana and health to a slight degree. One point talent, mid-tier.
Celestial Shock - A freezing attack called upon by the spirits of the dead. Freezes enemies, making them crushable while frozen or removing their movement speed. Fire abilities used on frozen enemies make them melt. Celestial Shock also creates pools of water when ice melts off enemies, causing lightning damage to create an AoE over watered areas(temporary). Damage increased by skill level and character level.
Requiem of Doom - Fades surrounding area into twilight, calling out upon the spirits and the undead. Creates a small army of ritualists and fiends temporarily to siege war against nearby enemies. Ritualists fire non-elemental spirit missiles that go through enemies causing line damage. Each missile does less damage after each hit. Fiends are fast creatures that are the embodiement of Hell into a human's corpse. One point ability, upper tier. 5 minute cooldown.
Ethereal Form - Top tier talent. Transforms the revenant, making his appearance ghostly and stronger. Increases defense, attack, resistance, and creates a chance to dodge attacks. This form increases spiritual damage of all elements and attacks. Can be switched on and off through menu option. Passive duration. One point talent. Can be disabled through menu option or hotkeys.
The revenant uses weapons of war to combat the elements.
Harvester of Death - Increases damage dealt by physical weapons. Slight percentage increase per skill level.
Elemental Weapons - One point skill, lower tier. Allows the revenant to choose an element of his liking for his weapon. Stacks with weapon effects. The revenant will have a menu option to choose which element of his liking, or can choose non-elemental (regular). Elements may include frost, fire, poison, darkness, holy, and lightning.
Black Acid - The revenant rips off part of his flesh, and hurls it at targeted ground. The flesh decays into black acid, creating a burning pool of darkness that disintegrates enemies or causes them to burn in agony. Damage based off of weapon damage. Damage is elemental, based off of fire. Increased area of acid and damage per skill level.
Brace of the Ancients - Allows dual-wielding of one-handed weapons. One point talent, passive. Mid-tier.
Spiteful Incursion - Sends the revenant into a craze, creating an effect depending on which elemental weapon you have equipped. Non-elemental weapons make an attack in which the revenant slices crazily and hastily, barraging the enemy with a cluster of fast attacks in AoE damage, around the revenant. One point talent.
Example: If lightning is equipped, the revenant creates a powerful storm around him that fires lightning bolts down on the ground randomly, while also increasing lightning damage % and allowing for the shocking of enemies.
Bane of the Unholy - A strike of shadows that pierces flesh and causes a shadowy substance to glide to nearby enemies, ripping them apart. Damage based off of intelligence, 10% at base level. Each level increases by another 10%.
Cadaver Infusion - Allows the revenant to use a nearby corpse to heal himself. The revenant consumes the corpse. One point talent, passive, heals 5% of maximum health per corpse. Middle-tier talent.
Rift of Chaos - The revenant goes into a craze, swirling his weapons around him similar to the barbarian's whirlwind. Spirits shoot out in corner directions from the revenant. Spirit damage is based off weapon damage, but as a holy elemental attack. Level increase results in more damage, more spirits, and more enemies spirits can pierce.
Fury of the Undead - A storm of ghosts extrude out of the revenant. These souls carry a copy of the weapon in the revenants hand, and attack all enemies in range. When spirits are around, the revenant gains 25% more holy damage. Spirits damage is based off weapon damage of revenant. Holy damage increase and more spirits per skill level. Five point maximum, upper tier talent.
Vampiric Steel - The revenant has a chance to steal enemy's life by a small percentage. One point talent, passive, upper tier. When revenant steals life, he glows red for half a second as an effect.
Evisceral Strike - Cuts the enemy in a criss-cross fashion, also releasing the soul of the enemy if the enemy dies upon striking. This attack allows for a small chance to instantly kill non-boss enemy monsters. Based on weapon damage, each skill level adds a slightly higher chance to instantly kill and more damage.
Boiling Blood - Increases the revenants attack speed and movement speed. The ground along which he moves occasionally drops embers that create an area of fire that spreads.
Duration: 10 seconds, skill level 1. Duration and damage improves as more points are put in, and widening the area of which it spreads. Damage is based off 50% of intelligence, on top of it's increasing damage per level.
Brace of the Angels - Allows for dual-wielding of two-handed weapons. One point talent, upper tier.
Warlord of the Smoldering Sands - Transforms the revenant into a Guardian of the Smoldering Sands. This is an ancient warrior that guarded Aranochian homelands in times long ago. His armor is burning and hot to the touch; when using abilities special fire moves are added to them, with non-elemental damage but burning effects. Increases resistances, movement, attack-speed, and weapon damage. One point talent, top tier. Can be disabled through the menu option or hotkeys.
