I'm thinking that it's going to be a kind of shapeshifting class. Not necessarily in the sense of a literal shapeshifter, like the Druid from Diablo II, but a class that has multiple approaches to combat (forms, presences, stances, etc). Depending on the form, the effects of their abilities would differ, as would some of their basic approaches to fighting. Alternatively, the form severely limits what abilities may be used and drastically alters combat style.
I really like the idea of humans being the balancing race between the forces of Heaven and Hell. They are neither good nor evil, and have a choice with regards to how they will align themselves: with the Angris Council, with the Prime Evils, or with humanity. My concept is a character whose play style is reflective of these types of choices. With the destruction of the Worldstone and the reawakening of much of humanity's latent magical prowess, the lines between Heaven, Hell and humanity are being blurred to some extent on the mortal plane of Sanctuary. My character idea, called the Apostle, would have three choices: represent Heaven, humanity, or Hell.
The Apostle's energy source is called Humanity, and his playstyle is one great a balancing act. For simplicity's sake, let's say it has a cap of 100. If his Humanity is above 50, it will slowly drain until it reaches the middle. If it is below 50, it will slowly regenerate in an effort to restore balance. The closer he is to Angelism (100 Humanity), the quicker it will drain, and the closer he is to Damnation (0 Humanity) the faster it will regenerate. He has three types of abilities: Angelic, Mortal, and Demonic. As the Apostle approaches Angelism, his Angelic abilities slowly become more powerful, but his Demonic abilities will grow weaker. Similarly, Demonic abilities will be more potent the closer the Apostle is to Damnation, at the cost of the effectiveness of his Angelic abilities. This will be an inherent part of his energy source, and cannot be altered by passives.
Mortal abilities will either cost or generate Humanity, depending on whether or not Humanity is above or below 50, respectively. A Mortal ability can never cause Humanity to go above or below 50. These spells will revolve around raw, single-target damage, survivability and resilience. There is a great focus on the powers of the individual character with Mortal abilities, and less focus on the strengths and capabilities of his allies or enemies. Some passives might offer bonuses for maintaining a balanced Humanity.
Angelic abilities will generate Humanity. They will focus on healing, summoning, area-of-effect damage and crowd control. These spells are very focused on groups of enemies and/or allies, rather than single-target damage or enhancement. Some passives might offer greater effects for staying closer on the side of Angelism.
Demonic abilities cost Humanity. They will focus on destruction, crippling enemies, malice and mass mayhem. The Demonic side specializes in tearing enemies apart with very fast and merciless attacks and feeding off the suffering of the Apostle's foes. Demonic abilities may occasionally put the character at higher risk, but will always yield great offensive power in return. Some passives might offer greater effects for straying closer to Damnation.
So yeah. That's my idea of something that might be coming down the line.
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I am the shrewd thunder and the quiet hurricane.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
The apostle reminds me of my fan class, the elorahim (util i find a better name), who has heaven, hell and sanctuary trees. His resource was essentially 3 sliding bars that added and removed buffs for specific trees. It was pretty awesome, but cbf going into detail on it. He had like 70 skills or something, but he was made a while back and it would be a pain to update him (add rune effects, make the skills fit the new layout etc). Instead im making a new fan class, an egyptian spear+net/shield gladiator style dude with combat and desert powers
TLDR: plant magic = huge untapped resource, Blizzard should explore new magics they haven't focused on before to make a truly creative new class.
Body:
I'd really like to see a class that focuses on plants (kind of a spin off of the D2 Druid's creeper pet). It's something that has never been focused on before in Sanctuary, and there's tons of opportunities for buffs (rooting in, herbal stimulants, aroma therapy), debuffs (stun spores, tangling vines, aroma anti-therapy), physical attacks (vine whip, log roll, thistle throw, root spike, algae slime bomb), summons (creeper vines, walking tree, mold/algae blob creatures), defense skills (tree wall, bark skin), and I'm sure much more that I haven't thought of. This allows this class to be designed to focus on any number of niches, from heavy melee/caster to ranged/summoner to buff/debuff specialist, just to name a few random ones that just popped in my head.
Notably, there is also tons of poison opportunities when working with plants, but since the WD already has a lot of poison abilities I tried to avoid them.
I've previously written about a class that is from an elder from a forest-dwelling tribe, but if that's too much like the tribal-ness of the WD, then Blizzard could even take it down the Botanist/Naturalist route, AKA a city-folk that has apprenticed in the mystical ways of the flora on Sanctuary.
Long story short, I really hope Blizzard explores a realm of magic they haven't focused on before(please no more shadow/death/elemental/holy, unless they're really innovative), and I think that the flora on Sanctuary offer a huge untapped resource.
