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*ANNOUNCEMENT* BlizzCon Ticket Contest - Class Skills Contest! Rate Topic: -----

#1 User is offline   mockery Icon

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Posted 25 May 2009 - 09:10 PM

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?)
  • Technical Skill (grammar/interesting language, etc)
  • 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 post has been edited by mockery: 25 May 2009 - 09:50 PM

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#2 User is offline   Atrumentis Icon

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Posted 26 May 2009 - 05:21 AM

EXAMPLE ENTRY

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 post has been edited by Atrumentis: 26 May 2009 - 07:11 AM

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Jetrall said:

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#3 User is offline   Aveoon32 Icon

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Posted 26 May 2009 - 06:12 AM

Pirate ( Merchant? )


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. )
 
 
 

 
 

This post has been edited by Aveoon32: 26 May 2009 - 04:00 PM

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#4 User is offline   Aveoon32 Icon

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Posted 26 May 2009 - 06:35 AM

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.
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#5 User is offline   Guasti Icon

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Posted 26 May 2009 - 08:00 PM

The warlock

Ok in the lore writing contest I joined with the same class, everyone of you thinks Blagh warlock, (WoW) but noooo read it its an sort of paladin turned completely upside down.



Demonical embracement:
The basic of every warlock it has everything you need to destruct.

Mephistical tentacle: the right arm of the mutilated Paladin turns into an tentical of mephisto power, joined with this and his “weapon”(hammer most obivious) the Warlock will smash into there enemies (form)

Effect: creates an demonic arm

Deadly Defense: The powers of mephisto have blessed you with an Demonic shield, use it! (form)

Effect: creates an demonic arm

Councillor’s arm: The Council was not the only group that had those arms, you now have the ability yourself to use it. (form)

Effect: creates an demonic arm


Mephistical control: you are being controlled by the spirit of mephisto who randomly will hit every person and everything you see.

Effect: sets you out on the loose, uncontrollable

Feasting bodies: drain the blood out of the bodies around you. (requires form)
Blood control: take over an victim, as your minion. (requires form)
Ritual: Slice your minion up in pieces to gain a bones on your attack.


Mephistical Fire:
The magic of the warlock lies here, with unholy auras and destruction powers.

Lava bolt: an easy hurl of lava (requires councillor’s arm)
Diabolical beam: an enhanced beam full of the powers of evil, crushing through the enemies you see! (requires councillor’s arm)
Mephistalic orb: An spell we all know well, he used it against us (different from frozen orb)((requires Councillor’s arm)
Evil forces: set on the loose evil forces, of elements random spells who spawn at random places. (requires councillor’s arm)

Drained aim: Your aim increases, but enemy’s around You have a decreased aim. (req form)
Convicted: raise your resistance but lower it for everything around you. (req form)
Mightier: Pick a random target close to you. lower his damage and raise yours as soon as the target dies the Might goes away (req form)

Paladin fury:
This is what is left of some paladin skills but more or less in a demon package

Infection: slices the victim open with the tentacle making it crawling full of parasites. (required Mephistical tentacle)
Injection: push your Tentacle right through the heart of the victim, filling his heart with demon blood. (and letting him die in agony)
Reflection: bounce of the melee attack with your Deadly defense into the victim itself. (long long cooldown)
Sacrifice: (while hurt yourself and doing damage when you can hurt others with it to,) choose an enemy or party member and take some life points to inflict more damage.(requires form)
Demon’s fear: press fear through your victims making them run of cliffs. (requires any form)
Diabolical Smite: With your powers of mephisto pus your enemies around and make them suffer. (requires shield)
Anger within: the anger of the warlock comes out making him Slashin and bashing multiple times on his victim
Pierce and rise: stab your victim with your tentacle while your tentacle is stil in the victim lift him from his feet and wait for death.
Charge: From distance thrust through your victim using the councillor’s arm or the Mepistical tentacle.
Demonical Fist: Use your weapon to call down Strings of fire hitting everyone in a long distance.
Diabolical Hammer: Summons an hammer bashing into every victim you see far and wide (this is a possible skill, I think ppl will say NOOOOOOOOO!!!! So its just a speculation)

The warlock is a strong but diverse class, although it hates everything and everyone it can still be used up both ways in demonic melee or in Demonic magic (it seems I have less magic atm but that will be updated no problem)

You play the warlock by using your weapon and one of the 3 forms pop up an aura (need to make some more) and then use what ever you like best! Just kill everyone even your team mates who cares its all and all about you! The Warlock is for that reason also very arrogant and disturbs in a party, but if must and if you want You “could” be an team player :P . no The warlock can be use well in a party for his massively draining damage although he dies fast.

Its possible to use Weapon+ Form but also Shield+ form (this does not count with Deadly Defense)


ok this is a started it still needs more skills more balancing etc etc but it could just be a class :)
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#6 User is offline   KP11 Icon

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Posted 26 May 2009 - 10:28 PM

Character: Blizzard Employee
Skill-trees: Public-relations skills, Curses/Summon skills, Hyping skills.

Hi there guys. This is the skill tree of the "Blizzard Employee". A fairly weak character. He (Yes female version is not featured, there there is no female blizzard employees) mainly relies on his 2 main-skills; confusion, and building up hype.

When confronted with a fight he runs, hides, or tries to reason with the enemy. But don?t be fooled by his geek-ish looks hes an excellent programmer, artist, or 3D-modellor? despite the fact he lives in his moms basement.

_____________________________


Public-relations skills



Blur:
Blurs out any hints of unannounced upcoming games on recent issues of "PC GAMER"


Take over domain-name: Active skill - Purchases, and takes over domain names a few months prior to the unveiling of a long anticipated game.


Bashiok: Summons a funny and cocky Blizzard representative willing to answer some of the numerous questions from fans.


Splash page: Summons a mysterious splash page on the official Blizzard site starting various rumours, speculations, and adding to the already existing hype.


Release of media: Passive skill - Steadily releases media, artwork, videos, and screenshots in the time following the unveiling.


Website: Creates a website for the game following the unveiling.

  • Website Receives Bonuses From:
  • Splash page +5% Hype per Level
  • Take over domain-name +5% Hype per Level
  • Release of media+10% Hype per Level


Release-date:
Active skill: Announces the release-date for unveiled game. Increases the strength of all hype-skills by 2% per level.


Resistance towards persistent behaviour: Passive skill - Increases the resistance towards persistent behaviour from fans, and interviewers.

  • Resistance towards persistent behaviour Receives Bonuses From:
  • Resistance towards ingenious questions +5% increase in immunity per Level
  • General resistance +10% increase in immunity per Level



Resistance towards ingenious questions: Passive skill - Increases the resistance towards ingenious questions from fans, and interviewers.

  • Resistance towards ingenious questions Receives Bonuses From:
  • Resistance towards persistent behaviour +5% increase in immunity per Level
  • General resistance +10% increase in immunity per Level



General resistance towards fans: Passive skill - Increases the overall resistance towards ingenious questions, and the resistance towards persistent behaviour from fans, and interviewers.


Curses/Summon skills


The: "I know a guy"-guy:
Summons users on various fansites and fan-boards prior to the unveiling of an unannounced game. Each summoned minion claim they know a guy who works at Blizzard and has information about the upcoming game, resulting in making rumours of a yet unannounced game seem ridiculous, and a product of wishful thinking.

  • The: "I know a guy"-guy Receives Bonuses From:
  • I know a guy-guy mastery +10% increase in life, and persistence per Level



The: "I know a guy who knows a guy"-guy: Summons users on various fansites and fan-boards prior to the unveiling of an unannounced game. Each summoned minion claim they know a guy who knows a guy who works at Blizzard and has information about the upcoming game, resulting in making rumours of a yet unannounced game seem even more ridiculous, and a product of wishful thinking. The: "I know a guy who knows a guy"-guy will resort to extreme behaviour when trying to convince fans of the upcoming games; including flaming, capitalizing, and forging screenshots and artwork.