Hailing from the hidden forests of the in the Swamp lands, East of Caldeum. A tribe of spiritual warriors have lived for hundreds of years. Keeping mostly to themselves they have spent their years practicing the arts in nature manipulation and spirit channeling. They have also gained many skills in combat while fighting each other over their small but precious land. As the years went on and evil came ever closer to them they had to make their presence known to the rest of the world. Among them, a leader emerged, skilled in all forms of their combat and most in-tune with his spirit. Determined to save and prevent the destruction of his people he ventured East to the poor site that was now Tristram. Nobody had seen what his people were capable of, but he would soon prove his worth in the battle against good and evil.
Spirit of the Leopard - Summons an ethereal leopard
Effect - Summon the spirit of a Leopard to fight by your side
Spotted - Transform yourself into a Leopard.
Effect - Increasing both agility and attack speed.
Alpha Male - (passive)
Effect - increases vitality and attack power of your leopare spirits
Ferocious bite - As a leopard your teeth glow yellow
Effect - Adds (x) damage to your attack
Croc Skin - Change yourself into a crocodile.
Effect - Increases your defense and your strength
Spirit Dagger - Throws a spirit dagger at opponent
Effect - Does (x) damage
Meditation - (Passive)
Effect -Increases all damage done by spirits by (x) amount
Slither - Transform yourself into a snake
Effect - Increase dodge chance and adds poison damage to your attacks
Nature Tree - Living hidden in the jungles they have become quite intuned with nature and have learned to manipulate to help in their battles.
Strangling Vine - Sends out a vine that crawls through the floor
Effect - holds enemies in place where they stand
Bloom - Grows a tree That can walk and glows green
Effect - Summon a tree to help attack your enemies
Poisonous plants - Weapon glows green
Effect - Add poison to your normal attacks
Thorns - Thorny vines wrap all around you
Effect - Returns damage to attackers
Sap - the ground around you dies
Effect - restores (x) amount of life to yourself
War Tree - Having fought other clans for hundreds of years to defend their land. This tribe has become quite capable of fighting with melee weapons
Bow Mastery - (Passive)
Effect - Increase all damage done by Bow/Throwing Spears
Clobbered - Swing twice for each normal swing
Effect - Adds additional attack to adjacent enemy
Club Mastery - (Passive)
Effect - Increase all damage done by clubs
Sweeping strike - After landing a swing monster falls on the ground
Effect - Disables monsters from moving and increasing chance of a critical hit on next strike
Bludgeon - When you attack an enemy the become dizzy
Effect - Causes monster to stop attack for 2 secs
Poison Arrow - Green arrow is shot
Effect -Adds poison damage to attack
You may find a more detailed explanation of the Spirit Guide here: http://www.diablofans.com/forums/showthread.php?t=19256&page=2
Find any Diablo news? Contact me or anyone else on the News team
Living in Ensteig, the Crusader has spent much of his time spreading the word of all that is virtuous and righteous. Willing to put up arms against anyone or anything that gets in his way, The Crusader has seen many battles. He is very experienced in close combat with a shield in one hand, a sword in the other, and his Holy presence guiding him through his fights. The Crusader is willing to sacrifice everything, including his own life, in the fight for what is righteous. Through his efforts, he hopes to convert others to his side in the fight against the evil.
For the last twenty years The Crusader has been fighting off the inevitable advancement of the forces from hell that has come from the now Dreadlands. Realizing that he can?t fight them off forever, he has decided to find the source of this evil and smite it. Ending the evil is this world once and for all.
Divine Shield - Shield glows blue with a blue glow
Effect- Increase chance to block with your shield
Spike - Puts an ethereal spike on your shield
Effect - Adds attack damage to your successful blocks
Holy Life - Gold glow comes from you to ally
Effect - Drains your own life to increase the life of your allies around you
Shield Charge - Run forward with white glow trailing you
Effect - An attack where you charge through the masses of enemies in front of you, inflicting damage to all who are in your way
Last Hope - A bright glow around you
Effect- The closer to death you get the more successful your blocks are
Titan Armor - Armor becomes tough enough to absorb anything
Effect - Allows you to take no damage for 5 secs
Devout Tree - Through his devotion, he has learned to smite the evil with his Holy powers
Conversion - Gold cross glows above the converted
Effect - Convert your enemies to fight by your side
Divine Intervention - Weapon glows gold
Effect - Imbues weapon to do additional holy damage
The Heavens - An ethereal cloud appears above and lightning
comes down from it
Effect - Creates an AoE attack the rains down lightning onto your enemies
Blessed Swing - Weapon glows blue
Effect - Allows you to simultaneously attack all enemies
surrounding you
Angelic - Three angels come down and attack your enemies
Effect - Summon the angels themselves to fight by your side for a short time
Exorcise - You release the demons soul
Effect - Significantly damage the enemy and lower their attack
Battle Orders - Through his many battles the Crusader has become very skilled in close combat. He has used these skills to not only further his abilities but also those around him
Tactics - (passive)
Effect - increases attack speed with one handed weapons
Strike - Quickly strike down twice
Effect - Allows you to have two consecutive strikes for each swing of your blade
Commanding Presence - gold glow around you and your party
Effect - Increases vitality and strength of your
allies around you
Perseverance - As you come close to death you glow blue
Effect - the closer you come to death the stronger your attacks get
Front Line - all of your allies glow blue
Effect - for 5 secs you absorb all damage taken by your allies
You can find a more detailed explanation of the Crusader here: http://www.diablofans.com/forums/showthread.php?t=19256&page=2
Find any Diablo news? Contact me or anyone else on the News team
Living in the Northern Regions of Xiansai, the samurai have distanced themselves with the rest of the world. Concerning themselves with their own feudal warfare amongst themselves, the samurai have spent the last hundred years isolated from the evil that has corrupted the world. They have spent their time distancing themselves from their cousins on the south of the island, relying not on magic but their own brute force. They are very skilled in not only close combat but have become excellent archers in their own right, rivaling that of the great Amazons from the islands furthest away from them. They have also mastered the technique of defending attacks not with a shield, but with the deadly weapons they yield and their speed to evade attacks.