I see two classes being added. If two expansions are made than it might be one at a time.
I think we will get a class that is based more around defense and shields. Main weapon will be javelins/spears. I am seeing more of a royal knight or crusader. He may even be on a horse (if he has a skill in horsemanship) and have a follower (squire). The Warhorse would use the same tier as the chest armor for the look.
Some skills will be based on using the shield for defense as well as offense. Like some of the shield skills the paladin has as well as some new ones. The knight will also use some skills that are similar to the javazon as well as new ones. The class may also get some holy auras.
His special weapons will be the use of Lances which are considered spears. They might be 2-handed but he can wield a class shield that will work with the Lance on the off-hand.
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The other class likely will be more of an adventurer that is just in it for him/herself and does not really care about the outcome as long as it turns out alright for him/herself.
I see the class using skills that can deceive monsters and gain control of them for either a short time or some of them for a longer time (based on the rune stone). I can see the character cause a curse on a creature and if successful a skeleton will rip off the skin of the monster and it may cause some fear in surrounding monsters (rune effect and likely a skill cooldown or a longer cooldown)(other rune effects may have no cooldown but lower the amount of active skeletons. I am also thinking that the class will have a skill that will increase the chance for more gold or an mf bonus. The bonus can be related to how low his Morality is (resource globe). Killing monsters will increase the morality and will have some skills that can be used when morality high but will do not that much damage or more of curses. More damaging skills will require a lower morality or be used in combination with a curse/morality decreasing skill to be used.
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On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
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I'd really like to see a class that focuses on plants (kind of a spin off of the D2 Druid's creeper pet). It's something that has never been focused on before in Sanctuary, and there's tons of opportunities for buffs (rooting in, herbal stimulants, aroma therapy), debuffs (stun spores, tangling vines, aroma anti-therapy), physical attacks (vine whip, log roll, thistle throw, root spike, algae slime bomb), summons (creeper vines, walking tree, mold/algae blob creatures), defense skills (tree wall, bark skin), and I'm sure much more that I haven't thought of. This allows this class to be designed to focus on any number of niches, from heavy melee/caster to ranged/summoner to buff/debuff specialist, just to name a few random ones that just popped in my head.
Notably, there is also tons of poison opportunities when working with plants, but since the WD already has a lot of poison abilities I tried to avoid them.
I've previously written about a class that is from an elder from a forest-dwelling tribe, but if that's too much like the tribal-ness of the WD, then Blizzard could even take it down the Botanist/Naturalist route, AKA a city-folk that has apprenticed in the mystical ways of the flora on Sanctuary.
Long story short, I really hope Blizzard explores a realm of magic they haven't focused on before(please no more shadow/death/elemental/holy, unless they're really innovative), and I think that the flora on Sanctuary offer a huge untapped resource.
une classe basée sur un pet me parait peut être la moins probable de toutes. Bli² a été clair sur ce point, ils ne veulent pas qu'on ait à micro-manage des unités, ce qui est le sens d'un perso basé sur son pet. Ou alors on n'aura pas de contrôle desus et ce sera le perso le plus inintéressant du jeu...
Why would you post this in French?
Translation:
A class based on a pet seems a little less probable to me. Blizz has been clear on this point. They do not want us to micro-manage units/pets. This is what a pet-oriented class would like like if it were to be made. If they made a class like that it would be uninteresting anyways because that class would not be able to micro-manage pets.
I have an idea for a D3xp character. The name is a temporary placeholder as I couldn't come up with something more original that fits. So for now, I've simply named it the HERETIC.
Background
Heretics belong to an ancient order who were of the mindset that the only way to combat demons is to embrace the power they wield. So to this end they captured demons and trapped their essences within their own bodies. So basically they're carrying around these demons inside them and these demons have formed a sort of bond with the heretics. (This is basically the lore part for how their resource works... more on this below).
Heretics are basically anti-paladins/death knights thrown in with a little necromancer. They are melee fighters. They're unique weapons are a set of double bladed weapons. Like the demon hunter has a set of hand crossbows, their set weapons come in pairs as well. They could look like moonglaives, sun-moon swords, dual scimitars... basically anything bladed that comes in pairs.
I'll explain their resource before I proceed.
Resource: Pain
See, in order for the demon to grant them power to fuel their spells and what not, the demon must taste pain. Now simply attacking or hurting an enemy does not suffice. Sadism must be involved. To this end, Heretics have several pain generating abilities. A Heretic can embue his weapon to cost damage over time, cast curses on enemies to slow them and what not and these "curses" basically cause the enemies to "hurt". When an enemy is "hurt" or is "in pain", attacking them will generate pain, as the inner demon delights in this. A kind of kick him when he's down to delight me kinda thing.