  • The: "I know a guy who knows a guy"-guy Receives Bonuses From:
  • I know a guy-guy mastery +5% increase in life, and persistence per Level



I know a guy-guy mastery: Passive skill - Increases the persistence, and life of both the "I know a guy?-guy, and the: "I know a guy who knows a guy"-guy.


Curse of confusion: Confuses interviewers, or fans asking questions, leaving them in total confusion, and doubt about any upcoming unannounced games.

  • Curse of confusion Receives Bonuses From:
  • Aura of minor confusion +5% increase in confusion, and duration per Level
  • Aura of major confusion +2% increase in confusion, and duration per Level



Aura of minor confusion: Aura - When active enchants the Blizzard representative in mystery, and confuses nearby fans, and interviewers leaving them in despair, and incapable of asking further questions


Aura of major confusion: Aura - When active enchants the Blizzard representative in mystery, and majorly confuses nearby fans, and interviewers leaving them in despair, and incapable of asking further questions


Rumours: Active skill: Summons rumours adding to the already sufficient amount of rumours.

  • Rumours Receives Bonuses From:
  • Hints +5% increase in rumours build up per Level


Speculations: Active skill - Summons speculations of upcoming unannounced games.

  • Speculations Receives Bonuses From:
  • Hints +5% increase in speculations build up per Level


Hype:
Active skill - Summons hype, increases overall strength of all Hype skills.

  • Hype Receives Bonuses From:
  • Hints +5% increase in hype build up per Level




Hyping skills


Job openings:
Active skill - Posts new job openings on the official "Blizzard employment opportunities page", spawning new rumours, and speculations adding to the overall hype.

  • Job openings Receives Bonuses From:
  • Rumours +2% increase in hype build up per Level
  • Speculations +2% increase in hype build up per Level
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



WWI schedule: Active skill - Publishes the schedule for the upcoming ?World Wide Invitation? including hints of unveiling of a new game; thereby building up hype.

  • WWI schedule Receives Bonuses From:
  • Rumours +2% increase in hype build up per Level
  • Speculations +2% increase in hype build up per Level
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



WWI artwork: Active skill - Publishes artwork for the upcoming ?World Wide Invitation? including hints of unveiling of a new game.

  • WWI artwork Receives Bonuses From:
  • Rumours +2% increase in hype build up per Level
  • Speculations +2% increase in hype build up per Level
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level


Hints: Active skill - Sprinkles all interviews with hints about an upcoming unannounced game in the time prior to unveiling of an unannounced game, adding, and spawning new rumours, speculations, and increasing the hype.

  • Hints Receives Bonuses From:
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



Vague description: Active skill - All interviews concerning upcoming games, or announcements in unveiled, and unveiled games are described vaguely, and with few details. Greatly builds up hype.

  • Vague description Receives Bonuses From:
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level


Unanswered questions:
Active skill - Ends all interviews with more unanswered questions than answered, leaving the interviewer confused and builds up hype.

  • Unanswered questions Receives Bonuses From:
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



Riddle: Active skill - Every ingenious question about a upcoming unannounced game is dealt with using riddles, builds up hype.

  • Riddle Receives Bonuses From:
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



Self-contraction: Active skill - Using self-contractions in interviews adds to the confusion, and hype of fans.

  • Self-contraction Receives Bonuses From:
  • Hype +3% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



Minor hype: Active skill - Keeps fans hyped to the point of insanity.

  • Minor hype Receives Bonuses From:
  • Hype +3% increase in hype build up per Level
  • Rumours +2% increase in hype build up per Level
  • Speculations +2% increase in hype build up per Level
  • Job openings +1% increase in hype build up per Level
  • WWI schedule +1% increase in hype build up per Level
  • WWI artwork +1% increase in hype build up per Level
  • Hints +1% increase in hype build up per Level
  • Vague descriptions +1% increase in hype build up per Level
  • Unanswered questions +1% increase in hype build up per Level
  • Riddle +1% increase in hype build up per Level
  • Self-contraction +1% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level



Major hype: Keeps fans hyped beyond the point of insanity

  • Minor hype Receives Bonuses From:
  • Minor hype +100% increase in hype build up per Level
  • Hype +3% increase in hype build up per Level
  • Rumours +2% increase in hype build up per Level
  • Speculations +2% increase in hype build up per Level
  • Job openings +1% increase in hype build up per Level
  • WWI schedule +1% increase in hype build up per Level
  • WWI artwork +1% increase in hype build up per Level
  • Hints +1% increase in hype build up per Level
  • Vague descriptions +1% increase in hype build up per Level
  • Unanswered questions +1% increase in hype build up per Level
  • Riddle +1% increase in hype build up per Level
  • Self-contraction +1% increase in hype build up per Level
  • Release-date +2% increase in hype build up per Level


_____________________________

This took me quite some time, and if this isnt orginality i dont know what is :)
I might post a pic of the skill-tree tomorrow, it will clarify in which order each skill is optained. (and no i havent set what lvl each skill will be obtained im sorry guys):)

This post has been edited by KP11: 26 May 2009 - 10:35 PM

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#7 User is offline   Luckmann Icon

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Posted 27 May 2009 - 07:24 AM

I'd prefer to just put two links, but since one rule says it has to be posted in this thread, and another rule says one post for each entry. I will hence quote myself and excuse the added, non-specific weight that comes with the concept class text.

http://www.diablofan...ad.php?p=282805

Quote

Addenum: Originally posted here. Moved here to clean up. Threads are getting way to criss-crossed, and now that we have a good, new, great Suggestion forum, we should use it. ^_^

Here in Sweden, it's a cool 13-14 degrees, ~03:00 in the morning, and I can't sleep. So I get creative, like I do so often. I don't tend to write it down, though, and I've got a poor memory, which is why things like Warhammer: 1942, Deus Ex Speculum & Arcanum: The Masquerade never reach a wide audience, apart from the hapless, poor people on my MSN-list that takes an interest in fantasy or gaming. ^_^

But for once, a brainstorming coincides with something great, the announcement of Diablo 3. So without further ado, I present the completely fictional, make-believe, wannabe, Inquisitor class. Not to be taken seriously in any way, because I nurture no hope whatsoever of ever seeing it realized in any way or fashion that would satisfy me.

The Inquisitor
(of Westmarch)


History:
The Inquisitors are the heralds of Zakarum, hailing from the still-standing Zakarumite church of Westmarch (as opposed to Travincal). As corruption grew, so many years ago, and the severe blow suffered by faith itself - if not to say the entire world in every way - so did the light of Zakarum dwindle. The influence of the once great Paladins were slowly replaced by warrior-priests; Unforgiving Inquisitors, acting as clergy within the church, travelling the countryside as Friars, or even leading bands of Paladins and Holy Knights depending on their stature.

These inquisitors were tasked with rooting out evil in the darkest recesses of Sanctuary, to spread the light of Zakarum, to convert unbelievers; and if need be, purge heretics.

Many have forgotten the last conflict, even with the tremendous scars carried by earth itself; carried by countless victims; carried by innumerable souls. But the Zakarum of Westmarch have not forgotten the insidious betrayal of a corrupted, possessed King Leoric. They have not forgotten the fall of a very Archbishop. They have not forgotten how the entire nation of Khanduras fell to not armies, not sword, steel and blood - but corruption in it's purest form; Corruption and corruption alone.

From the highest lord to the lowest peasant, all must see the light of Zakarum and be prepared for the cleansing fires; Westmarch or the very world itself cannot and must not fall, be it from without... or within.

In Game Terms:

The Inquisitor obviously takes the place of the Paladin; I hope you've gathered as much already. To quite an extent, they are very much identical. However, the Inquisitor in comparison takes a much more pro-magic approach than the late Paladin, forgoing 'pure' defense for a more magic-oriented defense.