However, as of recently there has been many words said about the lack of involvement against the evil. Word of a selfish nature and even the possibility that they have sided with the evil that is spreading.
Wanting to regain their honor they have sent their mightiest warlord to aid in the elimination of the evil. With his abilities in combat he has become an indispensable warrior in this fight.
Bowman - (Passive)
Effect - increases damage of your bow attacks
Fiery shot - Bow/Spear glows orange
Effect -imbues your arrows with fire to add additional fire damage
Spear Strike - (Passive)
Effect - Increases the chance to land a critical strike with throwing spears
Pierce - Yellow glow around your arm
Effect - The strength of your shot allows your arrows to
penetrate your enemy and hitting enemies behind him
Rapid Fire - Release 4 shots in the same time as 1 normal shot
Effect- you shoot your arrows so quickly that the rain down on to a specific spot at the same time hitting multiple targets at the same time
Frozen Touch - Bow/Spear glows blue
Effect - adds ice damage to attack and has a chance to freeze enemy
Skirmish Tree - When the fight comes within arm length of the Samurai he is able to hold is own in close combat. With the skills of his two-handed weapons, the samurai is just as deadly up close as he is far away
Sharpened Edge - (Passive)
Effect - you gain (x) damage for each swing
Speed Burst - Speed trails follow your body
Effect - With each successful swing your attacks become
quicker and quicker
Magic Katana - An ethereal katana follows you
Effect - summon a katana that mimics your own
attacks
With Honor - Body glows red as you get close to death
Effect - The closer to death you get the stronger your attack gets
Disembowelment - Yellow trail follows swings
Effect - With your great accuracy you slice the vital
organs of your enemy causing them to bleed for additional damage
Dragon's Breath - A cone of fire emits form your weapon
Effect - does a small AoE of fire damage in front of you
Avoidance Tree - Realizing that a dead Samurai can do noting; they have spent many years to study many different ways to survive a battle
Thick Armor - (Passive)
Effect - You increase the strength of your armor enabling it to absorb more damage
Quick Feet - Body Glows with a white glow
Effect - With quick foot work your enemy finds it impossible to hit you for a short time
Strength From Within - Fire circle glows under you
Effect - Nearing death you find the strength to
increase your vitality for a short time
Swift Blades - You wing upwards after every strike
Effect - With each successful swing you also prevent the next attack against you
Sparing Partner - a clone of yourself stands next to you
Effect - causes enemy to attack you clone, not harming you
You can find a more detailed explanation of the Samurai here: http://www.diablofans.com/forums/showthread.php?t=19256&page=2
My brother also did a Samurai, see his take on the class here: http://www.diablofans.com/forums/showthread.php?t=19255&page=5
Find any Diablo news? Contact me or anyone else on the News team
The executioner has lived the last five years of his life living in the shadows. He has made a living killing others for money, whether they are monster or human. One to blur the line between right and wrong the executioner has done what is best for him. He has traveled from city to city looking for work.
Coming upon Viz-Jun the executioner has realized that his home city has been brought to ruins. The executioner wanders into the city being ever so careful not to alarm the demons that still linger. He makes it into his old house to find his sister and mother gruesomely slain by the demons. Outraged the executioner goes one by one killing each remaining demon in the city.
Infuriated by the recent events the Executioner has decided to come out of the shadows and join the fight against the evil. Using his cunning abilities to infiltrate deep into their layer. The Executioner will exact his revenge.