Once the pain gauge is filled, the heretic can use it to cast spells and what not.
Skills
Here's a list of some of the skills the Heretic has at his disposals by groups:
1. Curses
Heretics can Enfeeble their enemies, causing them to deal reduced damage and have a higher chance to miss.
Weakness causes surrounding enemies to suffer a curse that if hit, they are knocked back and generally move slower.
Life Tap is a curse that is cast over a target and if the target is hit, a percentage of the damage done heals the heretic.
Necrosis causes an enemy to take damage over time.
Agonizing Bond causes the target to suffer 50% of the damage done to the Heretic.
*all curses generate pain.
2. Effigies, Totems and Idols
Heretics can summon various idols and totems that do different things.
The Cackling Effigy summons a pole that has a bound demon on it much like how a you'd imagine a witch tied to a stake. This creature is screaming in pain and attracts enemies to attack it as the screams sound like taunts. This effigy if struck generates pain.
The Idol of Malaise basically causes enemies around it to move slower and attack slower. It uses up pain.
The Death Totem causes any enemy who dies in the surrounding vicinity to explode and damage its neighbors. Consumes pain.
3. Demonic Gifts
Spending pain allows the inner demon to manifest certain powers onto the heretic.
Demonic Strength basically unleashes an explosion every time the Heretic attacks an enemy, dealing damage to nearby enemies as well for a short duration.
Petrifying Gaze turns an enemy into stone temporarily.
Life Drain does just that. It continously drains life to heal the heretic.
Tendrils sprouts hideous appendages that will attack nearby enemies and also block certain attacks.
Spines cause spines to erupt from the body dealing damage to those who hit the Heretic.
Unleash the Demon turns the Heretic into a demon for a short time with increased attributes.
Fel Wings sprouts wings for 3 seconds allowing the heretic to escape or reach an area while flying over enemy hordes.
4. Demonic Powers
Pain spending skills that are outwardly demonic spells.
Possession basically turns an enemy into an ally.
Doom causes damage over time and when killed, an asura demon rips out from the dead corpse to join the Heretic.
Infernal Fist causes a large fist to erupt from the ground damaging all enemies in the area and knocking them back.
Impale sends a row of spines that damage and stun enemies in a row.
Thats basically my idea. Any suggestions for improvments would be greatly appreciated.
I would like to see a whip-wielding class. Like a Belmont killing vampires and zombies
And about the Heretic idea. I both like and dislike it. Causing pain is a cool thing in Diablo, but not about having demons traped inside your.
I know the prime evils needed soulstones, but if you gather x amount of demons they should get a bit stronger, no? And there is no more solstones to use.
If its more like an ancient pain-god that grants them the power, fine! Or other things that doesnt involve "having demons inside in your body/soul". Its a concept we already have.
All in all, love the idea! - Demonic forces is cool "outside".
I would like to see a whip-wielding class. Like a Belmont killing vampires and zombies
And about the Heretic idea. I both like and dislike it. Causing pain is a cool thing in Diablo, but not about having demons traped inside your.
I know the prime evils needed soulstones, but if you gather x amount of demons they should get a bit stronger, no? And there is no more solstones to use.
If its more like an ancient pain-god that grants them the power, fine! Or other things that doesnt involve "having demons inside in your body/soul". Its a concept we already have.
All in all, love the idea! - Demonic forces is cool "outside".
Thanks for the feedback and comments. I think you're right. The whole soul stone thing made it apparent that maybe demons are not the best way to go. Maybe instead of having a "inner demon" they could have some other kind of malevolent, ancient evil creature trapped inside that grants them "demon-like" powers. I was thinking maybe Rakshasas and have the Heretic's ethnicity be a cross between Indian and Middle Eastern - rakshasas being demons from Hindu mythology. Also rakshasas are shape-shifters, hence giving the Heretics various different manifestations and also magic users, hence using the external "demonic" powers.
The whole concept of the Heretic is actually based on the idea I had for the Pain resource system. I think its different enough to actually work in Diablo 3 without really impairing gameplay or straying too far away from the norm.
btw, I would love to see like a beastmaster class or something using whips...
I would like to see a whip-wielding class. Like a Belmont killing vampires and zombies
And about the Heretic idea. I both like and dislike it. Causing pain is a cool thing in Diablo, but not about having demons traped inside your.
I know the prime evils needed soulstones, but if you gather x amount of demons they should get a bit stronger, no? And there is no more solstones to use.