Focusing on strong self-buffs, short-term offensive/defensive blessings, the Inquisitor are equally proficient with two-handed weapons as with one-handed/shields. Although a "magic hybrid", they are not made to wear "pure cloth" or light-weight armor, nor wield staffs. Their focus in general are bladed and blunt weapons; Longswords, Scimitars, Falchions, Greatswords, Flamberges, Warhammers, Greatmauls, Maces, Scepters; These are all in his repetoire.

Apart from weaponry, armor and (possibly) shield(s), the Inquisitor would have a holy symbol with him at all times, which he channels "holy" (magic) power though. More on that later.

When describing skills, I will generally do it from the viewpoint of Diablo II, not saying that I necessarily think that's the division it should be in, or even anywhere near that system. It is merely a point of reference we all know (and love?).

The Apperance:
Now, I'm getting some pictures into this, before TL;DR start popping up or a block of text crits you for 800 damage.

The look of the Inquisitor is an amalgamation of the classical Paladin, or "Knight in Shining Armor", and that of a Priest, Cardinal or "traditional" Inquisitor. Primarily, the color would be blue, as opposed to the often opted-for coloring of "insidious" red. This would naturally be subject to great diversion, depending on gear - but the overall "idea" of the Inquisitor is blue. There are several reasons for this, beyond the plane of mere favouritism (my favourite color is actually red, make no mistake!) - Primarily that of contrast.

When reading the story and the purpose of the Inquisitor; Even the very name "Inquisitor" suggests fanaticism gone awry. Blue is, especially in fantasy gaming, connected to "good". The apperance and the acting of the Inquisitor would be a contrast to the percieved background of the character - The Inquisitor IS good, just like all the other character classes. He is in no way darker than the others, and is a firm believer in the holy light of Zakarum. He seeks to save; As the church grows paranoid, increasingly "misguided" acts are percieved as a necessity. The dangers to the church and the human soul is very real; The Spanish Inquisition most think of have no bearing for this fantasy world, where there are very real demonic threats.

I realize that was longer than I thought, so without further ado, pictures/concepts with comments!:

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Skills/Abilities:
The Inquisitor's skills can be roughly divided into 3 paths, to keep it familiar with the Diablo 2 Paladin as a point of reference. These are:

Holy Spells
Combat Skills
Auras

As you can see, the only real difference is the addition of "Holy Spells" and the merge of the two different paths of auras. I will in no way suggest an adamant division of these skills, nor will I list all of them or attribute stats to them. Everything is just broad-term suggestions and ideas, I'd love to have some suggestive feedback. Without ado, skills;

Combat Skills.
These are almost all things we've seen before. The very basics. The punching, the hitting, and the smashing. What it's not is the 'school' of Holy Bolt, Blessed Hammer, Fist of Heavens or Conversion - not saying that any of those are in.

- Sacrifice
Sacrificing his own lifeblood, increasing the damage dealth considerably, but costs % of damage dealt in life. Also costs very small amounts of mana, as the holy power and rites associated with the shedding of sanctified blood taxes the mind. Grows in damage dealt per level, thereby increasing damage suffered; Mana cost does not increase.

- Zeal
Drawing upon holy fervor, the Inquisitor can attack at seemingly impossible ferocity. Passively increases attack speed slightly, while instantly attacking several times when used as an activated ability, spread across several enemies if present.

- Vengeance
Passively increases elemental damage slightly & elemental resistances very slightly. As an active ability it enchants active weapon with elemental damage for a duration. This is a self-buff, not a directly offensive ability.

- Shield Bash
With a mighty smash, the Inquisitor channels holy energy from himself, into his shield and into the enemies of Zakarum. Causes minor damage based of the shield and possible buffs; also stuns enemies. Higher levels increases stun duration, damage and the degrees of attack, ultimately able to momentarily stun many enemies. Requires shield.

- Shield Charge
With a quick shield charge, the Inquisitor soars across the battlefield with great vigor. Smashing into his target, he delivers a very strong shield attack, stunning the target enemy and delivering a blow with his weapon of choice. All enemies between himself and the target takes damage and are pushed aside. Levels increases damage dealt, stun duration, speed and number of enemies able to be pushed aside or damaged by the rush. The Inquisitor can use this ability to bridge small gaps or chasms. Requires Shield.

- Holy Shield
Imbues the shield with holy power, increasing it's damage potential, chance to block, speed of block, and degrees of effective blocking (The shield becomes "bigger"). This is a self-buff, activatable ability. Additional levels increases all aformentioned effects.

- Greatweapon Focus
Passive ability that increases strength and damage dealt while wielding two-handed weapons.

- Unyielding Guidance
A % chance that whenever a mob is killed with a two-handed weapon, an additional blow against an adjacent enemy will be executed immediatly, if this target in turn is killed by a single blow, the Inquisitor will keep striking against other adjacent enemies. Levels increases % chance and number of possible continuous blows.

- Penance
Through years of tempering, the Inquisitor have learned to harden his soul and body to withstand considerable punishment. Increases the % armor and damage resistance of the Inquisitor, aswell as his resistances, especially against poisons.

Auras.
You should all know what this is and how it works. Many of the combat skills were functionally altered or otherwise changed skills from the Diablo II Paladin setup of combat skills. With so many diverse auras in Diablo II, I don't see what I could possibly suggest, except maybe some more pro-active offensive auras. So I'm going to leave this open for debate. Right now it's 05:36 and I haven't slept for quit a while, so it may just be me running on empty. By all means, I want suggestions for this!

Holy Spells.
This is the truly new stuff, even if there's some favourites returning; Fist of Heavens and Holy Bolt to mention two. This is also where the Holy Symbol of the Inquisitor comes in. The holy symbol is a symbol of religious significance wrapped in a chain around the left arm of the Inquisitor, and held in that chain by the left hand. As the Inquisitor utilizes Holy Spells, he raises this symbol i different manners. When casting a blessing, he may move it slowly above his head. When casting Exorcism, he can violently thrust it against an enemy. When casting Turn Evil or Sanctuary, he can hold it hard and straight against the enemies.

- Holy Light
A classic. Impossible to leave out. Holy Bolt renamed, because I didn't like it's name. It's as simple as that. Heals allies, does massive damage to undeads, strong damage to demons, and average damage to everyone else. Bursts of light shoots from the hands of the Inquisitor, burning the unfaithful and healing the wounds of his allies.

- Conversion
For a duration, converts one or a small group of mobs. Increased levels increases duration exponentially. At very high level(s) it will essentially (almost) turn a single or a small group of enemies into pets of the Inquisitor, until death. The number of converts is hardcapped, for obvious reasons.

- Fist of Heavens
Functions near-identicly to the Diablo II Fist of the Heavens. Instead of a number of "holy bolts" released on impact, a local area explosion strikes enemies around the target enemy; engulfing them in holy flames, doing damage over time. The target enemy, being in the "eye of the storm" suffers none of it's ill effects, "only" being struck by the target spell itself, not the AoE effect.

- Sanctuary
Sanctuary releases a holy nova around the Inquisitor, doing damage to all enemies around him, while healing his allies. It also consecrates the earth beneath his feets, doing minor area of effect/damage over time at that location, and healing allies for half that amount. Nova effect is instant, but the consecration lasts for a long time (but is very minor).

- Exorcism
The Inquisitor, holding his holy symbol high in the air, continously targets all demons & undead in a 360 radius around himself, sending swirling, blazing bolts of holy fire against them. Continously drains mana when activated and prevents any other action(s); also drains mana for every missile fired.

- Turn Evil
The Inquisitor, holding his holy symbol high in the air, continously sends waves of radiant energies against enemies in front of himself (and the Holy Symbol), and erects a wall of light around himself. Turn Evil affects all enemies in a rough 90 degree cone in front of him and a 360 degree circle around himself. The cone of radiance reaches much farther than the circle; The effect itself is one of fear. Continously drains mana when activated and prevents any other action(s).

