I know we won't have anymore classes from D2 in the Diablo game. Thats why I created this thread. I'm just with annoying huge amount of free time because of the holidays and had nothing better to think about but dream how would be necromancer in Diablo 3.
Here goes my suggestion based at the informations we have about D3's mechanics.
~.~.~.~.~.~
CLASS SKILLS
~.~.~.~.~.~
In D3 demo all classes have 3 skill trees and each skill tree have 17~18 skills, about 6 active and the rest passive.
I choose to make this character like the old D2's Pure Summoner necro, that had no nuking spells. As a summon/suport class i guess this class become more unic as the WD seens like a crowd controller/nuker.
I will explain skill's trees one by one.
===========
Summoning Magic
===========
The WD's summon are totally different from D2's old necromancer summons. This tree are based at the ''old school'' summoner, who put a legion of undeads in the screen and this legion are almost all the power he have to offer.
What really lacks in the d2's pure summoner was a interaction between you and your summons. Thats why the WD have the mechanic of cast offensive spells upon your pets to buff then. Here i tryed to also increase the level of interaction but in a different way. I hope you like it >_<'
TIER I:
Active Skills (Level 0/1)
-> Raise Skeleton: Raise a skeleton warrior to fight for you. This summon are a good melee attacker. You must cast this spell upon a body, like in D2. The skeleton level are the same as the monster that you used to summon him.
-> Exumate: Split the earth apart and bring from the deepths a pile of dead bodies. It will knock backs enemies a little and it's impossible to walk over this area. You can also use those bodies to cast spell that use then as reagents. This skill consume a heavy amount of MP.
Note: Playing with a pure summoner build, one of the most annoying things was have to go back to a easy area, let your merc kill some monster and only then you could start your adventure. This problem slowed so badly the summoner's MF running...
Passive Skills (Level 0/15)
-> Dead Weaving: Increase the number of undeads you can summon at once and they walk speed.
Skill Level Addtional Number of Summons (total) Walk Speed Bonus
1 +1 Skeleton +0%
2 +1 Skeleton +x%
3 +2 Skeletons +x%
4 +3 Skeletons +x%
5 +3 Skeletons +y% (y>x)
6 +3 Skeletons +1 Wraith ...
7 +3 Skeletons +1 Wraith
8 +3 Skeletons +2 Wraith
9 +4 Skeletons +2 Wraith
10 +5 Skeletons +2 Wraith
11 +5 Skeletons +2 Wraiths +1 Revive
12 +5 Skeletons +3 Wraith +2 Revive
13 +5 Skeletons +3 Wraith +2 Revive
14 +5 Skeletons +4 Wraiths +2 Revives
15 +5 Skeletons +4 Wraiths +3 Revives
*Note: Only the levels that the number of minions are not increased gives the movement speed bonus.
-> [???]*: Increase all your summons HP, MP and duration.
* It means: I don't know a proper name for this skill.
TIER II:
Active Skills (Level 0/1)
-> Summon Wraith: Summon a ghost that cast arcane damage missiles and are very resistent against arcane and physical attacks. Like the skeleton, you must cast it upon a body, the summon level are the same as the monster and have a limited duration.
-> Unholy Bolt: Shoots a bolt that may heal a undead allie of damage a non undead creature. It's a counterpart of the classic Holy Bolt !
Passive Skills (Level 0/15)
-> Noxious Abyss: When you 'Exumate' a huge cloud of poison appears and damages your enemy. A very good cross-skill for a Poison tree based build.
-> [???]: When one of your minions dies or the duration ends, they drop a HP or MP globe.
-> [???]: Adds a chance to your summons critically hit enemies. Critical hits from Wraiths cause silence.
TIER III:
Active Skills (0/1)
-> Creat Golem: Creats a golem from the ground. This minion is very resistent and strong, but you can make only one at once. Also he have a much longer duration then wraiths and skeletons.
Depending on the scenario, this golem have different appearence and use different skills.
-Tristam Cathedral/Rock Dungeons: Rock Golem. He have a higher defence but have less movement speed.
-Tristam Outside Area: Clay golem. A balanced golem (no clear pros/cons).
Note: Remenber golems are not undeads, so they cannot eb healed by your Unholy Bolt.
-> Overcontrol: Put a Comand Sign in the ground. You summon will move to that area and attack the closest enemy.
Note: This is a skill that allow some micro management of your summons. You may choose wich monster they will attack or even wich player they must defend.
Note2: You can remove this mark by using the Unsummon comand.
Passive Skills (0/15)
-> Summon Resist: Increase your summon's reistance to elemental attacks.
-> Requiem: Increase your and your summon's damage against undeads or any summoned enemy.
Note: A limited skill that will only works against some enemies, but i guess it is nice once your only nuke won't hurt undeads. If this skill were been ignored by player due the lack of versatily, they could simple add a more general bonus like increase the healing effect of the Unholy Bolt.
TIER IV:
Active Skills (0/1)
-> Revive: Ressurect a monster to fight for you. Like D2, this spell make the monster keep their old stats and skills, but have a HP bonus and a new damage bonus.