If its more like an ancient pain-god that grants them the power, fine! Or other things that doesnt involve "having demons inside in your body/soul". Its a concept we already have.
All in all, love the idea! - Demonic forces is cool "outside".
Thanks for the feedback and comments. I think you're right. The whole soul stone thing made it apparent that maybe demons are not the best way to go. Maybe instead of having a "inner demon" they could have some other kind of malevolent, ancient evil creature trapped inside that grants them "demon-like" powers. I was thinking maybe Rakshasas and have the Heretic's ethnicity be a cross between Indian and Middle Eastern - rakshasas being demons from Hindu mythology. Also rakshasas are shape-shifters, hence giving the Heretics various different manifestations and also magic users, hence using the external "demonic" powers.
The whole concept of the Heretic is actually based on the idea I had for the Pain resource system. I think its different enough to actually work in Diablo 3 without really impairing gameplay or straying too far away from the norm.
btw, I would love to see like a beastmaster class or something using whips...
When you said Rakshasas and "Indian" I thought of "Djinns". A mystic power. And yeah, the Pain resource was an cool idea!
i see a shield character... most likely a spear character that can go either shield or 2 handed spear the most probable way to go...
(like the ancient greeks or romans)
Also, I'd like to point out ala diablo 2 followers can also be playable in game (see: barbarian).
I would like to see a whip-wielding class. Like a Belmont killing vampires and zombies
And about the Heretic idea. I both like and dislike it. Causing pain is a cool thing in Diablo, but not about having demons traped inside your.
I know the prime evils needed soulstones, but if you gather x amount of demons they should get a bit stronger, no? And there is no more solstones to use.
If its more like an ancient pain-god that grants them the power, fine! Or other things that doesnt involve "having demons inside in your body/soul". Its a concept we already have.
All in all, love the idea! - Demonic forces is cool "outside".
Thanks for the feedback and comments. I think you're right. The whole soul stone thing made it apparent that maybe demons are not the best way to go. Maybe instead of having a "inner demon" they could have some other kind of malevolent, ancient evil creature trapped inside that grants them "demon-like" powers. I was thinking maybe Rakshasas and have the Heretic's ethnicity be a cross between Indian and Middle Eastern - rakshasas being demons from Hindu mythology. Also rakshasas are shape-shifters, hence giving the Heretics various different manifestations and also magic users, hence using the external "demonic" powers.
The whole concept of the Heretic is actually based on the idea I had for the Pain resource system. I think its different enough to actually work in Diablo 3 without really impairing gameplay or straying too far away from the norm.
btw, I would love to see like a beastmaster class or something using whips...
When you said Rakshasas and "Indian" I thought of "Djinns". A mystic power. And yeah, the Pain resource was an cool idea!
djinns are noble, aren't they? i know rakhsasas are always evil. I also read a post where someone named a similar type of character the Infernal. I think Infernal is way cooler than Heretic and I might just steal that name.
btw, any cool ideas for active skills for the Heretic?
The alchemist is a well traveled adventurer that has dedicated his life to the study of the material world and shaping everything found within. He harvests what he can and uses these ingredients to transpose objects, demons, and anything in between into whatever he sees fit. He brews potions and draughts with often extraordinary results.
I.E. Use harvest attacks to gather the reagent resource similar to Hatred/Spirit.
Examples of attacks below.
Harvesting: Universal Solvent: Spray target with globs of gelatinous solvent, dissolving it whole and leaving a puddle on the ground that damages any enemies that walk over it.
Dissect: Shoot several barbed hooks at the target and wrench them back, removing eyes, glands, ears, and anything else that could be of use.
Transmute: Turn bits and pieces of the enemy into various metals. Maybe you get some skin, maybe their heart! If killed by Transmute they are guaranteed to drop gold.
Hyperdensity: Throw a hyperdense stone at the enemy, causing a localized gravity well, crushing and imploding the enemy until it's ground into a nice small collectible ball.
Chemistry: Bruise Juice: When quaffed transforms the alchemist into a rampaging brute. He then charges in the target direction and damages all enemies in the path. (For animation think of the Hulk's clothes tearing, he gets big, slams fists into stuff, then shrinks and OHEMGEE his clothes are fine).
Tranquilize: Shoot a volley of tranquilizing darts in a cone attack, paralyzing enemies for 3 seconds.
Decompose: Fling a jar of fungal spores at the target. Upon impact the spores spontaneously grow and feed off the target dealing X% weapon damage over 3 seconds. After 3 seconds, the fungal monstrosity is fully grown yet stationary and is able to swat at and feed off of enemies that come too close for 10 seconds.