- Divine Shielding
Clasping his holy relic to his chest, calling upon the combined forces of the heavens to protect him, the Inquisitor continously expends immense amounts of mana to protect himself and his allies. Completely protects the Inquisitor and his allies from all damage, but prevents any action to be taken on the Inquisitor's part. Every level decreases mana drain slightly and increases the reach of the shielding - at first the allies must stay very close. Not only does it cost great amounts of mana, but the cost increases for every ally shielded.

- Blessing of Auriel
The blessing of Auriel covers a very wide area of effect, increasing health regeneration and mana regeneration of the Inquisitor and his allies for a short duration. This blessing does minor damage against undeads and repels them momentarily. Only one blessing can be active at a time (no matter the number of Inquisitors).

- Blessing of Tyrael
The blessing of Tyrael covers a very wide area of effect, increasing defensive aspects of the Inquisitor and his allies for a short duration. This blessing does minor damage against demons and blinds them momentarily.
Only one blessing can be active at a time (no matter the number of Inquisitors).

- Blessing of Imperius
The blessing of Imperius covers a very wide area of effect, increasing offensive aspects of the Inquisitor and his allies for a short duration. This blessing does minor damage against all enemies equally.
Only one blessing can be active at a time (no matter the number of Inquisitors).

Edit/Addenum; Holy Symbol:
Added from my post at #332.

Since I want the Holy Symbol to be an ever-present feature, there would be a number (3 minimum, but the idea has no real cap) of exclusive passive abilities. The choice of holy symbol. Put a point in "Seal of Retribution" and you can no longer put points in "Ankh of Salvation" or"Cross of Repentance", etc. These "skills" would be limited to only a few points, 2 or 4, and give a minor boost to a lot of different character attributes. These are sorted under Holy Spells. Sample symbols;

- Seal of Retribution
As all holy symbols, bonuses are very minor is strength, but affect a wide array of abilities. Seal of retribution increases damage with 2-hand weapons, returns % of damage dealt to enemies, increases strength (or equivilent), increases dexterity (or equivilent), increases elemental damage.

- Ankh of Salvation
As all holy symbols, bonuses are very minor is strength, but affect a wide array of abilities. Ankh of Salvation increases all healing & health regeneration abilities, continously cleanses the wearer from poisons; reducing poison duration and damage, increases all magic/holy/ damage done, increases resistance to fire, increases Energy (or equivilent), Sacrifice ability no longer costs health.

- Cross of Repentance
As all holy symbols, bonuses are very minor is strength, but affect a wide array of abilities.
Cross of Repentance increases mana & health regeneration, increases Vitality (or equivilent), reduces mana cost of all abilities, increases defense, increases attack speed, blocking speed and movement speed, all abilities now cost a % of the mana reduction % in health.

/edited segment
THAT'S ALL FOLKS! It's now ~06:40 here and I think I had more to add, but right now, I'm afraid this is it. I'm not thinking straight anymore. I even found myself writing "Paladin" instead of "Inquisitor" a number of times.
Please, comment away. And yes, I was bored. I was very, very bored. I'm fighting cancer, so since I'm not working I've got too much free time on my hands anyway.

"To be modern only means to fill new forms with eternal truths". - The Inquisitor.
"A child laughs when it feels joy and cries when it feels pain. Both things, laughing and crying it does with it's whole heart. We all became so tall and so clever. We know so much and we have read so much. But one thing we forgot: to laugh and cry like the children do". - The Ranger.
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#8 User is offline   Luckmann Icon

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Posted 27 May 2009 - 07:26 AM

I'd prefer to just put two links, but since one rule says it has to be posted in this thread, and another rule says one post for each entry. I will hence quote myself and excuse the added, non-specific weight that comes with the concept class text.

http://www.diablofan...ad.php?p=282806

Quote

Addenum: Originally posted here. Moved here to clean up. Threads are getting way to criss-crossed, and now that we have a good, new, great Suggestion forum, we should use it. ^_^

So, I got another idea; One that's not that much original content, but I felt like doing the Ranger anyway. Since most areas on the map are "taken" by already existing lore (or simply mapping) the history will be somewhat free-form. I don't really like it, myself, but it's the only way to avoid confrontations with pre-existing lore.

The Ranger
(of Urajeh)

History:
The folk of the Urajeh tribes are a many-facetted and diverse people. Scattered in tribal societies, far more advance than they are given credit, the nomadic Urajeh range from the mountaineers of the western cliffs, the steppefolk of the southern Dry Steppes, to the great Swampland raiders.

Urajeh is not a city, nation or region. They are a people, a culture and an ideal. They generally occupy the areas east/northeast of Ureh. The various tribes are ruled in a multitude of ways, from monarchial despotism to rule of elders.

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Highest in esteem within the warrior caste are the Rangers. Masters of the Bow, Spear and with great technical cunning, these able fighters form their own noblehouse amongst the Urajeh, each aspiring Ranger being trained from a young age by a master, and in turn take in apprentices during their otherwise solitary travels.

It is their life's calling to aid the dispersed tribes of the Urajeh, to travel in solitary wherever 'the road' beckons them.

In Game Terms:

The Ranger are very much inspired, game-wise, by the Amazon and to a lesser extent the Assassin; Being centered around three main skillgroups - Bow Skills, Spear Skills, and Engineering. Don't be startled by the name engineering; It is simply a fancy way of saying "Traps and devices derived from basic technology"; This means a few basic traps, but also grenades, nets and crossbow-like contraptions. I'd very much like to find a better name for this "school" and be happy to hear suggestions.

The Ranger are equally skilled in melee as in ranged, utilizing bows for the latter and spears for the former. This naturally means that the Ranger excels at specilization. Wheras the Inquisitor can "Hedge" with relative ease (most abilities using a 2h weapon can also be used with a 1h weapon), a character with considerable options for two so different combat practices must choose which to follow and stick to it.

The Apperance:
Again, I don't have any original artwork to display the idea of the Urajeh ranger. I will be, again, using other artwork to convey the general ideas, highlighting specific parts of chosen pictures

The look of the Ranger isn't as much influenced by either the Assassin or the Amazon as it is by the traditional "ranger" look. It does not, however, have chainmail, nor tight leather armor, or even just a plain tunic and cloak. The armor of the Ranger is a series of framed, symmetrical leather plates, connected to other plates by straps of leather.

The result is a strong-but-light, tight leather armor, mostly covered by loose half-tunics and cloak(s), with many "exposed" spots between the pieces of armor.

The clothing of the Ranger goes primarily in the range of "nature colors". This means everything from bright green, to sandy brown, to white-grey stone, to mud & dirt - excluding many of the more vibrant colors like Red, Blue & Violet except very select pieces of armor and camouflage.

The Urajeh in general are pale-skinned, with violet-to-blue-to-emerald eyes, depending on tribe.

Again, much longer than I thought. Without further ado, pictures/concepts with comments!:

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Skills/Abilities:
The Ranger's skills can be roughly divided into 3 paths, to keep it familiar with the Diablo 2 as a point of reference. These are:

Spear Skills
Bow Skills
Engineering Skills

First of all, don't be confused by "Engineering". It is simply rudimentary mechanics that will be explained later; Not shotguns and technomagic. There used to be a lot more text here before, but it all got lost in a horrible missclick accident, so I'm going to cut it short.

Again, everything is just broad-term suggestions and ideas, I'd love to have some suggestive feedback. Without ado, skills;

Spear Skills.
This is, as the name gives away, the 'school' for all those who want to pierce and puncture things in melee. In violent flurries of grace, the Ranger's attacks isn't unlike the many other "flurries" of two-handed, dextrous combat - with the exception that it's with the usage of spears. Gone is the monotonous stabbing of the Amazon.

- Jab
Using honed techniques, the Ranger stabs three times at increased speed but smaller damage against the chosen enemy (or enemies); first is a jab towards the arms, doing smaller damage against the enemy, but reducing their attack speed; second is a jab to the legs, crippling their movement; third is a strike towards the head, doing added damage and chance for critical hit. Should an enemy die on the first or second hit, following strikes will be diverted to a nearby enemy. Added levels increase attack speed and stronger effects.

