To start, I want to clarify that this thread isn't meant to debate the merits and downfalls of the 7-skill system, but to sort of build on the "what class will you play?" threads.
With the new skills revealed at Blizzcon, most classes now have a pretty good variety to choose from. So, with the restriction of only being able to use seven skills, which skills will pay your bills? Check out the class pages on our wiki to see all the skills, updated with info from the playable demo.
For me, I'm thinking of an AoE-based WD build, using:
Grasp of the Dead
Haunt
Soul Harvest
Acid Cloud
Gargantuan (or Zombie Dogs; it depends on which makes a better tank...for which Gargantuan makes more sense, though the Dogs will conceivably be able to attract the attention of more monsters)
First off, I think that every build will have to utilize their movement skill. The usefulness of Tele in D2 proved vital for any build.
So I will begin with DH. Overall, I am really excited about building a trapper build. I came up with the idea and want for mechanical based traps in D3 and I surprisingly got them.
1. Vault (hopefully with some rune that adds some good damage to it)
2. Multi-shot - I just don't see any better moves for AoE for her. If there is, I will choose that one.
3. Entangling Shot - I think if used correctly, this skill could be very beneficial to a trappers build
4-6. A wide range of traps from single high damage to AoE.
7. I don't know enough of her skills yet to figure out what else will be vital for this character.
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I feel Monk fans actually have it worse as his characters skills are so wide and varying. At least with the DH, we can assume traps and ranged attacks to be similar to the Amazon's and the Trapsins.
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-Locust Swarm - main attack
-Mass confusion - distraction while swarm spreads
-Parasite - keep the damage going
-Haunt - keep the damage going
-Zombie dog - for sacrificial purposes (and I love minions)
-Sacrifice - spurts of damage
-Spirit Walk - escape and stealth
I didn't really put much thought into it before I read your thread so kudos to you for making me think!
Oh, WOW! I didn't really realize how many skills that actually released for him even though I read them all. Maybe it's because I am really not feeling him. I plan on making builds later for each class including a melee wizard
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I didn't really put much thought into it before I read your thread so kudos to you for making me think!
Yeah, I hadn't really thought of any of this before I came up with the idea last night either. There are definitely a few skills that I would like to use (Locust Swarm, Mass Confusion/Terror) that I can't fit...turns out we might be in for some hard decisions, especially as more skills are released!
But im gonna pick monk skills.
(question: will aura's work same as d2. where they had to be in the skill box? Or will it be like a barbarian shout where you just use it and then bam you have arua?
Im gonna try to set up a quick combo monk.
1. hands of lightning - Combo skill and has the chance to inturrupt enemy attack. good for a melee char.
2. Blinding flash - blinding enemies? oh ya!
3. crippling wave - having enemy dazed even better (now does this skill to increase the dazed effect have to have the first attack go then the second attack. or can it be like crippling wave, normal attack, crippling wave, etc. to get the increase dazed)
4. dashing strike - to get close to the enemy quick
5. circle of wrath - explain below
6. holy arua - explain below
7. exploding palm - come on. things explode!
as i was looking at the skills and going down the list to choose them. i realized that with the holy aura and circle of wrath, I could possibly be able to not have to worry about health depending on how hard fight is. and reminds me of my hardcore bear druid.
(question: will aura's work same as d2. where they had to be in the skill box? Or will it be like a barbarian shout where you just use it and then bam you have arua?
Maybe someone who played the demo can clarify, but it's kind of unclear for me at the moment as well. Right now I'm kind of assuming they will work like WoW's Paladin auras, where they're sort of toggleable but only one can be active at a time. I think this would be the only way to work around a Monk who has chosen multiple auras as part of their active skills. And they each have a little bonus for when they're first activated.
I'm probably going with a "strong barb" like they were showing in the traits announcement with a huge 2-hander. Big melee like that was my thing back when I was playing D2 at first, then I moved to ranged classes in other games, so it'll be fun to return to that.
Anyways, for skills:
1. Leap Attack (probably with that increased aoe rune, that looked cool)
2. War Cry (or some later, better cry)
3. Hammer of the Ancients (probably something of a main attack)
4. Seismic Slam
5. Whirlwind (Dur)
6. Call of the Ancients (D2 reference and a barb summon? Awesome)
7. Rend (AoE and a DoT? Yes please.)
This is getting me all excited.
And for a Wizard:
1. Teleport
2. Wave of Force
3. Slow Time
4. Disintegrate
5. Meteor
6: Hydra (with the Golden rune for fire walls)
7. Armor spell (seems like Storm at this point)
And I plan on hours of Slow Time/Hydra, Slow Time/Meteor and Slow Time/Wave of Force
Maybe someone who played the demo can clarify, but it's kind of unclear for me at the moment as well. Right now I'm kind of assuming they will work like WoW's Paladin auras, where they're sort of toggleable but only one can be active at a time. I think this would be the only way to work around a Monk who has chosen multiple auras as part of their active skills. And they each have a little bonus for when they're first activated.