Shadow - Body is trailed by two dark shadows of yourself
Effect - Increases chance of enemies attack to miss
Disappear - Body becomes ethereal
Effect - Monsters stop attacking you and immediately and walk away
Shadow Strike - Throws a shadow dagger at enemy
Effect - Deals (x) damage to enemy
Without A Trace - Body becomes ethereal as you get closer to death
Effect - The closer to death you come the higher your
agility gets
Swiftness - You leave a shadow of yourself as you move to another area
Effect - you instantly move to another part of the screen
Engagement Tree - When hiding ones self is no longer an option the executioner is highly trained in close quarter combat
Swift Blows - you strike three times for each single attack
Effect - You attack three adjacent enemies at once
Sword Dance - Character spins around
Effect - attacks all enemies around you
A Hand For Each - (Passive)
Effect - Increases attack damage when dual wielding
Cut Throat - Slices at enemy with blue glow on weapon
Effect - Causes enemy to bleed causing DoT
Piercing Strike - (passive)
Effect - increase chance of a critical strike
Heresy Tree - Despite your shady past, you are still strong in your beliefs. Using them to attack your enemy
Life Force - you and the enemy glow red on a successful attack
Effect - You steal a percent of life for each successful attack
Ascension - Body glows white
Effect - Adds holy damage to your attacks
Doctrine - Body glows gold
Effect - Heal yourself or party member
Judgment - Red trail follows weapons
Effect - Reduces enemies overall health
Devotion - fires a gold orb form you
Effect - causes (x) holy damage
You can find a more detailed explanation of the Executioner here: http://www.diablofans.com/forums/showthread.php?t=19256&page=2
Find any Diablo news? Contact me or anyone else on the News team
(D3 class skill contest)
- Falcon cannot die unless trainer is killed
Falconry
The Falconers and their falcons are inseparable. Raised side by side they have come to rely on each to survive in the wastes of their homeland, this connection making them as one in combat.
Tier 1
Aerodynamic - Increases the falcon's movement speed by (x)%.
Tear - Falcon uses its talons to tear into an enemy, doing (x) damage over (y) seconds.
Airborne - Falcon lifts his master into the air, avoiding all melee attacks for (x) seconds. Attacks are still able to be made while Airborne.
Linked Spirit - Both the falcon and the Falconer's chance to critically strike is increased by (x)%.
Prey on the Weak - (passive) When your falcon finishes off enemies with low health it heals the Falconer by (x)% of damage done.
Bird of Prey - Increases the physical damage of your falcon by (x)%.
Fan Projectiles - (passive) Falcon has a (x)% chance to knock projectile attacks to the ground if not already performing a command.
Sky's Rage - increases magic damage done by the falcon by (x)%.
Winged Guardian - (passive) Your falcon will intercept a fatal blow for you causing a high speed whirlwind encompassing you. immobile but invulnerable for (x) seconds. This effect can only occur once every (y) minutes.
Just as the Falconers train the abilities of their falcons, they hone their own bodies to the apex of speed and marksmanship.
Tier 1
Kick - Kicks the enemy back and stunning them for (x) seconds.
Flaming Arrow- Launches a flaming arrow, dealing an additional (x) fire damage.
Stability - Increases your attack rating by (x)%.
Explosive Shot- Launches an explosive arrow dealing (x) fire damage to enemies within (y) yards of the target.
Multishot - The Falconer attacks his enemies with unbelievable speed seeming to shoot more than one arrow at a time. Shoots (x)arrows at once in an arch.
Thirsting Arrow - Once the arrow has struck an enemy it pierces through them seeking a new target.
Evasion - Increases chance to dodge physical attacks by (x)%.
Speed of the Falcon - Increases your run/walk speed and your falcon?s attack speed by (x)%.
Birds of a Feather - You and your falcon's attack speed are increased by (x)%.
The sands are home to many dangers, from the venomous beasts to the suffocating sands. One who would master the desert and use its secrets as their own would be quite formidable indeed.
Tier 1
Scorpion Venom - You coat your melee weapon with scorpion venom causing your melee strikes to deal an additional (x) poison damage.
Quicksand - Using your knowledge of the desert, you turn the ground into quicksand, trapping any enemy falls into it for (x) seconds. The trapped enemy will call to its allies for help, luring nearby enemies to its location.
Snake Venom - You coat your melee weapon with snake venom causing your melee strikes to apply a venom dealing (x) poisondamage over (y) seconds.
Sand Wall - You call upon the sand of the desert to block you from your enemies? attacks. Lasts (x) seconds.
Spider Venom - You coat your melee weapon with spider venom causing your melee strikes to paralyze your enemies for (x) seconds.
Oil Pot - you hurl a clay pot at your enemies, covering the area with oil, disorienting enemies for (x) seconds. A flaming arrow will ignite the area dealing (y) fire damage every second for the duration.
Sand Monitor Venom - You coat your melee weapon with desert monitor venom causing your melee strikes to confuse your enemies making them turn on each other for (x) seconds.
Assassinate - You appear behind your enemy stabbing it in the neck dealing (x)% increased damage, only effects one target. This causes very high damage but leaves you susceptible to your surroundings.
Mercenary Madness - Teleports the Falconer behind his target from a max distance of (x) yards, Spinning frantically the Falconer inflicts its enemies with Snake, Scorpion, Spider, and Monitor venoms. Does physical damage as well as the poisons. Higher ranks of the venoms increase this skills damage.
---------------------------------------------------------------------------------------------------------------------------------
Made in conjunction with KQkyle who wrote lore for this class
(haha yes KQkyle and I are different people, worked seperately, we're cousins)
http://www.diablofans.com/forums/showthread.php?p=441723#post441723
Really hoping to get to Blizzcon this year! Good luck to everyone
Able to convert other objects into gold and able to convert gold magical energy or to create magically imbued gold artifacts.