- Stab
A single, slow, but incredibly strong attack towards the chest of an enemy, doing extra damage, causing bleeding, and considerably increases chance of a critical hit. Added levels increase effect, but never the speed of the attack.

- Flurry
Much like the barbarian Whirlwind, this allows the Ranger to attack multiple enemies in rapid succession. It is not, however, an AoE-attack - the Ranger simply attacks randomly chosen enemies around him-/herself at incredibly speed; Nor can the ranger move, and is entirely immobile. Lowers damage and accuracy. This is a channeled ability, lasting for a minimum of 6 attacks. Added levels increases attack speed, accuracy and damage (ultimately allowing the attacks to do more damage than a regular attack, at high level).

- Charged Rod
Channeling electrical energies into the spear, the Ranger continously builds up more and more static charge, ready to be released at a moment's notice in a thunderous cacophony of lightning. Continous self-buff. 3 charge levels with varying effects. Releases different AoE-effects at levels 1 and 2. Every strike builds up another charge. Charges does not diminish over time, unless you logged out. Charges must be released with a finishing strike. Every hit costs mana while buff is activated. Only one charge-up attack can be active at a time.

- Searing Lead
Through alchemical formulae, the Ranger imbues the tip of his/her weapon with the powers of fire & brimstone. Ready to be fully released any second, every charge also adds fire damage to all strikes. Continual self-buff. 5 charge levels. Every strike builds up another charge. Charges slowly diminish over time. Charges must be released with a finishing strike (or can be kept for the added fire damage to the weapon). Have a low chance of causing DoT/burning damage, every level increases area range of the finishing strike (minor) explosion.
Every hit costs mana while buff is activated. Only one charge-up attack can be active at a time.

- Cold Steel
Through conditioning and a variety of oils, the Ranger coats his/her weapon with freezing properties. Continual self-buff. 3 charge levels with varying effects. For every charge, there's an increased (passive) chance to slow/freeze enemies (low chance) with every hit. Every strike builds another charge. Charges does not diminish over time. Charges must be released with a finishing strike (or kept for the low chance of slowing or freezing).
Every hit costs mana while buff is activated. Only one charge-up attack can be active at a time.

- Dodge
Passive. Adds & Increases chance of dodging incoming blows in melee.

- Serpent's Fang
A finishing move, the Ranger takes a two-hand grasp of his/her's weapon and darts at the enemy, performing a deep-searing attack. Stuns target enemy and drains health. Releases all built-up charge skills.

- Bootheel Dropkick
A finishing move, the Ranger leaps up towards the intended nearby target and dropkicks them, sending them flying backwards and the Ranger far in the opposite direction. Can be used as a means of escape if surrounded. Releases all built-up charge skills.

Bow Skills.
This is obviously the 'school' for all those who want to pierce and puncture things by range. By bow and arrow, he spares no expense to bring down his quarry. I did want to put some new abilities here, but after starting to write, taking inspiration from a variety of sources, I realized that the Amazon's "Bow and Crossbow Skills" are already near-perfected. So before anyone complains that "This is a blatant rip-off", I can already here confess that yes, it is. They are very similar, except for a number of mechanics.

- Magic Arrow
Persistant self-buff. Converts physical damage into pure magic damage, increases damage, and increases chance to hit. Doesn't require arrows, but will use them as long as there are any.
Every attack costs mana while buff is activated. Only one arrow enchantment skill can be used at a time.

- Fire Arrow
Persistant self-buff. Converts physical damage into fire damage, causes & increases fire damage, and increases chance to hit. Every attack costs mana while buff is activated. Only one arrow enchantment skill can be used at a time.

- Burning Arrow
Persistant self-buff. Causes big fire damage and does DoT/Burning damage. Every attack costs mana while buff is activated. Only one arrow enchantment skill can be used at a time.

- Exploding Arrow
Very short self-buff. Causes fire damage and does AoE/Fire damage. Every attack costs mana while buff is activated. Does not count as an arrow enchantment.. Additional levels increases radius and damage of explosion.

- Cold Arrow
Persistant self-buff. Causes cold damage and increases chance to hit. Also causes slowing/cold. Every attack costs mana while buff is activated. Only one arrow enchantment skill can be used at a time.

- Ice Arrow
Persistant self-buff. Causes big cold damage and freezes target enemy. Every attack costs mana while buff is activated. Only one arrow enchantment skill can be used at a time.

- Freezing Arrow
Very short self-buff. Causes cold damage, freezes target enemy, and slowing/cold in an AoE radius. Also have a small chance to freeze a set number of enemies in an AoE radius. Every attack costs mana while buff is activated. Does not count as an arrow enchantment.. Additional levels increases radius of slow/cold, and the number of enemies that have a chance of being frozen, aswell as duration of freeze and cold.

- Multiply
Identical to Diablo II Multiple Shot.

- Strafe
Identical to Diablo II Strafe, but only does 1/2 damage instead of 3/4; Still increases in +% damage per level.

- Guide
Identical to Diablo II Guided Arrow; Works with sharpen, jumping to other nearby enemies if it pierces through enemy target.

- Avoid
Passive. Adds & Increases chance of dodging incoming fire at range.


Engineering.
And, for the last time, Engineering doesn't mean Technomagi, Steampunk or gunpowder firearms. I've just got a mental block as to what to otherwise call it. Happily taking suggestions. Engineering is a 'school' for a lot of things; from traps to passive buffs.

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- Sharpen
Passive skill. Gives increased chance of critical hit with melee weapons and a chance to pass through enemies with ranged weapons. Also increases physical damage with bow-, spear-like & bladed weapons slightly.

- Counterweights
Passive skill. Increases chance to hit.

- Cloak of Shadows
Wrapping himself in his augmented cloak, the Ranger becomes partially obscured and harder to hit. Timed personal buff. Increases physical resistance, defense, poison duration, curse duration & gives a very small bonus to all elemental resistance. Every time struck by the enemy, there's a small chance the enemy will be blinded. For one or a few seconds directly after cloaking, the Ranger has 100% avoidance.

- Venomous Poison
Imbues any weapon with poisonous effects. Long buff. Can be used on other players. Every level increases poison duration and power.

- Unnatural Plague
Imbues any weapon with a creeping poison that jumps from enemy to enemy. Long buff. Does low poison damage (in a very small AoE radius), and spreads quickly amongst enemy ranks. Every plague victim have a small chance of getting a different effect than the previous, ranging from blindness, to slowing, to confusion, to weakness/cripple, etc, etc, etc.

- Fire Bomb
The Ranger throws a grenade-like object that explodes, spreading a sticky, burning paste over a large area. Creates an Immolation-effect (Local AoE DoT) on the ground. Anyone cast in the initial blast will also catch fire, taking extra DoT/Burning damage. Levels increases blast radius, duration and damage.

- Poisonous Vial
The Ranger throws a grenade-like object that bursts, spreading a poisonous gas over a wide area. Creates a cloud of poison; everyone caught inside at any point during it's existance takes considerable poison damage. Levels increases damage, poison duration, and poison cloud duration.

- Flashstone
The Ranger throws a grenade-like object that shatters, resulting in a loud & bright flash. Blinds & confuses enemies for a (seperate) duration(s); Also have a small chance to stun those close to the initial blast. Levels increases durations and radius.

- Spike Trap
The Ranger rigs a spike trap at a location of his choosing. An enemy have to walk in or out of the radius of a trap for it to spring; simply being inside it's area of effect will not set off the trap. When the spike trap springs, a container is flung out of the ground in the middle of the area of effect, but not high into the air. Exploding at it's peak, sending serrated spikes in all directions. Does most of damage at the center of the explosion and considerably less at it's edges. Slows enemy movements based on the same principle.