Alright, its Wizard time. My idea for my wizard is centered more around a melee character that I will be pretending is a ninja
1. Teleport - again, every class will make good use of their mobility skill.
2. Spectral blade - close range, main attack
3. Diamond skin - Gonna need to boost defense if im going melee
4. Magic weapon - imbuing my staff for more melee damage
5. Slow time - I think every wizard is going to use this. A must for a melee wizard.
6. Familiar - Having a companion will help fight and distract enemies off of me.
7. Wave of force - for those times when I am to surrounded and need a breath.
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Witch Doctor
1. Zombie Dog
2. Sacrifice
3. Wall of Zombies (just cuz)
4. Firebomb (probably with that bounce, main attack)
5. Gargantuan
6. Zombie Bears (don't know which rune/skill combo makes those though)
7. Spirit Walk (although this one seems like the least necessary of the movement skills
6. Revenge: Since I have only one skill for defense, melee and aoe, here's one that will hopefully help for all three of those. Dealing thorns-type damage that heals you. Sounds good. Might want to replace this with Ignore Pain for hardcore mode.
As I understand it, Revenge doesn't deal Thorns-type damage, it just has a chance to become "activated" when you get hit. If it's not activated, you can't use it. But when it is, it's still something you have to click to use. Basically like the WoW skill.
Well I'm pretty sure I'm going with the Barbarian first (call me nostalgic). And after careful consideration and barring any major changes between now and release, I'm thinking of going with this build first. The main thing you will probably notice is the lack of Whirlwind. New game, new things...
1. Ignore Pain - My 'oh shit' button.
2. War Cry - Taking it because it generates rage. If the rage mechanic is similar to WoW's warrior this will be needed a lot to get you going. The buff is a nice after effect.
3.Frenzy - My main attack. I had both a WW bard and a frenzy barb in D2. I just enjoyed playing the frenzy barb more. WW while powerful is also pretty brainless and monotonous.
4. Leap Attack - My mobility skill with a payoff at the end. Also allows for crossing gaps which I'm not sure the charge skills do.
5. Ancient Spear - Like was pointed out above it prevents the whack-a-mole bullshit when the fallen run off. Also allows me to grab specific monsters if I need to get them off my wiz/dh/wd etc...
6. Seismic Slam - Nice focused AOE ability with knockback. I think this is a no brainer, especially if its even close to spammable.
7. Wrath of the Bezerker - Breaks monster immunities - nuff said! Well actually the buff sounds cool too so it will be worthwhile before Hell diff.
I will admit that picking only 7 skills and making sure your bases are covered makes you seriously weigh options and make tough choices. Hopefully the skills are well balanced so you won't have to be pigeonholed into always getting whirlwind.
I can't decide on a single skill before I see the interface before me and carefully read every option. With every new skill pick I'd also have to keep into consideration how my character has been doing so far and what type of skill would benefit me most, given my item choices, runes available (maybe they are very rare), strengths and weaknesses.
But kudos to those who have the imagination to figure it all out already beforehand.
I can't decide on a single skill before I see the interface before me and carefully read every option. With every new skill pick I'd also have to keep into consideration how my character has been doing so far and what type of skill would benefit me most, given my item choices, runes available (maybe they are very rare), strengths and weaknesses.
But kudos to those who have the imagination to figure it all out already beforehand.
Yeah, obviously there are a lot of variables that will go into how you build your character (traits, runes, gear, etc.) that we don't know much/anything about yet, but it's still fun to see what you can come up with using what we have to work with.
Is it possible to learn a tier 3 spell without learning a tier 2 spell ? Could I only take for example, a tier 1 spell, level it up until its maxed, at this point I would probably be high level enough for tier 3, ignore tier 2 and save a skill slot, possibly allowing me to have 2 skills of the same tier ? Have you heard anything about this ?
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With the new skills revealed at Blizzcon, most classes now have a pretty good variety to choose from. So, with the restriction of only being able to use seven skills, which skills will pay your bills? Check out the class pages on our wiki to see all the skills, updated with info from the playable demo.
For me, I'm thinking of an AoE-based WD build, using:
maybe this will help me find out which class i wanna play first.
Will post later.
So I will begin with DH. Overall, I am really excited about building a trapper build. I came up with the idea and want for mechanical based traps in D3 and I surprisingly got them.
1. Vault (hopefully with some rune that adds some good damage to it)
2. Multi-shot - I just don't see any better moves for AoE for her. If there is, I will choose that one.
3. Entangling Shot - I think if used correctly, this skill could be very beneficial to a trappers build
4-6. A wide range of traps from single high damage to AoE.
7. I don't know enough of her skills yet to figure out what else will be vital for this character.
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Yeah, DH fans are probably going to feel a little left out on this exercise. :confused:
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-Locust Swarm - main attack
-Mass confusion - distraction while swarm spreads
-Parasite - keep the damage going
-Haunt - keep the damage going
-Zombie dog - for sacrificial purposes (and I love minions)
-Sacrifice - spurts of damage
-Spirit Walk - escape and stealth
I didn't really put much thought into it before I read your thread so kudos to you for making me think!