The basic idea is to create a class that values gold and has less use for ?other? magical artifacts. As a crafter this character can create uber equipment for himself of other characters. Such uber equipment would be useful for boss fights but would weaken rapidly when used by someone other than an alchemist.
Trees:
1) Gold Magic (combine gold and mana to create gold powered spells)
a. Gold shield ? percentage of damage received subtracts from your gold instead of your health. The amount of gold subtracted would be dependant on your level.
b. Gold distraction ? nothing like some pretty baubles to distract monsters ? monsters have a chance to stop attacking you until they have picked up all the golden trickets you have thrown on the ground (instant to cast)
c. Golden cantrips ? an area of affects spells that slows down monsters that encounter the cantrips ? also does a small amount of damage (instant to cast)
d. Gold bomb ? damage trap with proximity fuse (takes time to cast)
e. Gold mine ? slowness trap with proximity fuse (takes time to cast)
f. Golden spikes ? shoot out darts of pure gold
2) Gold Crafting (convert items into gold or craft magically imbued items out of gold ? such items will have high stats but will have low durability and wear out quickly and cannot be repaired)
a. Craft item ? convert an item into a ?golden? equivalent. The stats of the item would increased by a multiplier that depending on the number of skill points invested. The cost in gold required to create the golden item would be determined by the ?level? of the item multiplied by the number of points in the skill
b. Convert item ? instantly convert a magic item into gold. The more powerful the item and the more points invested in the skill the more gold you get. (you would not get as much gold as you would get for selling but at least you don?t have to return to town)
c. Golden golem ? combine magic item and gold. Magic item determines ?level? of golem and points in skill and your level determines how much gold you will need to create golem and also how many hit points the golem will have. Note ? golem does not heal.
3) Gold Auras ( general skills for supplementing other two trees)
a. Wealth - Increase amount of gold dropped for all party members.
b. Trading skill - increase amount of gold when selling items to merchants
c. Gold Affinity ? slows down the decay of ?golden? items equipped by this character. Note does not affect the dacay rate of ?golden? items equipped by other characters. This skill also decreases the effectiveness of ?non-golden? items used by the character. Thus ?non-golden? items will rapidly wear out.
A solitary mage wandering deserts in search of long-lost lore, entering settlements to perform services for food and water and dousing water for caravans he meets if hired to do so. Rarely do they take apprentices under their wing, and even rarer are the instances of apprentices surviving harsh regiment of dervish life.
Dervish is a combat caster offensively, and a avoidance/mitigator/regenerator defensively (depending on skill mastery). His skills can be divided into 3 trees: Lore of the Whispering Sands, lore of the Howling Winds and lore of the Scorching Sun.
Lore of the Whispering Sands
Sand lion's invitation
A sand pit appears in the target location. All targets caught within its radius (3m+Slvl*0.5m) are dragged towards the center where they suffer (1+Slvl*.15)*X damage; they are also afflicted by sinking feet effect, which reduces their speed by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Sand spike
A spike of hardened sand pierces through the enemy dealing (1+Slvl*.55)*X damage.
Summon Sandworm
A giant sandworm burrows from under ground and burrows right back several meters away, creating a temporarily physical wall orthogonal to the line of casting. Length of the area blocked is 3m+Slvl*1m. Girth of the worm increases to match it's exposed length.
Quicksands
A patch of quicksand is created at a target location, immobilizing enemies within its radius (3m+Slvl*0.5m) for Slvl*Y seconds.
Burrow
A dervish turns ground under his feet into fine sand and burrows into it, allowing him to move underground at a 75%+Slvl*3.5% movement rate for 5 seconds.
Sand bomb
A dervish infuses ground under the target's feet with explosive sand and dust, dealing (1+Slvl*.25)*X phyisical and (1+Slvl*.25)*X fire damage upon the blast.
Sand grinder
Ground around the target location (3m+Slvl*0.5m radius) swirls, turning into sand, friction causing the sand to heat up and static electricity to build up. Targets within the radius suffer (1+Slvl*.15)*X fire and (1+Slvl*.15)*X lighting damage every 3 seconds and they are also afflicted by sinking feet effect, which reduces their speed by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills. Lasts 6s+Slvl*1.5s.
Curse of the Whispering Sands
Passive Aura: Enemies withing (3m+Slvl*1.2m) of dervish have a Slvl*0.5% chance of spell failure.
Sand hammer
Two walls of sand are summoned at the either side of the target location (parallel to the line of casting, 5m apart) and slam against each other with a (2s-Slvl*0.75s) second delay, dealing (1+Slvl*.75)*X damage to anything trapped within.
Grit polish
Passive: Dervish's armor is polished by the sand giving Slvl*0.5% chance to reflect a direct spell back to the enemy.