- Barbed Net Trap
The Ranger rigs a net trap at a location of his choosing. An enemy have to walk in or out of the radius of a trap for it to spring; simply being inside it's area of effect will not set off the trap. When the barbed net trap springs, a roped net is flung out of the ground and high into the air. Extending at it's peak, it quickly wraps nets around all enemies within the area of effect. Stops movement completely and does damage over time, as the enemy struggles to get free from the barbed netting. This does not stop enemies with ranged attacks from shooting at you.

- Chakram Crossbow
The Ranger uses a crossbow-like contraption to quickly send out a serrated chakram blade against one or several enemies. This ranged weapon does considerable damage and jumps from enemy to enemy a number of times depending on the level. It is also subject to all imbues or enchantments the main equipped weapon of the ranger have; It can thus be used to get a wide number of explosions (using "Exploding Arrow") or to quickly build power-ups (using any of the build-up melee abilities); or any other use you can think of (Plague, etc).

- Flurry of Blades
Reaching inside his cloak and throwing it aside, the Ranger reveals a number of geared & springed knives reaching out in all directions. Virtually exploding in a wave of bladed weaponry in all directions, the blades have the potential to do much damage depending on the level. In addition to the damage, the knives also pass through all enemies effortlessly, and causes considerable bleeding damage over time.

"To be modern only means to fill new forms with eternal truths". - The Inquisitor.
"A child laughs when it feels joy and cries when it feels pain. Both things, laughing and crying it does with it's whole heart. We all became so tall and so clever. We know so much and we have read so much. But one thing we forgot: to laugh and cry like the children do". - The Ranger.
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#9 User is offline   sonicpld Icon

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Posted 27 May 2009 - 09:50 AM

Ok ... seems like the spirits are still not summoned :D
so , i hope i will start the imagination of the other fellows here ...

Class: Riven

Introduction : "Riven" is ( should be ;) ) mentioned into the old prophecy.
"A hero wandrering between heaven and hell with mortal body will be summoned to join the battle against evil. Not dead, nor alive, his soul can touch other souls, his body is mortal , but not from flesh and bones , but a metal as his death hearth"
A ritual , taking place at the beginning call a heavenly knight soul to come into a dead body of hero, and so "Riven" is summoned.
Every death separate his soul from his body , and when it's resurected ( Softcore mode ) the soul comes again into his body.

Introduction to skills
Almost all skills involve using of Mana/Health for inflicting damage or parry.
Relation between Mana/Health depend of the skills.

Skills

Soul Translation skill tree

1 : Extract flesh
Mana/Health : 99%/1% ( initial ) , rising -1%/+1% at each level.
The our char , extract a part of his soul as an orb, and and translate it to the target ( this is very fast procedure )
It should be look like a piece of pure white light , when this light reach the target, his foreground flesh start to degrade, and the degradation level depend of the Level of the skill ( and skill relation ), in the same time the char receive % of the damaged health of the target.

2 : Blood storm
Mana/Health 99.9%/0.1% ( initial ), rising -0.1%/+0.1% at each level
a small red light passing around the target, and touching his body cause a health loss, it's damage degrade time depend of the level of the skill and skill tree relation.

3 : Flesh advance
Mana/Health 50%/50% ( initial ), rising -3%/+3% at each level
The player offer a significant amount of his health and mana in order to receive % of the target iron into the blood as Defence. Time of the result defence rise with the level of the player. Chance of success rise with the level of the skill.

4 : Burried skin
Mana/Health 99%/1% ( initial ), rising -1%/+3% at each level
a touching breeze comming from the heaven touch the target body, and his skin freeze and rot.
When the breeze is over , the skin of the target explode at a small pieces and translate to the Riven which if apply another skill in the same time ( Extract Elements ) could use it to regain a amount of Mana.

5 : Body Exchange
Mana/Health 50%/50% ( static )
If the Riven have a summoned Soul with him , he can exchange a health from it to rise a corpse,
and when the corpse is risen he can excahnge part of the souls of the monster and corpse, making monster easy to be killed, but corpse will join the evil forces as well.
( can be applyed once per monster / or monster group )

6 : Regain past
Mana/Health 5%/1% ( static )
If it succeed ( depending on the level of the skill ) the monster start to remember his past life as a human or animal ( before be turned ) and this make it chaotic doing less damage for a short period.

............

Dead Knight skill tree

1 : Weapon Enchant
Enchanting his weapon with % of the resistances of the target.
( Can not be used weapons with level highter than half od the player level )


2 : Blood offering
Riven apply a 1% of his health to the weapon , making it poisonos for a perion of time.

3 : Purified weapon
Riven apply Damage per second to the target with each hit with the weapon.
Weapon damage is not applyed, but important is only weapon level and durability ( which degrade alot more wit using this skill )

.. .well .. i'm not interesed in going to Blizzconf ( too expensive and too far away ) ... :D
I like a hudge poster of Diablo 2/3 ( desnt mather :P ) ( or just love me :P )
anyway ... But if u like the idea, i could expand it a while more ...


P.S. right now i can attach a preview of my old paladin , because i'm not prepared for this fan art ... and my idea bout Riven just came out.
anyway , the Riven should have a little mettallic/stone skinn, and empty look.

This post has been edited by sonicpld: 27 May 2009 - 10:15 AM

A knight is sworn to valor.
His heart knows only virtue.
His blade defends the helpless.
His might upholds the weak.
His word speaks only truth.
His wrath undoes the wicked!
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#10 User is offline   sonicpld Icon

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Posted 27 May 2009 - 10:17 AM

Ok ... seems like the spirits are still not summoned :D
so , i hope i will start the imagination of the other fellows here ...

Class: Riven

Introduction : "Riven" is ( should be ;) ) mentioned into the old prophecy.
"A hero wandrering between heaven and hell with mortal body will be summoned to join the battle against evil. Not dead, nor alive, his soul can touch other souls, his body is mortal , but not from flesh and bones , but a metal as his death hearth"
A ritual , taking place at the beginning call a heavenly knight soul to come into a dead body of hero, and so "Riven" is summoned.
Every death separate his soul from his body , and when it's resurected ( Softcore mode ) the soul comes again into his body.

Introduction to skills
Almost all skills involve using of Mana/Health for inflicting damage or parry.
Relation between Mana/Health depend of the skills.

Skills

Soul Translation skill tree

Quote

1 : Extract flesh
Mana/Health : 99%/1% ( initial ) , rising -1%/+1% at each level.
The our char , extract a part of his soul as an orb, and and translate it to the target ( this is very fast procedure )
It should be look like a piece of pure white light , when this light reach the target, his foreground flesh start to degrade, and the degradation level depend of the Level of the skill ( and skill relation ), in the same time the char receive % of the damaged health of the target.

2 : Blood storm
Mana/Health 99.9%/0.1% ( initial ), rising -0.1%/+0.1% at each level
a small red light passing around the target, and touching his body cause a health loss, it's damage degrade time depend of the level of the skill and skill tree relation.

3 : Flesh advance
Mana/Health 50%/50% ( initial ), rising -3%/+3% at each level
The player offer a significant amount of his health and mana in order to receive % of the target iron into the blood as Defence. Time of the result defence rise with the level of the player. Chance of success rise with the level of the skill.

4 : Burried skin
Mana/Health 99%/1% ( initial ), rising -1%/+3% at each level
a touching breeze comming from the heaven touch the target body, and his skin freeze and rot.
When the breeze is over , the skin of the target explode at a small pieces and translate to the Riven which if apply another skill in the same time ( Extract Elements ) could use it to regain a amount of Mana.

5 : Body Exchange
Mana/Health 50%/50% ( static )
If the Riven have a summoned Soul with him , he can exchange a health from it to rise a corpse,
and when the corpse is risen he can excahnge part of the souls of the monster and corpse, making monster easy to be killed, but corpse will join the evil forces as well.
( can be applyed once per monster / or monster group )

6 : Regain past
Mana/Health 2%/1% ( static )
If it succeed ( depending on the level of the skill ) the monster start to remember his past life as a human or animal ( before be turned ) and this make it chaotic doing less damage for a short period.