Firewater: This spicy concoction is like your favorite local brew, except it makes you exhale a burst of fire. (Animation: Alchemist raises the flask to his lips, and flames immediately shoot out his mouth, shatter the flask, and engulf his enemies) Could be channeled for one rune, cone for another, and he could even face his mouth down, shooting himself into the air and flames downward in a 360 degree ring AOE for another.
Cold Fusion: Flings a jar of liquid nitrogen at target location that lasts for x seconds. Any enemies caught in the area or moving into the area decelerate until frozen and take X% weapon damage per second while in the puddle. (T-1000 homage)
Panacea: When imbibed this cure-all removes all poisons and debuffs and prolongs your life. You regenerate 10% of your health per second over 6 seconds and take 50% less damage.
Diamagnetic Brew: This grey sludge gives your hands the ability to shape a powerful diamagnetic field, repulsing enemies in the target direction and causing them to collide with whatever may be in their way. (One rune can be a wider field of effect and slight movement back with a stun/stumble component, but less/no damage, another rune could be several focused fields out of your fingers that basically puncture opponents in a straight line for high damage but little to no knockback).
What do you feel about a "Witch" class? I have been working on a witch who would have some of the abilities that the Necro, Sorcerer, and Shaman had along with mastering alchemy and herbal potions. Main weapons would be staff and dagger. Both enchanted of course since it would be hard to kill a towering monster with just a knife and a stick.
I would like to see a whip-wielding class. Like a Belmont killing vampires and zombies
And about the Heretic idea. I both like and dislike it. Causing pain is a cool thing in Diablo, but not about having demons traped inside your.
I know the prime evils needed soulstones, but if you gather x amount of demons they should get a bit stronger, no? And there is no more solstones to use.
If its more like an ancient pain-god that grants them the power, fine! Or other things that doesnt involve "having demons inside in your body/soul". Its a concept we already have.
All in all, love the idea! - Demonic forces is cool "outside".
Thanks for the feedback and comments. I think you're right. The whole soul stone thing made it apparent that maybe demons are not the best way to go. Maybe instead of having a "inner demon" they could have some other kind of malevolent, ancient evil creature trapped inside that grants them "demon-like" powers. I was thinking maybe Rakshasas and have the Heretic's ethnicity be a cross between Indian and Middle Eastern - rakshasas being demons from Hindu mythology. Also rakshasas are shape-shifters, hence giving the Heretics various different manifestations and also magic users, hence using the external "demonic" powers.
The whole concept of the Heretic is actually based on the idea I had for the Pain resource system. I think its different enough to actually work in Diablo 3 without really impairing gameplay or straying too far away from the norm.
btw, I would love to see like a beastmaster class or something using whips...
When you said Rakshasas and "Indian" I thought of "Djinns". A mystic power. And yeah, the Pain resource was an cool idea!
djinns are noble, aren't they? i know rakhsasas are always evil. I also read a post where someone named a similar type of character the Infernal. I think Infernal is way cooler than Heretic and I might just steal that name.
btw, any cool ideas for active skills for the Heretic?
In middle eastern mythology, Djinns do not like humans very much but it interesting that the Queen of Sheba (Lover of Solomon) was believed to be half-djinn. Gosh, the Heretic would be a hard one since they were considered rebels. He could be like a ceremonial mage and be able to raise demons and the dead.
Rakshasas are half tiger or some sort of mutated tiger.
Rakshasas from the Hindu mythology are shapeless demons that come out at night and feed on the dead. That's more of what I was going for rather than the tiger rakshasa i've seen on google images.
My idea for the Heretic is that s/he's a melee fighter, wielding twin bladed weapons and relying on curses, effigies and demonic manifestations to support him/her in combat. If anything, they'd resemble death knights more than anything else.
Rakshasas from the Hindu mythology are shapeless demons that come out at night and feed on the dead. That's more of what I was going for rather than the tiger rakshasa i've seen on google images.
My idea for the Heretic is that s/he's a melee fighter, wielding twin bladed weapons and relying on curses, effigies and demonic manifestations to support him/her in combat. If anything, they'd resemble death knights more than anything else.
Rakshasas from the Hindu mythology are shapeless demons that come out at night and feed on the dead. That's more of what I was going for rather than the tiger rakshasa i've seen on google images.
My idea for the Heretic is that s/he's a melee fighter, wielding twin bladed weapons and relying on curses, effigies and demonic manifestations to support him/her in combat. If anything, they'd resemble death knights more than anything else.
That would would be really cool. I like that :D.
Thanks. The full description is the in the previous page. If you have any ideas for skills please let me know.