Find any Diablo news? Contact me or anyone else on the News team
Yeah, I hadn't really thought of any of this before I came up with the idea last night either. There are definitely a few skills that I would like to use (Locust Swarm, Mass Confusion/Terror) that I can't fit...turns out we might be in for some hard decisions, especially as more skills are released!
its a tie...between the monk and witch doctor
But im gonna pick monk skills.
(question: will aura's work same as d2. where they had to be in the skill box? Or will it be like a barbarian shout where you just use it and then bam you have arua?
Im gonna try to set up a quick combo monk.
1. hands of lightning - Combo skill and has the chance to inturrupt enemy attack. good for a melee char.
2. Blinding flash - blinding enemies? oh ya!
3. crippling wave - having enemy dazed even better (now does this skill to increase the dazed effect have to have the first attack go then the second attack. or can it be like crippling wave, normal attack, crippling wave, etc. to get the increase dazed)
4. dashing strike - to get close to the enemy quick
5. circle of wrath - explain below
6. holy arua - explain below
7. exploding palm - come on. things explode!
as i was looking at the skills and going down the list to choose them. i realized that with the holy aura and circle of wrath, I could possibly be able to not have to worry about health depending on how hard fight is. and reminds me of my hardcore bear druid.
Maybe someone who played the demo can clarify, but it's kind of unclear for me at the moment as well. Right now I'm kind of assuming they will work like WoW's Paladin auras, where they're sort of toggleable but only one can be active at a time. I think this would be the only way to work around a Monk who has chosen multiple auras as part of their active skills. And they each have a little bonus for when they're first activated.
Anyways, for skills:
1. Leap Attack (probably with that increased aoe rune, that looked cool)
2. War Cry (or some later, better cry)
3. Hammer of the Ancients (probably something of a main attack)
4. Seismic Slam
5. Whirlwind (Dur)
6. Call of the Ancients (D2 reference and a barb summon? Awesome)
7. Rend (AoE and a DoT? Yes please.)
This is getting me all excited.
And for a Wizard:
1. Teleport
2. Wave of Force
3. Slow Time
4. Disintegrate
5. Meteor
6: Hydra (with the Golden rune for fire walls)
7. Armor spell (seems like Storm at this point)
And I plan on hours of Slow Time/Hydra, Slow Time/Meteor and Slow Time/Wave of Force
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Cool, and i only have one aura *thumbs up*
1. Teleport - again, every class will make good use of their mobility skill.
2. Spectral blade - close range, main attack
3. Diamond skin - Gonna need to boost defense if im going melee
4. Magic weapon - imbuing my staff for more melee damage
5. Slow time - I think every wizard is going to use this. A must for a melee wizard.
6. Familiar - Having a companion will help fight and distract enemies off of me.
7. Wave of force - for those times when I am to surrounded and need a breath.
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1. Zombie Dog
2. Sacrifice
3. Wall of Zombies (just cuz)
4. Firebomb (probably with that bounce, main attack)
5. Gargantuan
6. Zombie Bears (don't know which rune/skill combo makes those though)
7. Spirit Walk (although this one seems like the least necessary of the movement skills
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As I understand it, Revenge doesn't deal Thorns-type damage, it just has a chance to become "activated" when you get hit. If it's not activated, you can't use it. But when it is, it's still something you have to click to use. Basically like the WoW skill.
1. Ignore Pain - My 'oh shit' button.
2. War Cry - Taking it because it generates rage. If the rage mechanic is similar to WoW's warrior this will be needed a lot to get you going. The buff is a nice after effect.
3.Frenzy - My main attack. I had both a WW bard and a frenzy barb in D2. I just enjoyed playing the frenzy barb more. WW while powerful is also pretty brainless and monotonous.
4. Leap Attack - My mobility skill with a payoff at the end. Also allows for crossing gaps which I'm not sure the charge skills do.
5. Ancient Spear - Like was pointed out above it prevents the whack-a-mole bullshit when the fallen run off. Also allows me to grab specific monsters if I need to get them off my wiz/dh/wd etc...
6. Seismic Slam - Nice focused AOE ability with knockback. I think this is a no brainer, especially if its even close to spammable.
7. Wrath of the Bezerker - Breaks monster immunities - nuff said! Well actually the buff sounds cool too so it will be worthwhile before Hell diff.
I will admit that picking only 7 skills and making sure your bases are covered makes you seriously weigh options and make tough choices. Hopefully the skills are well balanced so you won't have to be pigeonholed into always getting whirlwind.
Peace
But kudos to those who have the imagination to figure it all out already beforehand.
Yeah, obviously there are a lot of variables that will go into how you build your character (traits, runes, gear, etc.) that we don't know much/anything about yet, but it's still fun to see what you can come up with using what we have to work with.