(Possibly a jungle oriented fighter, possibly from a temperate forest region.)
This is a combination of archery skill, poisons, stealth, and other assorted trap/survival skills.
marksman (passive): Increases arrow damage and attack rating.
Snap shot: fires an arrow with a faster attack rate than normal, but with lower range than usual.
Multishot: Shoots several arrows at an enemy. These arrows have lower range than usual, but several can hit an enemy. Might have a cooldown.
Piercer: Fires an arrow that travels through several enemies, with some bonus damage.
Snipe: An attack with a much lower attack speed than usual, but a far higher damage and attack rating.
Fast Hands: Increases attack speed with all arrows.
"Preparation" skills would act like Paladin auras, in that they would instantly activate and cost nothing to use, though they would only effect the night hunter. (not really realistic, but better fitting with the fast paced gameplay) Poison effects would be stackable to an extent (assuming game mechanics allowed it.)
Concentration (passive): Damage dealing poisons would deal their damage faster (a.k.a. the duration is reduced, but the total damage dealt is the same)
Killing Toxin: Preparation. Deals damage over time.
Poison Bomb: Throws a vial containing poison, that deals damage over time to an enemy (sort of like a throwing potion.)
Neural Toxin: Preparation. Enemies are more likely to miss with attacks and may cast spells in random directions.
Lethal mixtures (passive): Increase the amount of stacking allowed for night hunter poisons.
Lethargy: preparation. Slows enemies hit by this poison.
Poison stakes: A pit type trap that deals physical damage and poisons enemies. Placed at the night hunter's location when used.
Camouflage (passive): Decreases the range at which enemies can detect the night hunter.
Cloak: when used, heavily reduces the distance at which the night hunter can be detected, but the hunter cannot attack while the skill is in effect.
Surprise attack: If the night hunter has not been detected by the target, this skill will deal a large amount of extra damage.
Assasin's attack: The Night hunter attacks while cloaked, and has a low chance of being detected (provided he does not use another type of attack.)
Bear Trap: A physical damage trap that effects and area when enemies walk over it. Placed at the night hunter's position when used.
So we didn't get our ranged class and probably will not get it until next blizzcon so... This contest will remain open until it is released. Please fill free to enter more and more ideas until this day arrives.
Also, please try to refrain from discussing ideas. The intent of this thread is solely for contest submissions and not discussion on class ideas. When submitting an idea please try to be as specific as possible because many ideas will probably have the same "core" character but with minor and subtle differences.
Rollback Post to RevisionRollBack
Find any Diablo news? Contact me or anyone else on the News team
Since the fall of Blood Raven, the brainwashed archers of the Cold Plains have aspired to seek vengeance on all those who played a part in their corruption. All kin of the foul devils must burn and will do so via the very powers they obtained through the betrayer. Driven to avenge the loss of their old selves, but intimately tied to the nether-realm's ebon power. The rogue archers have become something more than their original marksman persona. They have become something more than the corrupted undead summoners of Raven's flock. They have evolved into a paramount seeker and destroyer of demon-kind.
The Archer (Shots both Physical and Magical):
Multi-shot - Multiple enemy shot
Piercing Power - Shots have chance to go through multiple targets
Trigger Happy - Chance to fire same shot again instantly
Volley - Rain of arrows on a specific area
Quick Draw - Increases attack speed and accuracy
Head Shot - Instant critical shot that deals exponential damage.