Lore of the Howling Winds
Wind slice
A dervish kicks up rough sand and summons wind to carry it to its target, slicing them for (1+Slvl*.55)*X damage
Wind shock
A dervish grinds up soil into fine sand and summons wind to carry and twist it, creating a statically charged projectle that deals (1+Slvl*.35)*X lighting damage on impact and lowers their lightning resistance by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Vacuum
A dervish forces the air away from himself, creating a temporary vacuum around himself, which gives him a 50%+Slvl*2% damage mitigation, but makes him unable to move for 2 seconds.
Tornado
A violent tornado is summoned to pick up sand and debris and crash into the target and anything withing 3m+Slvl*0.2.5m of the target, dealing (1+Slvl*.35)*X damage.
Sandstorm
A sandstorm is created in the area, dealing X damage every second for Y seconds to all the enemies caught within
Thundering blast
A dervish compresses and grinds together wind currents to create statically charged wind tunnel, and sends it at his target, causing (1+Slvl*.35)*X lighting damage to it and anything within 1.5m+Slvl*0.1m of the line of casting.
Wind Solenoid
A dervish makes wind currents spiral up around his enemy, creating a spiral flow of charge that rips weapons from their hands for 3s+Slvl*0.5s and also lowers their lightning resistance by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Curse of the Howling Winds
Passive Aura: Enemies within 3m+Slvl*1.2m of the dervish have their spell and projectile damage reduced by Slvl*1.5%
Enveloping winds
A dervish statically charges the air around him, making all physical attackers take (1+Slvl*.15)*X lighting damage if their attack connects. also lowers their lightning resistance by 15%+Slvl*0.5% for 12 seconds. This effect stacks up to 3 times, Slvl bonus is cumulative between different skills. Lasts 15s+Slvl*2s or until Vacuum is used.
Howl
Passive: causes winds to cover up all sounds aroudn dervish (5m+Slvl*0.25m radius), making shouts and enemy spellcasting to have a Slvl*0.2% failure rate.
Lore of the Scorching Sun
Glass Shield
A dervish melts the sand around him and raises a glass barrier around himself that damages enemy that strikes him with physical damage and causes him to bleed for (1+Slvl*.15)*X damage over 12 seconds. The bleeding effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Glass Doll
A dervish creates a glass doll at a target location by melting the sand. The doll shatters within 1.5 seconds of being created and deals (1+Slvl*.15)*X damage as well as bleeding for (1+Slvl*.15)*X damage over 12 seconds to anything caught in the blast radius. The bleeding effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Glass blast
A dervish melts sand around him and blasts the liquid glass into the target, causing (1+Slvl*.55)*X fire damage.
Shard Twister
A dervish creates a twister of glass shards in fron of himself that will follow the target for 15 seconds, reapplying the bleeding effect that deals (1+Slvl*.15)*X damage over 12 seconds every time it connects. The bleeding effect stacks up to 3 times, Slvl bonus is cumulative between different skills.
Heat Stroke
Causes target to have blurred vision making its physical and projectile attacks Slvl*0.5% less accurate for 12 seconds, slowing them down by 10%+Slvl*0.75%, as well as dealing (1+Slvl*.45)*X fire damage.
Crystal Lens
A dervish creates a lens from the sand whose focal point (visible and moving at the normal character movement rate) will follow the target for 15 seconds, dealing (1+Slvl*.75)*X fire damage every 3 seconds. Up to 4 lenses can be active on the field at one time
Cauterize
A dervish blasts the target and everyithing in its radius with intense heat, dealing (1+Slvl*.45)*X fire damage and additional 25% for every bleed effect on the target. Cauterized targets stop bleeding.
Curse of the Scorching Sun
Passive aura: Targets withing (3m+Slvl*1.2m) meters of the dervish are exhausted, Slvl*1.5 of their movement speed.
Dessicate
A dervish dessicates the target, stealing their water and healing himself for Slvl*1.5% health and dealing X damage to the target. Upon restoring health through dessicating opponent dervish becomes gorged, unable to do so again for 3 seconds.
Burnt skin
Passive: a dervish stores heat inside his skin that dessicates melee attackers if their attacks connect. Attacker takes (1+Slvl*.45)*X fire damage and dervish restores Slvl*.5% health. Upon restoring health through dessicating opponent dervish becomes gorged, unable to do so again for 3 seconds.
Masters of the mind, body and soul, Mesmers possess heightened senses and an intuitive understanding of life, nature and the world around them. They gain their abilities through deep meditation and rigorous mental exercises. Mesmers are very spiritual beings and are said to radiate with a very strong aura during combat situations. Passive by nature, they exist in a constant state of meditation and only engage in combat out of necessity. The connection between a master Mesmer's mind, body and soul is said to be perfect.
" Even the most skillfully crafted weapon dulls to a stub in the hands of the unwise."
" Our being scrapes the edge of existence itself."