I would like to see the necromancer come back. Simply because I enjoy that class in RPGs in general. Since everyone here is sharing a custom build, I'll share one I've been tinkering with too once I clean it up a bit. Really like the Belmont idea BTW Enkeria
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I really like the idea of humans being the balancing race between the forces of Heaven and Hell. They are neither good nor evil, and have a choice with regards to how they will align themselves: with the Angris Council, with the Prime Evils, or with humanity. My concept is a character whose play style is reflective of these types of choices. With the destruction of the Worldstone and the reawakening of much of humanity's latent magical prowess, the lines between Heaven, Hell and humanity are being blurred to some extent on the mortal plane of Sanctuary. My character idea, called the Apostle, would have three choices: represent Heaven, humanity, or Hell.
The Apostle's energy source is called Humanity, and his playstyle is one great a balancing act. For simplicity's sake, let's say it has a cap of 100. If his Humanity is above 50, it will slowly drain until it reaches the middle. If it is below 50, it will slowly regenerate in an effort to restore balance. The closer he is to Angelism (100 Humanity), the quicker it will drain, and the closer he is to Damnation (0 Humanity) the faster it will regenerate. He has three types of abilities: Angelic, Mortal, and Demonic. As the Apostle approaches Angelism, his Angelic abilities slowly become more powerful, but his Demonic abilities will grow weaker. Similarly, Demonic abilities will be more potent the closer the Apostle is to Damnation, at the cost of the effectiveness of his Angelic abilities. This will be an inherent part of his energy source, and cannot be altered by passives.
Mortal abilities will either cost or generate Humanity, depending on whether or not Humanity is above or below 50, respectively. A Mortal ability can never cause Humanity to go above or below 50. These spells will revolve around raw, single-target damage, survivability and resilience. There is a great focus on the powers of the individual character with Mortal abilities, and less focus on the strengths and capabilities of his allies or enemies. Some passives might offer bonuses for maintaining a balanced Humanity.
Angelic abilities will generate Humanity. They will focus on healing, summoning, area-of-effect damage and crowd control. These spells are very focused on groups of enemies and/or allies, rather than single-target damage or enhancement. Some passives might offer greater effects for staying closer on the side of Angelism.
Demonic abilities cost Humanity. They will focus on destruction, crippling enemies, malice and mass mayhem. The Demonic side specializes in tearing enemies apart with very fast and merciless attacks and feeding off the suffering of the Apostle's foes. Demonic abilities may occasionally put the character at higher risk, but will always yield great offensive power in return. Some passives might offer greater effects for straying closer to Damnation.
So yeah. That's my idea of something that might be coming down the line.
I am the watchful torch and the hidden fire.
I am the light that pierces oblivion.
I am the one who will read all that is written.
I believe
We miss
No more
I altso believe that expansion will give us
:: Enkeria [Twitter / Twitch / Website / Tattoos]
Body:
I'd really like to see a class that focuses on plants (kind of a spin off of the D2 Druid's creeper pet). It's something that has never been focused on before in Sanctuary, and there's tons of opportunities for buffs (rooting in, herbal stimulants, aroma therapy), debuffs (stun spores, tangling vines, aroma anti-therapy), physical attacks (vine whip, log roll, thistle throw, root spike, algae slime bomb), summons (creeper vines, walking tree, mold/algae blob creatures), defense skills (tree wall, bark skin), and I'm sure much more that I haven't thought of. This allows this class to be designed to focus on any number of niches, from heavy melee/caster to ranged/summoner to buff/debuff specialist, just to name a few random ones that just popped in my head.
Notably, there is also tons of poison opportunities when working with plants, but since the WD already has a lot of poison abilities I tried to avoid them.
I've previously written about a class that is from an elder from a forest-dwelling tribe, but if that's too much like the tribal-ness of the WD, then Blizzard could even take it down the Botanist/Naturalist route, AKA a city-folk that has apprenticed in the mystical ways of the flora on Sanctuary.
Long story short, I really hope Blizzard explores a realm of magic they haven't focused on before (please no more shadow/death/elemental/holy, unless they're really innovative), and I think that the flora on Sanctuary offer a huge untapped resource.
I think we will get a class that is based more around defense and shields. Main weapon will be javelins/spears. I am seeing more of a royal knight or crusader. He may even be on a horse (if he has a skill in horsemanship) and have a follower (squire). The Warhorse would use the same tier as the chest armor for the look.
Some skills will be based on using the shield for defense as well as offense. Like some of the shield skills the paladin has as well as some new ones. The knight will also use some skills that are similar to the javazon as well as new ones. The class may also get some holy auras.