Flame-Kissed Arrow - Shot that explodes dealing damage to all enemies and burns them over time
Frost-Touched Arrow - Shot that freezes enemies in a tiny area
Strafe - While moving, chance to fire arrows at nearest enemies
The Hunter (Traps and Animal Companions):
Bear Trap - Snares an enemy causing bleed damage and slowing them for a duration after
Wolf - Summons wolf that fights beside you
Ferocity - Increases the attack speed and damage of pets
Detonator - Trap that explodes dealing damage and blasting nearby enemies away a certain distance
Boar - Summons boar that fights beside you
Rabies - Wolf bites doing damage and placing a disease on the target enraging and confusing it
Pit of Spikes - Hole opens up in the ground that instantly kills or deals damage, bleeds the enemy and forces enemies to crawl out
Ample Prey - Increases damage dealt to enemies by and afflicted by traps
Bear - Summons bear that fights beside you
Gore - Boar charges enemy dealing damage, knocking the enemy back, and stuns them
Serrated Blades - Traps deal additional increased bleed damage
The Gauntlet - Caltrops, buzz-saws, and pendulums appear dealing massive damage, slowing the enemies, and bleeding them
Maul - Bear viciously claw swipes and bites the target for massive damage and pins the enemy down
The Stalker (Shadow Abilities, Stealth, and Poisons):
Stealth - Speed reduced by 25%, critical strike and dodge chance increased by 25%
Poisonous Strike - Puts a poison on the target that deals periodic damage
Blind - Incapacitates the enemy causing them to wonder around aimlessly
Lingering Darkness - Increases the duration of your periodic damage and blind effects
Crippling Shot - Shot that slows the enemy dramatically and reduces his chance to hit
Sunder Strike - Attack that reduces the resistances and armor that enemy has
Charm - Makes minion fight for you limited time
Infectious Persona - Chance to cause charmed enemy to have a poisonous touch and any enemies afflicted by periodic damage have a chance to become paralyzed
Vampiric Strike - Attack that deals shadow damage and drains health from the enemy and gives it to the Ranger
Necrotic Arrow - Shot that does shadow damage periodically to enemy and turns them into a skeleton if it kills the target
Creature of Shadow and Bile- Stealth grants resistance to magic and poisons, increases the movement speed while in stealth, and gives your periodic damage the ability to crit
Bards have fancied themselves as explorers, wanderers and depositories of knowledge. Unlike many Bard Clans of Sanctuary, members of the Seekers of the Bough are well regarded as Warriors; arguably they are the consummate Warrior Poet. The exact origins of this particular Clan are steeped in mystery; some claim that they once inhabitated the Dreadlands and where forced out by constant Barbarian raids, others say they are the decedents of rogue sorcerers who fled West after an unspecified act of treason. Some argue that all their disjointed founding stories are one in the same.
Regardless, this particular Bard Clan is well known for its archers. Long treks throughout Sanctuary have forced many Bards to either hunt for their own food or die in obscurity. This skill with a bow has turned away many would-be raiders while experience with a blade has ensured that a Bard can defend themselves in a brutal melee. If all else fails, rumors persist of the Bards unusual magics garnered from their countless travels. Witness reports of Bards summoning brutish animals or utilizing invisible arrows have been unsubstantiated. One of the most basic skills Bards have, whether a member of the Seeker of the Bough or not, is their ability to identify and augment items through the use of magic.
A seemingly common bard. Wearing a sleeveless tunic and leather vest coupled with comfortably baggy pants. Scrolls of ancient knowledge line a bards belt and sturdy boots ensure comfortable feet regardless of distance traveled.
Focus - Temporarily increases range and accuracy of an arrow
Archery - Increases damage, range and accuracy of arrow shots per level
Burst Shot- Fires a quick 3 round burst of arrows in a straight line
Mana Bolt - Utilizes mana to help increase physical damage of a shot arrow
Prism Arrow - Fires an arrow with all elemental damage
Hawkeye - Summons a hawk that hovers around the Bard; has a healing aura
Raven - Summons a raven that hovers around the Bard; has a mana gain aura
Raptor - Summons a bird of prey that hovers around the Bard; performs dive attacks
Vulture - Summons a vulture that hovers around the Bard; has a defence increase aura
Condor - Summons a mighty condor that hovers around the Bard; has a increase attack speed aura
Identify - Increases chance of a pre-identified item being dropped
Luck - Increases chance of magic item drop
Horde - Increase amount of gold/stacked items per drop
Enchant - Temporarily adds a random magic pre-fix to an item
Prime - Temporarily increases item's primary ability
Okay... So this thread went in a way that you could suggest the last class, since the OP, the monk has been announced... So i will go ahead and think up my own ranged type class.
Since ranged weapons haven't at all been specified by Blizz, i'm gonna go ahead and assume... Here goes.