7 : Hunger Souls
Mana/Health 1% per level / 1% ( initial ) rising 0.3%/0.3% per level
Small area become haunted by souls for a specific period ( 15 seconds ), and when monster enter into this ares, it receive damage coresponding to level of the skill and light damage.

8 : Holy burn
Mana/Health 3%/1% ( static )
A changes in the form of Cross start to orbiting around the target, when they touch the skin of the target, it burn it.
Normal monster should receive damage per second coresponding to skill level and skill tree bonuses, demons should receive also a stunt for 2 seconds.

9 : Lore of the beast
Mana/Health 1%/1% ( initial ) rising +0.3%/+0.3% per level
Heaven release a charge of light above the target head, like very bright white cloud, after 3 seonds cloud is released and the target start to bleed.
While bleading all party characters in small, specific are receive % of the damage as mana.

10 : Wandering curse
Mana/Health 1%/1% ( initial ) rising +0.3%/+0.3% per level
Player receive a curse from the hell, and transfer +10% damage to each monster in specific area.
Damage to monsters rise +10% per each level.

11 : False bless
Mana/Health 1%/1% ( initial ) rising +1%/+0.5% per level
Player bless target, with a demonic blessing, rising alot target agro.
When target apply damage to his target he receive damage as the applyed damage * skill level.

12 : The portal
Mana/Health 30%/30% ( static )
There is chance to open such a portal depending on the "Lore of the beast" skill level * 3.
When such portal is opened there is 50%/50% chance to be Heaven portal, or Hell portal.
If Heaven portal is opened then Demons receive daamge per second coresponding to main hand weapon, other monsters in range receive *0.5%.
If Hell portal is openedt then monsters receive daamge per second coresponding to main hand weapon, Demons in range receive *0.5%.

.........................................................................................................................................................................

Dead Knight skill tree

Quote

1 : Weapon Enchant
Enchanting his weapon with % of the resistances of the target.
( Can not be used weapons with level highter than half od the player level )


2 : Blood offering
Riven apply a 1% of his health to the weapon , making it poisonos for a perion of time.

3 : Purified weapon
Riven apply Damage per second to the target with each hit with the weapon.
Weapon damage is not applyed, but important is only weapon level and durability ( which degrade alot more wit using this skill )

4 : Clear Strike
Player offer 1% ( 0.3% rising per level ) health to gain 10% ( 10% rising per level ) damage bonus against the target, if the hit is successfully applied he regain 1% health ( 0.3% rising per level ).

5 : Angered soul
The player hit and charge against the target, appling 5% main hand + 5% shield damage per level, offering 1% defence per hit.

6 : Twisted block
Riven apply block with the shield and reinforce his skin like iron ( defence rise + applyed damage from the block * 10 ) , then charge the target with his body.
Damage from the chage raise +5% on each skill level.

7 : Rune blessing
Riven receive +5% bonus elemental damage from each elemental rune used into his weared items.
15 seconds initial, rising +1 seond per level.

8 : Demonic wind
Riven enter in combo, hiting twice against head and trying to kick the target , and shiled and parry incoming damage.
The atack lasts 2 seconds, while he loose defence against the others enemies.
there is cooldown period ( 5 seconds ).

9 : Sword storm
( 1H Sword only )
Riven apply 2 hits in a row ( normal damage ), then step back and jump onto the target applying 200% main hand weapon + 100% shield damage.
there is a cooldown period ( 5 seconds )
chance for success is +1% on each level. ( 20% initial )

10 : Bone Crusher
( 1H Flail only )
Riven apply 3 hits in a row ( 50% damage ) as the target legs, hands, head , then try to apply 300% damage as targeting body.
there is a cooldown period ( 5 seconds )
chance for success is +1% on each level. ( 20% initial )

11 : Flesh Cutter
( 1H Axe only )
Riven apply 3 hits in a row ( 70% damage ) targeting the body, and then jump while apply 2 hits 200% damage targeting the head from left and right ( +10% per level ).
there is a cooldown period ( 5 seconds )
chance for success is +1% on each level. ( 20% initial )

12 : Sword rage
( 1H/2H sword only )
Riven start a 2 seconds whirlwind with the sword , applying 50% damage per hit target, then try to apply another 2 hits from the top , and from the bottom ( +10% per level ).
there is a cooldown period ( 5 seconds )
chance for success is +1% on each level. ( 20% initial )

13 : Flail rage
( 1H/2H Flail/Hammer only )
Riven charge 2 times against the target applying 30% weapon damage ( +5% per level ), then try to apply 3 hits in a row against target head ( +10% per level ).
there is a cooldown period ( 5 seconds )
chance for success is +1% on each level. ( 20% initial )

14 : Axe rage
( 1H/2H Axe only )
Riven mosh the target with the axe applying 100% weapon damage ( + 10% per level ), then try to apply 4 hits in a row from different directions ( +5% per level ).
there is a cooldown period ( 5 seconds )
chance for success is +1% on each level. ( 20% initial )

.........................................................................................................................................................................


Blessed Soul skill tree

Quote

1 : Restoration shield
Restore 1% Health/Mana per level per second.

2 : Purified walk
Rise 1% at skill level defence for 30 seconds.

3 : Purified road
Rise 1% at skill level defence of the party ( 15 seconds ) + gather additional bonus from Purified walk.

4 : Pray of the cursed
Rise defence of the party and player , using 2% mana per second.
0.5% at level.

5 : Adventurer Group Wealth
Rise Magic Find of 1 member of the party with 1% per skill level, while decreasing other members Magic Find with 10% per level.
( can not be apply to yourself )

6 : Prophet of the fallen
Decrease own defence, while making monsters in the area to flee.
1 meter area radius per level, decreasing 3% defence per level.
To flee Monster level should not exceed ( skill level * 3 )

7 : Restore Health
Restore +3% faster Helath per level.

9 : Restore Mana
Restore +3% faster Mana per level

9 : Damned fellow sacrifice
Player enter in not moving stand, and start to decrease his defence, while rising +5% Mana/Health per level per second to the party in specific area.
When defence goes down to 0 he exit the state.

10 : Mighty prey
Player copy aura/curses from a target , to another target for a specific period of time , sacrificing 100% ( initial ) Mana decreasing 1% per level.

11 : Soul distribution
Player distribute 5% per second of his own health/mana to all in the party, when mana or health reach below 20% he exit this state.

12 : Red Heavenly spawn
A small soul is summoned which collect Health from dead bodies. 60 seconds initial ( it lasts +10 seonds at each level ) .
the skill gain bonus from Soul distribution +1% more Health is gather on each level.

13 : Blue Heavenly spawn
A small soul is summoned which collect Mana from dead bodies. 60 seconds initial ( it lasts +10 seonds at each level ) .
the skill gain bonus from Soul distribution +1% more Mana is gather on each level.

14 : Empowered skill
All attributes rise +1 per leve for a specific period of time. ( consume 50% mana ( initial ) +1% per level )

.. .well .. i'm not interesed in going to Blizzconf ( too expensive and too far away ) ... :D
I like a hudge poster of Diablo 2/3 ( desnt mather :P ) ( or just love me :P )
anyway ... But if u like the idea, i could expand it a while more ...


P.S. right now i can attach a preview of my old paladin , because i'm not prepared for this fan art ... and my idea bout Riven just came out.
anyway , the Riven should have a little mettallic/stone skinn, and empty look.

P.S 2 ... i will add to the post whenever i can ...

P.S. 3 : DONE ... skill trees are done ... :D
I hope you will like the idea :P

This post has been edited by sonicpld: 29 May 2009 - 08:21 AM

A knight is sworn to valor.
His heart knows only virtue.
His blade defends the helpless.
His might upholds the weak.
His word speaks only truth.
His wrath undoes the wicked!
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#11 User is offline   Voider Icon

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Posted 27 May 2009 - 02:17 PM

The Dreamslayer

Skills


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.