Weaponry:
Mesmers prefer blunt weapons, particularly battle-staves. Fluid and technical, their combat style is akin to martial arts. Mesmers consider bladed weapons to be in a constant state of hostility, which goes against their passive nature. One of the more sacred weapons of the Mesmer is the Tri-Section Staff, which is known to be weilded only by them.
http://www.oriental-weaponry.co.uk/acatalog/BS68-05-01Close-rattan-3-section-staff.jpg
http://goldeneaglemac.com/images/wong3sec.jpg
Skill Trees:
Complete with combat techniques and auras, The Mesmer replaces the paladin from Diablo II and assumes the role of support character.
The Mesmers abilities stem from wisdom, self-knowledge and high spirituality. The skill trees are an extension of the unified masteries of mind, body and soul:
*The Realm of Thought (Mind)
*The Realm of Flesh (Body)
*The Realm of Soul (Soul)
The Realm of Thought:
The realm of thought is the mastery of the mind. Through mental strength the Mesmer can build resilience and even inflict psychic damage to opponents. This skill tree contains the passive and direct-damage abilities of the Mesmer.
Example picture of mental abilities. (minus the bladed staff)
--Calm Mind (passive)
Using the techniques of meditation, the Mesmer trains his mind to retain composure in battle, even under the most stressful circumstances.
Effect: Increases character's base accuracy.
--Precognition (passive)
Tapping into the intuitive powers of the mind, the mesmer uses analytical prowess to predict his opponents next attack.
Effect: Increases character's base defense rating.
--Psychokenesis
Using the heightened senses of the mind, or 'ESP', the Mesmer blasts the minds of his Opponents with pure psychic energy.
Effect: Does ranged damage to a single target, with a chance to stun.
--Frequency Bombing
Bombards an enemies mind with strong brain-wave frequecies. Causing mental damage to the target and to adjacent enemies.
Effect: Ranged psychic attack that explodes outward, dealing splash damage to opponents.
--Extrasensory Array
Taps into the ability of greater sense. Gives the user the ability to see what cannot normally be seen with the naked eye.
Effect: Grants the user the ability to see traps, see through walls when close to them and see breakable structures for a duration when activated.
The Realm of Flesh:
The Realm of Flesh is the disciplined art of physical battle technique. Rather than relying on pure brute force, Mesmers hone their precision and evasion skills for battle. The culmination of the Mesmers training of the physical body.
--Precision Point
Strikes an opponent with a precision based thrusting attacking, dealing concentrated damage.
Effect: Deals extra damage to one opponent.
--Pendulum Shuffle
Slides backwards to escape from immediate combat.
Effect: Move backwards to escape combat.
-Crescent leg-Snap
Perform a roundhouse kick to damage all adjacent opponents.
Effect: Strikes all opponents in a 180 degree arc in front of the user, has a chance to cause knockback damage.
--Bob and Weave
Bob and weave to avoid being damaged by enemy attacks.
Effect: Reduces chance to be hit by all meele and ranged attacks when activated. Lasts for a duration. (On-screen stance changes, cooldown timer)
--Rythm Strikes
Fast weapon strikes that hit multiple adjacent opponents in quick sucession.
Effect: Hits multiple adjacent opponents in quick sucession, increases attack damage.
The Realm of Soul:
The Realm of Soul is the most sacred technique to the Mesmers. They use this technique to convert their will and life essences into an aura. Through perfect alignment of the soul, Mesmers are able to generate auras of many different effects to aid themselves and to pass on to comrades.
--River of Strength:
Converts will and courage into raw strength that radiates outward.
Effect: Increases damage dealt by you and any party members within the aura's range.
--Pool of Knowledge:
Converts wisdom and inner knowledge into pure mana escense.
Effect: Increases max mana and mana regeneration rate for you and
any party members within the aura's range.
--Cascade of Will:
Converts willpower and the will to live into health and life.
Effect: Increases max health and health regeneration rate for you and
any party members within the aura's range.
--Astral Projection:
Mesmers possess the ability to manifest the spirit outside of the body and traverse the physical world as an ethreal being.
Effect: Project soul and take control of it. Greatly increases movement speed, used for scouting. Whilie this ability is activated the Mesmer cannot move his physical body. Projected souls cannot attack or be attacked, but the Mesmer's stationary body is still subject to being attacked. Projected souls cannot move onto new levels of the map or collect items. Can be used in combination with 'Extrasensory Array.' Returns to body when deactivated.
Completed.
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.
(Image not made by me)
The Seraph is a divine being amongst the highest orders of Heaven. Though The Seraphs usually do not interfere with Sanctuarian matters, they have been sent to do so in this era of Hellish times. The Seraph is a holy warrior, and being of light.
Seraphs have been shun down through Heaven's exterior gate, coming to Sanctuary on a burning meteor.
Righteous Jolt - The Seraph conjures a stream of light that slightly heals allies, and divinely burns foes. 4% mana per sec. , no cooldown, damage based on 5% of intelligence, healing based on 2% of intelligence. Skill increase results in more damage/healing % increase.
Fist of the Seraphim - The Seraph slams his weapon on the ground, causing nearby enemies to be hurt and thrown back, and also creating a divine flame that spreads. No cooldown, damage based off of weapon in hand plus 5%. Skill increase results in slightly larger fire, blast radius, and damage % dealt.