His special weapons will be the use of Lances which are considered spears. They might be 2-handed but he can wield a class shield that will work with the Lance on the off-hand.
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The other class likely will be more of an adventurer that is just in it for him/herself and does not really care about the outcome as long as it turns out alright for him/herself.
I see the class using skills that can deceive monsters and gain control of them for either a short time or some of them for a longer time (based on the rune stone). I can see the character cause a curse on a creature and if successful a skeleton will rip off the skin of the monster and it may cause some fear in surrounding monsters (rune effect and likely a skill cooldown or a longer cooldown)(other rune effects may have no cooldown but lower the amount of active skeletons. I am also thinking that the class will have a skill that will increase the chance for more gold or an mf bonus. The bonus can be related to how low his Morality is (resource globe). Killing monsters will increase the morality and will have some skills that can be used when morality high but will do not that much damage or more of curses. More damaging skills will require a lower morality or be used in combination with a curse/morality decreasing skill to be used.
Why would you post this in French?
Translation:
A class based on a pet seems a little less probable to me. Blizz has been clear on this point. They do not want us to micro-manage units/pets. This is what a pet-oriented class would like like if it were to be made. If they made a class like that it would be uninteresting anyways because that class would not be able to micro-manage pets.
-ZTZaorish
Background
Heretics belong to an ancient order who were of the mindset that the only way to combat demons is to embrace the power they wield. So to this end they captured demons and trapped their essences within their own bodies. So basically they're carrying around these demons inside them and these demons have formed a sort of bond with the heretics. (This is basically the lore part for how their resource works... more on this below).
Heretics are basically anti-paladins/death knights thrown in with a little necromancer. They are melee fighters. They're unique weapons are a set of double bladed weapons. Like the demon hunter has a set of hand crossbows, their set weapons come in pairs as well. They could look like moonglaives, sun-moon swords, dual scimitars... basically anything bladed that comes in pairs.
I'll explain their resource before I proceed.
Resource: Pain
See, in order for the demon to grant them power to fuel their spells and what not, the demon must taste pain. Now simply attacking or hurting an enemy does not suffice. Sadism must be involved. To this end, Heretics have several pain generating abilities. A Heretic can embue his weapon to cost damage over time, cast curses on enemies to slow them and what not and these "curses" basically cause the enemies to "hurt". When an enemy is "hurt" or is "in pain", attacking them will generate pain, as the inner demon delights in this. A kind of kick him when he's down to delight me kinda thing.
Once the pain gauge is filled, the heretic can use it to cast spells and what not.
Skills
Here's a list of some of the skills the Heretic has at his disposals by groups:
1. Curses
Heretics can Enfeeble their enemies, causing them to deal reduced damage and have a higher chance to miss.
Weakness causes surrounding enemies to suffer a curse that if hit, they are knocked back and generally move slower.
Life Tap is a curse that is cast over a target and if the target is hit, a percentage of the damage done heals the heretic.
Necrosis causes an enemy to take damage over time.
Agonizing Bond causes the target to suffer 50% of the damage done to the Heretic.
*all curses generate pain.
2. Effigies, Totems and Idols
Heretics can summon various idols and totems that do different things.
The Cackling Effigy summons a pole that has a bound demon on it much like how a you'd imagine a witch tied to a stake. This creature is screaming in pain and attracts enemies to attack it as the screams sound like taunts. This effigy if struck generates pain.
The Idol of Malaise basically causes enemies around it to move slower and attack slower. It uses up pain.
The Death Totem causes any enemy who dies in the surrounding vicinity to explode and damage its neighbors. Consumes pain.
3. Demonic Gifts
Spending pain allows the inner demon to manifest certain powers onto the heretic.
Demonic Strength basically unleashes an explosion every time the Heretic attacks an enemy, dealing damage to nearby enemies as well for a short duration.
Petrifying Gaze turns an enemy into stone temporarily.
Life Drain does just that. It continously drains life to heal the heretic.
Tendrils sprouts hideous appendages that will attack nearby enemies and also block certain attacks.
Spines cause spines to erupt from the body dealing damage to those who hit the Heretic.
Unleash the Demon turns the Heretic into a demon for a short time with increased attributes.
Fel Wings sprouts wings for 3 seconds allowing the heretic to escape or reach an area while flying over enemy hordes.
4. Demonic Powers
Pain spending skills that are outwardly demonic spells.
Possession basically turns an enemy into an ally.
Doom causes damage over time and when killed, an asura demon rips out from the dead corpse to join the Heretic.
Infernal Fist causes a large fist to erupt from the ground damaging all enemies in the area and knocking them back.
Impale sends a row of spines that damage and stun enemies in a row.