The first reports of the Usurper came from The Ruins of Harrogath, although none alive has reported engaging in conversation with these clandestines. They have reputably travelled alone, and many a pilgrim claim that their camp-fires extinguish automatically and all animals such as birds and horses grow uneasy and tend to flee before these dark wanderers appear over the horizon... The Usurpers, as they have come to be known by filling the atmosphere with their presence (forcibly steeling attention), do not bother themselves with passers-by, and do not seek counsel of others.
Another report, by an outlander with what maybe outlandish views, witnessed an Usurper under attack by bandits.... He said that the air was filled with the anguish of Ravens in Fugue... Literally forming a cloud around the assailants, whilst the Usurper moved along only turning once the ravens had departed, to cast a golden spear high into the sky and bring it down with tremendous telepathical force into the centre of the bandits, embedding itself into the ground and splitting open fissures as if from an earthquake... This had eaten four of the enemies... as the last one fled, the Usurper removed something from his cloak- which looked like a massive throwing star. He cast it at his enemy and removed his fleeing head altogether.
The last Usurper seen, is said to be taking refuge in Old Tristram.
(work in progress... will reveal skill tree later)
After putting my original night hunter in this thread, and reading some other ideas, an animal summoning tree made more sense. Some skills are also rearranged. (this is sort of a half actual guess, half "This is what I'd like to see" post.)
A simple trip, I thought, a walk through the forest of Shiverchill. Though like most travelers, I had heard rumors of enormous, hungry beasts, confusing networks of vines, and more supernatural dangers. Such rumors are a copper piece a dozen, however, and I was not inclined ot take them any more seriously than any other stories I have heard in my travels.
During the day, the journey went well enough. As the sun dipped below the horizon, I thought I heard some moans and screeching. Perhaps it was the wind, perhaps it was an animal, and my walk continued apace. As Night fell, however, the moans continued, and I soon distinctly heard the sounds of strange rituals filtering through the trees.
My heart beating, I increased my pace, and soon broke out in a full run, attempting to reach my destination as soon as possible, and get out of the now clearly cursed forest. Some distance away, however, I saw a truly fearsome site, some cultists engaged in a complex ritual. Fortunately, they did not hear or see me, and I was able to hide behind some brush, but my path was now blocked, and I did not want to chance a hourney through the trees.
As I was pondering what to do, I suddenly saw in front of me a shadowed face. The face was covered in shadow, so I could not see any features distinctly, but I could tell that it was a long face. Before I could think of something to say, the face asked, "What are you doing here? You should not be in the forest at this time." I could not respond at first, but soon croaked out "I am travelling to Shropfall."
As I spoke, I felt hot breaths coming from both shoulders. As I attempted to look sideways, the figure responded. "Those are Shira and Garn. Do not make any sudden moves, or they may attack you."
"I can take you to Shropfall, but you must follow me very closely, and stay hidden for the moment. I must break up this gathering."
I knew at this point that I was talking to a Night Hunter, a nocturnal forest hunter who had learned to survive in the most dangerous of wild environments. Night hunters were said to be master assasins and animal tamers, able to kill silently and stealthily, while assisted by an array of dangerous creatures no one else would dare to tame. they were said to be scary and unpredictable, not ones ot be crossed with.
As I watched with a misture of fear and fascination, the Night hunter, assisted by two wolves, approached the cultist camp. I could not tell completely in the dark, but his eyes appeared to change to those of cats. He made no sound that I could detect, and I could only see the barest outline of a figure, and only because I knew where to look.
Suddenly, two cultists were felled by arrows, They were not killed immediately, but appeared paralyzed on the ground, slowly dying. The colonists stopped their ritual, and threw magic and spears at where the arrows appeared ot come from. I lost track of the hunter at this point, but soon several more of his arrows flew at remaining colonists. At this point, his two wolves entered the compound. Far larger than any wolves I have ever seen, they tore into the cultists with a bloodthirsty fervor. Within a few moments, the cultists were dead.
I watched for a few seconds, attempting ot glimpse the location of the night hunter, when a voice came from behind me. "Let's go, move quickly", he said, while leading me for the rest of the night towards Shropfall.
A ranged character, uses animal summons, poisons, traps, arrow skills, and a bit of shapeshifting. The class would focus more on avoiding damage and using wel targetted abilities.