*Auras affect you and your party.
--------------------------------------------------------------------------------------------------------------------------------
You can also check the class's lore in the other forum at http://www.diablofan...ed=1#post441251


This post has been edited by Voider: 27 May 2009 - 06:48 PM

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#12 User is offline   AuraofMana Icon

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Posted 27 May 2009 - 02:30 PM

RAVENCLOAKED

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.

This post has been edited by AuraofMana: 27 May 2009 - 02:38 PM

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#13 User is offline   Deadlyhazard Icon

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Posted 27 May 2009 - 05:09 PM

Revenant


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.

This post has been edited by Deadlyhazard: 30 May 2009 - 11:14 AM

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#14 User is offline   mvm199 Icon

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Posted 27 May 2009 - 08:03 PM

THE ROCKSTAR

The Rockstar hails from the Islands of Skovos and Philios.

After the destruction of the Worldstone, the female warriors of the Amazon Tribes decided that life wasnt all about hunting, fighting evil and mudwrestling like a bunch of overly tomboyish l*sb**ns. They needed to get some pleasure out of life. Specifically, they needed a male companion. But they realised all the men in their society were a bunch of pansy pushovers with no ambition or style whatsoever. So, they prayed to the Redhaired Hippie Goddess, Tori Amos. At first she threw a massive tantrum, 'cause thats what she always does. She insisted that they needed to focus on the task at hand, that men would provide too much of a distraction from their ultimate mission: That of eradicating evil wherever it was found. But the Amazons were like "Yo Tori, you get us a real man or we never wax your legs again" And the goddess was like "OK OK allright .... just promise me you wont be fighting over this gift I am going to provide you with, and make sure you shave more often than once a year", and the Zons were like "Come on, who do you take us for? We can be responsible dont worry" So the Zons started shaving in anticipation, and the goddess provided the Zons with the ultimate boytoy: The Rockstar. Or so they thought....

At first the Zons thought the goddess was joking. Most of these men were wimpier than what the Zons already had, and few were truly good looking. Some were extremely hairy, others had a huge drug problem. Eventually, the Zons found what made these men so special.

They were immune to the Ancient Power of Drama. They were heavily resistant to the deadly Silent Treatment. Back in their glory days, a group of scantily clad Amazons using the Silent Treatment was known to unnerve and challenge the psyche of even the most war hardened and battle scarred Lieutenants of Hell. Not anymore.

Rumour soon spread that these male gifts from the goddess could play their instruments a hundred times better than even some of the best Amazon flutists, and their music spread throughout all of Sanctuary. Some even claimed that if played well and timed correctly, their music could serve as a deadly weapon in combat.

Furthermore, they were not easily distracted by the Amazons' good looks, and often viewed their female companions as secondary or tertiary objectives in life. And this made them resistant and reluctant to any form of submission or dominance from the Amazons. They even began turning the other men towards their ways. This infuriated the Zons, and when they found out they couldnt easily get rid of these powerful men, started blaming each other for this big problem that they now faced. Turns out the Goddess was tired of the Zons, and had hatched the ultimate plan to get rid of them and replace them. Eventually, the Rockstars turned out to be too much to handle and most of the female Amazons were eradicated as a result of the massive infighting that occurred. The few that remained were either allowed to live as house guests of the now overly rich Rockstars, or used to breed a new line of male and female warriors that would forever search to identify and eliminate any presence of Evil in the holy lands of Sanctuary. That, and excelling in the art of entertainment.

The Rockstar attacks by manipulating the minds of the masses using various confusing skills. He has 3 main skill trees:

(1) MIND TRICKS
(2) MINIONS
(3) VICES

(1) MIND TRICKS

Motley Crue - Plays a random song from the most powerful Rockstar clan ever known. Monsters are entranced by the awesome music they hear, and cant help but to drop their weapons and start headbanging away, leaving them confused and prone to attack.

Rockstar Tshirt: The Rockstar throws a signed tshirt of a random rockstar clan into a crowd of enemies, which literally tear each other to shreds from fighting over this tshirt. Additional points increases the number of tshirts thrown.

Bon Jovi: Plays a random track from one of the most pathetic Rockstar clans in existence.
Monsters run away in disgust.

Bad Boy Image: The Rockstar projects a godly avatar of himself, and all female enemies in the vicinity start fighting amongst themselves. Works great with waves of succubi or corrupt rogues.

I got nothing else. Moving on....

(2) MINIONS

Groupie: Summons an extremely loyal female servant that will literally do anything the Rockstar commands. These minions are among the reasons why rockstars are among the most respected and widely feared combatants accross all of Sanctuary. It is rumored that these groupies will sometimes readily sacrifice themselves for their master in a massive arcane explosion, taking with them myriads of demon corpses to the afterlife.

Woodstock Veteran: Summons a deranged aging hippie minion who has spent his life headbanging to the music of the Rolling Stones clan, and has lived most of his days in Woodstock valley next to the Witchdoctor tribes of the Teganze. Rumor has it their nonsensical rambling has to do with their lifelong addiction to the chemicals found in the so called 'Happy Elixirs' that the WitchDoctors would often give them in exchange for cattle and beer. These minions are known to confuse the Rock Star's enemies with their nonsensical rambling. That coupled with the insane stench they project from abstaining to wash themselves in the various springs that litter their homelands. They are some of the most feared minions in the Rockstars' arsenal.

Minion mastery: Increases the number of groupies and hippies you can summon.

Need to expand this tree too. Moving on again ....

(3) VICES

LIQUOR. The Rockstar downs some homemade 90% concentrate liquor and enters into a reckless frenzy. Increases his damage and Confidence and Arrogance levels, unfortunately so are his Recklessness and Stupidity meters.

VEGAS. Throws heaps of money and gambling chips all over the place, throwing enemies against each other.

HOOKERS. Distracts enemies with a bunch of high class hookers.

HEROIN The most powerful weapon in the Rockstars arsenal, this has known to decimate entire armies of foes over the span of a few months. Sometimes the Ladder is Reset and the enemies survive. Some rumor that the Rockstar himself is afraid to use it, as it has the power to turn on him any time.

This post has been edited by mvm199: 27 May 2009 - 08:13 PM

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#15 User is offline   ScyberDragon Icon

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Posted 27 May 2009 - 10:02 PM

Spirit Guide Skill Tree

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

You may find a more detailed explanation of the Spirit Guide here: http://www.diablofan...?t=19256&page=2

This post has been edited by ScyberDragon: 08 June 2009 - 04:57 PM

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#16 User is offline   ScyberDragon Icon

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Posted 27 May 2009 - 10:03 PM

Crusader Skill Tree

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

You can find a more detailed explanation of the Crusader here: http://www.diablofan...?t=19256&page=2

This post has been edited by ScyberDragon: 02 June 2009 - 11:58 PM

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#17 User is offline   ScyberDragon Icon

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Posted 27 May 2009 - 10:04 PM

Samurai Skill Tree

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

You can find a more detailed explanation of the Samurai here: http://www.diablofan...?t=19256&page=2

My brother also did a Samurai, see his take on the class here: http://www.diablofan...?t=19255&page=5

This post has been edited by ScyberDragon: 08 June 2009 - 03:05 PM

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#18 User is offline   ScyberDragon Icon

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Posted 27 May 2009 - 10:04 PM

Executioner Skill Tree

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

You can find a more detailed explanation of the Executioner here: http://www.diablofan...?t=19256&page=2

This post has been edited by ScyberDragon: 02 June 2009 - 11:59 PM

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#19 User is offline   Moxjet200 Icon

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Posted 28 May 2009 - 08:06 AM

The Falconer
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THE FALCONER

(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


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.






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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.diablofan...1723#post441723
Really hoping to get to Blizzcon this year! Good luck to everyone :)

This post has been edited by Moxjet200: 28 May 2009 - 11:55 PM

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#20 User is offline   BCaseyHanks Icon

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Posted 28 May 2009 - 04:13 PM

Alchemist

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.
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