Angelic Warp - The Seraph transfers in holy light to targeted and reachable area. Used to cross gaps. One point talent, 10 second cooldown.
Devout Salvation - The Seraph is surrounded by barrier of bubbly light, reducing damage taken by foes and slightly healing the Seraph and his allies with each hit. Based on 5% of current defense, with the heals being based off of 0.25% of current defense. One point talent, passive, three second cooldown.
Virtuous Conviction - The Seraph summons an electrical bolt from the Heavens themselves, hurling it at enemies. Explodes on contact. No cooldown, based on 30% of intelligence plus holy damage currently possessed by the Seraph. Skill increase results in larger bomb radius, and higher damage % off of intelligence.
Seraph of the Upper Realm - Transforms the Seraph into a stronger being of light. Increases holy damage, defense, ability damage, and increases health/mana by 15%. One point talent, top tier. Can be disabled through hotkey or menu option.
The Seraph uses the power of fallen angels to condemn foes.
(all abilities in this tree can be aided with shadow elemental damage)
Eternal Crash - The Seraph hurls a reddish-shadowy bolt at foes. Explodes with shadows and causes enemies inside the blast radius to fall down, with those on the outer radius to be pushed back. Based off of weapon damage. Skill increase results in 3% more damage.
Fires of the Damned - The Seraph summons two pillars of fire by both of his/her sides. The fires spread outwards in a circular and swirling motion very rapidly. Damage based on 60% of current health points. Skill increase results in 5% more damage based on health.
Shadow Storm - Causes the Seraph to go into an unholy rage. The Seraph has a 50% faster attack increase while this ability is clicked down, and if enemy dies during this time, he explodes with black electricity that shocks nearby foes. Damage based off of weapon in hand, storm damage based on 50% of mana capacity (not what current mana number is at). 5% damage increase per skill level, and 10% storm damage increase per level.
Shard of Dread - The Seraph hurls a shard from Hell at foes. The shard explodes with a shadowy substance that burns enemies over time. Burning damage based of off 110% of weapon damage. Skill increase results in longer period of burning, and 5% damage increase. Mid-tier talent.
Stygian Slash - The Seraph slashes his weapon, resulting in burning brimstone spikes spreading over the area the Seraph is facing. The spikes explode on foes and inject them with liquid-fire. Damage based on all elemental damage wielder currently has combined, and 5% of weapon damage base. Skill increase results in more elemental damage by 5% and weapon damage by 10%.
Pandemonium - Causes the heavens to rain down meteors upon unsuspecting foes. Meteors explode with vile acid. Damage based off of 200% of intellect. Each skill point increases damage by 10%.
Chthonian Beast - Summons a beast of Hell. This beast stands upright, and has two gaping maws upon it's hell-tinged face. The beast carries the weapon currently equipped by the Seraph. This beast can also bite, puke boulders of fire, and slash with it's spiky obsidian tail. All damage based 100% off of the Seraph's. Top talent, beast can be disabled through hotkey or menu option. You will, of course, lose the beast should you respec. Beast levels with you and has 75% of your stats.
The Seraph uses combat techniques and holy attacks to judge foes.
Seraphic Strike - Slashes your foe with weapon at hand while also delivering a small lash of light in front of the Seraph that burns enemies. Damage based off of weapon damage. Damage increases 5% per skill point.
Reverent Blade - The Seraph lights up his weapon, and throws a copy of it at foes. The copy slashes several foes similar to chain lightning. Damage based on 5% of holy elemental damage and 50% of current weapon damage. Skill level up results in more enemies able to attack, and 5% of weapon damage and 2% of holy damage.
Slam of the Seraphim - The Seraph jumps and slams the ground quickly, exploding with holy energy. The energy hoists out beams of light that shoot out in random directions, righteously damaging foes. Damage based on 150% of intelligence. Skill increase results in 5% more damage, and longer light beams/more light beams.Mid-tier.
Celestial Condemnation - The Seraph charges at opponents, leaving a trail of holy fire. Fire spreads slightly. Charge damage based on weapon damage, fire damage based on 100% of holy elemental damage. Skill increase results in more elemental damage, crushing damage of charge, and slightly larger flame radius. Mid-tier.
Sanctified Heaven - Emblazons the Seraph's weapons, causing each attack to burn with the might of the upper reaches of Heaven. If enemies dies upon striking, orbs of fire swirl around the Seraph and push back non-boss enemies while also burning any type of enemy. Non-elemental damage. Strike does 200% holy elemental damage, orbs do 50% of combined elemental damage. One point skill, upper tier. Orbs have a one minute cooldown and lasts for 15 seconds.
Transcendence of the Archangel - Warps down a powerful light, that spreads in all directions setting everything on fire and causing burning damage, whilst also healing all allies in range. Damage based off of 300% of holy elemental damage, healing based off of 100% of combined resistances. Five minute cooldown, top tier talent.