Night Hunters have two main special types of skills: stance skills, that passively add an effect to the night hunter, but consume concentration when used, and poisons, that when used will effect the next attack, consuming time and concentration but adding a useful effect.
Resource system: Concentration
Regeneratesoutside of conpat, and concentration is gained when enemies die. Decreases if the shadow hunter takes damage, and is used for skills. "Concentration" represents the night hunter's ability to plan and think about what he/she is doing.
More of a focus on small numbers of powerful shots. Stealth applies to summoned creatures as well.
Marksmanship: Increases the effectiveness of bow attack skills.
Quiet: Stance. Reduces the distance at which the Night Hunter can be detected by enemies. Shots taken while undetected deal extra damage/have extra attack rating.
Snipe: Has a cooldown, and takes longer ot perform, but deals a large amount of extra damage at a much higher attack rating.
Stealth: Stance. Enemies loose the night hunter more quickly while in combat.
Deadly Poison: Poison. Deals damage over time to the target.
Paralysis: Poison. Prevents the target unit from doing anything for some time.
Vanish: Stance. The Night hunter moves more quickly and is hard to detect, but the skills uses a lot of concentration to perform.
Poison Bomb: Deals Area effect Poison damage.
Archery skills deal more with straightforward combat.
Bowmanship: Increases firing speed.
Multishot: Shoots many arrows at a time. Consumes extra concentration of poisoned, based on the cost of the poison (To represent the difficulty of poisoning multiple arrows)
Fleet Foot: Stance. Increases speed and dodge chance.
Fast Poison: Poison. Activates quickl,y and lasts a short time, for medium damage.
Quick Shot: Has a shorter activation time than usual.
Decoys: Creates a few mounds near the Night hunter that will absorb ranged attacks and slow enemies walking oer them. (the mounds material might resemble the terrain, or be made of sticks.)
Muscular Poison: Poison. Slows the target(s).
Piercer: Fires a shot that can go through several enemies, dealing less damage each penetration.
This is the animal summoning tree. It also has some "shapeshifting" skills, though unlike the full transformation off druids, these are meant ot be more of taking on aspects of an animal while still staying mostly human (See the "backstory" above for an example of how I am thinking)
Cat's Spirit: Stance. Increases attack rating and damage of ranged attack skills, and provides a stealth effect, but increases the concentration loss when taking damage.
Summon Wolf: Summons a wolf. Up to 2-3 wolves may be summoned at a time. Wolves deal and medium damage, but have a life stealing attack, and can eat corpses for health.
Summon Cat: Summons a cat. Up to 2-3 may be summoned. Cats have low health, but are walk stealthily, and deal high damage.
Venom: Deals damage over time, and reduces enemy defense and resistances.
Snake's spirit: Stance. Reduces the concentration cost of poisons, and causes a small amount of free poison damage on each attack.
Spider's spirit: Stance. Attacks slow enemies.
Summon Spider: Summons up to 2-3 spiders. they spiders deal and take medium damage and slow enemies they hit.
Wolf spirit: Stance. Increases the attack rating and damage of attacks.
Inkarnus's avatar gives a visual take on my idea for the ranged class.
The Mystics are old misanthropic hunters, who are well-versed in arrows, boomerangs and javelins and are closely tied to mother nature. They prefer the companionship of animals to humans. To be contextual, the Mystics originate from the shadows of the Sharval Wilds.
Summon - The Mystics can summon falcons to guide them in the darkness and take enemies by surprise. Wind Howl - The Mystics can call upon the winds to create confusion and instill fear among enemies. Entrapment - The Mystics can use the soil, sand or mud to trap their enemies. Meteorite - The Mystics turn to the skies to harm enemies through meteorite showers.
Interesting site! Easy to find helpful information. Very useful! Abercrombie and Fitch is a highly influential minds of American youth clothing brand in A&F ads, all with young people like music, sports and other situations, the performance of A & F clothing connotations. In fact, A&F Hollister and Cheap Abercrombie Hoodies dress style of the "cool" element, not inborn. Welcome to www.abercrombieofficial.com for reading more.