Well since it appears that there is quite obviously an asian element being ignored.
I thought that maybe they could use a magician that makes use of the five elements of nature that the Ancient Chinese believed in.
I'm just going to copy this from a site because it's helpful the way it's stated.
Wood, Fire, Earth, Metal, and Water. Don't be misled by the word "element," which suggests something fixed and unchanging. The Five Elements or Five Phases are constantly interacting with each other to bring about change.
If you could see that in gameplay you could mix different spells and create spells from them, it would a lot like alchemy, without the seeking gold.
So like Wood could part earth, trapping enemies underground and then crushing them so hard that their soft tissue spews out of the ground or in a mist of blood with guts and bone popping out.
They could even recover from using the spells by prayer or something, instead of the traditional manner of regaining mana.
I don't think that they would really go this way but it's an idea. :thumbsup:
I really like this idea, or at least the general concept behind it. It would allow for a new type of mage/caster class that doesnt follow the generic formula. It also would allow for the alchemy and Asian influenced classes which there seems to be a strong push for, and again without falling into the generic formulas for such classes. I think your class idea needs some development and refining but its an intriguing starting point.
I also liked the general concept of the class... Mix diferent elements to make new spells could be a good specific class tread.
However i'm tired of elemental based-mages =(
I gave some thoughts about an Asian Mage class a while ago. His skill trees were Offensive Spells, Support Magic and Traps.
Here are some random thoughts on the subject
Offensive would basically be different spells coming from various elements. Since no one ever uses skills like Fire Bolt, I think it could be a good idea to combine them with more powerful skills to make a single skill. Like at level 1-x it's just a Fire Bolt, from level x-y it would become a Fire Ball and then when the skill gets at level y the Fire Ball would become a ball of magma. This way you can put more different offensive spells in a single tree than the Sorceress had for all 3 schools of magic.
Support regroups all the buff a Mage needs to fight enemies. Skills like Mana Shield, Warmth, Frozen Shield, ect. Since the role of potions has been severly demoted, maybe the new Mage class could get a Charge spell that can be cast quickly to recover some mana. It wouldn't be overpowered because even if it's an instant cast it would still cost you precious time giving enemies the time they need to get you.
Traps would be an occasion to really combine Arcane Magic with the new environment system in a unique way. Like you could put spells on destructible objects to make them detonate after a certain time, or you could trap a door so that when enemies open it they would get blasted. You could put runes on the floor that when enemies step on them would create explosion of ice and lightning.
Traps may seem to overlap with Offensive, but I think of it more of a way to stun and slow down enemies. Like you could chose to be purely Offensive and deal massive damage but take the risk of being overrun by enemies or mix up Support and Traps to help you out. You can still use only traps if you want, but it would take you just a little bit longer to kill monsters and maybe it could focuse on different elemental magic (like Poison and Arcane instead of Fire/Lightning/Ice).
skill 1 = Splinter Toss: Hurls a splinter from a piece of tree bark directly into the enemies right index finger inflicting MASSIVE damage. Chance of open wounds.
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(this build was before D3 launched... looking back on it now - i had no idea what i was doing)
Here's a potential clue into the mage archetype: Go to 15:32 in the D3 gameplay trailer and notice the frost nova type effect used by that minotaur shaman thing. That might end up being one of (or similar to one of) the skills for a mage-like class.
Here's a potential clue into the mage archetype: Go to 15:32 in the D3 gameplay trailer and notice the frost nova type effect used by that minotaur shaman thing. That might end up being one of (or similar to one of) the skills for a mage-like class.
I think they said somewhere, I can't really remember, that the monsters are using unique spells.
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I thought that maybe they could use a magician that makes use of the five elements of nature that the Ancient Chinese believed in.
I'm just going to copy this from a site because it's helpful the way it's stated.
Wood, Fire, Earth, Metal, and Water. Don't be misled by the word "element," which suggests something fixed and unchanging. The Five Elements or Five Phases are constantly interacting with each other to bring about change.
If you could see that in gameplay you could mix different spells and create spells from them, it would a lot like alchemy, without the seeking gold.
So like Wood could part earth, trapping enemies underground and then crushing them so hard that their soft tissue spews out of the ground or in a mist of blood with guts and bone popping out.
They could even recover from using the spells by prayer or something, instead of the traditional manner of regaining mana.
I don't think that they would really go this way but it's an idea. :thumbsup:
However i'm tired of elemental based-mages =(
Here are some random thoughts on the subject
Offensive would basically be different spells coming from various elements. Since no one ever uses skills like Fire Bolt, I think it could be a good idea to combine them with more powerful skills to make a single skill. Like at level 1-x it's just a Fire Bolt, from level x-y it would become a Fire Ball and then when the skill gets at level y the Fire Ball would become a ball of magma. This way you can put more different offensive spells in a single tree than the Sorceress had for all 3 schools of magic.
Support regroups all the buff a Mage needs to fight enemies. Skills like Mana Shield, Warmth, Frozen Shield, ect. Since the role of potions has been severly demoted, maybe the new Mage class could get a Charge spell that can be cast quickly to recover some mana. It wouldn't be overpowered because even if it's an instant cast it would still cost you precious time giving enemies the time they need to get you.
Traps would be an occasion to really combine Arcane Magic with the new environment system in a unique way. Like you could put spells on destructible objects to make them detonate after a certain time, or you could trap a door so that when enemies open it they would get blasted. You could put runes on the floor that when enemies step on them would create explosion of ice and lightning.
Traps may seem to overlap with Offensive, but I think of it more of a way to stun and slow down enemies. Like you could chose to be purely Offensive and deal massive damage but take the risk of being overrun by enemies or mix up Support and Traps to help you out. You can still use only traps if you want, but it would take you just a little bit longer to kill monsters and maybe it could focuse on different elemental magic (like Poison and Arcane instead of Fire/Lightning/Ice).
Again it's just some random thoughts
skill 1 = Splinter Toss: Hurls a splinter from a piece of tree bark directly into the enemies right index finger inflicting MASSIVE damage. Chance of open wounds.
I think they said somewhere, I can't really remember, that the monsters are using unique spells.