Thats basically my idea. Any suggestions for improvments would be greatly appreciated.
And about the Heretic idea. I both like and dislike it. Causing pain is a cool thing in Diablo, but not about having demons traped inside your.
I know the prime evils needed soulstones, but if you gather x amount of demons they should get a bit stronger, no? And there is no more solstones to use.
If its more like an ancient pain-god that grants them the power, fine! Or other things that doesnt involve "having demons inside in your body/soul". Its a concept we already have.
All in all, love the idea! - Demonic forces is cool "outside".
:: Enkeria [Twitter / Twitch / Website / Tattoos]
The whole concept of the Heretic is actually based on the idea I had for the Pain resource system. I think its different enough to actually work in Diablo 3 without really impairing gameplay or straying too far away from the norm.
btw, I would love to see like a beastmaster class or something using whips...
When you said Rakshasas and "Indian" I thought of "Djinns". A mystic power. And yeah, the Pain resource was an cool idea!
:: Enkeria [Twitter / Twitch / Website / Tattoos]
(like the ancient greeks or romans)
Also, I'd like to point out ala diablo 2 followers can also be playable in game (see: barbarian).
or:
"The Drunkard" aka. Follower of Farnham.
btw, any cool ideas for active skills for the Heretic?
The alchemist is a well traveled adventurer that has dedicated his life to the study of the material world and shaping everything found within. He harvests what he can and uses these ingredients to transpose objects, demons, and anything in between into whatever he sees fit. He brews potions and draughts with often extraordinary results.
I.E. Use harvest attacks to gather the reagent resource similar to Hatred/Spirit.
Examples of attacks below.
Harvesting:
Universal Solvent: Spray target with globs of gelatinous solvent, dissolving it whole and leaving a puddle on the ground that damages any enemies that walk over it.
Dissect: Shoot several barbed hooks at the target and wrench them back, removing eyes, glands, ears, and anything else that could be of use.
Transmute: Turn bits and pieces of the enemy into various metals. Maybe you get some skin, maybe their heart! If killed by Transmute they are guaranteed to drop gold.
Hyperdensity: Throw a hyperdense stone at the enemy, causing a localized gravity well, crushing and imploding the enemy until it's ground into a nice small collectible ball.
Chemistry:
Bruise Juice: When quaffed transforms the alchemist into a rampaging brute. He then charges in the target direction and damages all enemies in the path. (For animation think of the Hulk's clothes tearing, he gets big, slams fists into stuff, then shrinks and OHEMGEE his clothes are fine).
Tranquilize: Shoot a volley of tranquilizing darts in a cone attack, paralyzing enemies for 3 seconds.
Decompose: Fling a jar of fungal spores at the target. Upon impact the spores spontaneously grow and feed off the target dealing X% weapon damage over 3 seconds. After 3 seconds, the fungal monstrosity is fully grown yet stationary and is able to swat at and feed off of enemies that come too close for 10 seconds.
Firewater: This spicy concoction is like your favorite local brew, except it makes you exhale a burst of fire. (Animation: Alchemist raises the flask to his lips, and flames immediately shoot out his mouth, shatter the flask, and engulf his enemies) Could be channeled for one rune, cone for another, and he could even face his mouth down, shooting himself into the air and flames downward in a 360 degree ring AOE for another.
Cold Fusion: Flings a jar of liquid nitrogen at target location that lasts for x seconds. Any enemies caught in the area or moving into the area decelerate until frozen and take X% weapon damage per second while in the puddle. (T-1000 homage)
Panacea: When imbibed this cure-all removes all poisons and debuffs and prolongs your life. You regenerate 10% of your health per second over 6 seconds and take 50% less damage.
Diamagnetic Brew: This grey sludge gives your hands the ability to shape a powerful diamagnetic field, repulsing enemies in the target direction and causing them to collide with whatever may be in their way. (One rune can be a wider field of effect and slight movement back with a stun/stumble component, but less/no damage, another rune could be several focused fields out of your fingers that basically puncture opponents in a straight line for high damage but little to no knockback).
In middle eastern mythology, Djinns do not like humans very much but it interesting that the Queen of Sheba (Lover of Solomon) was believed to be half-djinn. Gosh, the Heretic would be a hard one since they were considered rebels. He could be like a ceremonial mage and be able to raise demons and the dead.
Rakshasas are half tiger or some sort of mutated tiger.
My idea for the Heretic is that s/he's a melee fighter, wielding twin bladed weapons and relying on curses, effigies and demonic manifestations to support him/her in combat. If anything, they'd resemble death knights more than anything else.
That would would be really cool. I like that :D.