The new addition in this skill is the fact that Revives are now 'walking corpse'. So you can raise skeletons or wraiths using your revived monsters.
Revives is the summon with the shortest duration.
Note: The main propose of this spell is not summon powerfull undeads to fight enemies like in D2. It is have a walking body. This way if all your undeads die, you can use it to recast then, w/o need to use exumate all the time once it's a spell with heavy mana cost.
Passive Skills (0/15)
-> Imbued Skeleton Gear (what a crappy name): This skill gives a chance of your skeleton raise with better gear, basically increasing they attack and defence and making then look batter using high level weapons and armors.
And at high level there is a chance the skeleton raise with special monster proprieties, like the monsters you face in the game and looks really nice and unic.
Bonus Name How the Bonus Look:
Aura The skeleton raises with a crown helm.
Curse The skeleton raise with a mask.
Cold Enchanted The skeleton's weapon are enchanted with cold
Extra Fast The skeleton's armor are golden
Fire Enchanted The skeleton's weapon are enchanted with fire
Lightning Enchanted The skeleton's weapon are enchanted with lightning
Magic Resistance The skeleton's armor are blue
Mana Burn The skeleton's use a ethereal weapon
Stone Skin The skeleton are totally grey
Extra Strong The skeleton's armor are red
Teleport The skeleton raise with a circlet
Poison Enchanted* The skeleton's weapon are enchanted with poison
Arcane Enchanted* The skeleton's weapon are enchanted with arcane
Shielded* The skeleton raise with a big tower shield.
* I made those bonus(haha).'Shielded' mean the skeleton act like those in the WWI video (you must stum him to cause damage).
-> [???]: Improve your summons, giving then new skills or increase the power of the skills they already have.
- Skeleton: Skeletons gain D2's barbarian's taunt.
- Wraith: Wraiths have a aditional mana burn effect.
- Golem: Depends on the type of golem.
Rock Golem: A special armor ignoring attack that also deals stum.
Clay Golem: A special attack that decrease enemies attack speed and movemet.
- Revive: Increase the revived monster's skill level.
-> Artificial Life Link (I'm terrible with skill names you kno...): Part of the damage you take are shared with your golem minion.
Thats my 'demo' version of the necromancer summon tree. The Unholy Bolt and the Overcontrol were created execly to increase the level of interection. Now you won't just watch your summons killing everything, you have the control to choose a target for then or even put then in a area and protect a allie in a cooperative mode. Also you know can direcly heal your summon and it should be a very usefull option because thos esummons won't have the D2's totally overpowed hp regen.
---------------------------------------------------------
D3 Mechanics adaptation to the Summoning Tree
---------------------------------------------------------
-> HP/MP Globes: As your summons would no more recover HP automatically, i guess a good idea is when you get a globe, your summons recover HP/MP like you.
-> Runes: I was just thinking, how the runes could work in summons. I think a good way is the rune do not change the summoning spell, but the summon's spells! Ex:
Multstrike Rune:
-Skeletons: Skeletons raise with dual wielding. A shielded skeleton with multistrike would raise with a spiked shield, so he could block and attack.
-Wraiths: The arcane bolt used by those summons now have multistrike, like wiz's spell.
-Golem: He could start to attack in area with small shockwaves.
-Revives: The monster raise with the 'Multstrike' special monster bonus. Of course, only monster with missile attacks would benefict from it.
I guess following this line, the runes could be incredible in a summon tree. A unic rune could even change your summons, allowing you to summon a Steel Lord or any high level undead melee monster.
(Ok, i kno freaking huge and useless thread, but i've allready started. I guess i can't stop it now...)
===============
Poison & Dagger Skills
===============
This tree will be based at the failed concept of Dagger Necro. At the lore the priests of Rathman looks much more like a rogue-priest then a undead legion ruler. For those necromancesr, this tree was maded.
TIER I
Active Skills (Level 0/1)
-> Poison Dagger: Adds a poison damage bonus to your dagger for the next 'x' attacks.
Passive Skills (Level 0/15)
-> Toxicology: Increase the damage of all your poison damage skills.
-> [???]: Increase the necromancer's evasion rate and HP regeneration while using a Shrunken Head.
Note: I kno that won't be this kind of item in D3, but if the necromancer were come back, those items would also come back to i guess.
-> Dagger Mastery: Increse damage and attack rating with daggers.
TIER II
Active Skills (Level 0/1)
-> Antidote: Removes a poison effect from you and all allies around you.
Note: his skill would have a big cooldown. This way it would not just null any poison attack in the game.
-> Sting: Shoots a sphere filled with poison needles. When it hits the ground, it explodes and shoots needles causing small physical damage in area and a avarage poison effect.
Passives Skills (Level 0/15)
-> Stasis Poison: Your poison skills decrease enemies movement speed and attack speed.
-> Chemmical Ward: Decrease the duration of poison, freeze and burn effects.
-> Alchemy: Increase the effect of the potions you use (both suportive or offensive throwing potions).
TIER III
Active Skills (Level 0/1)
-> Poison Explosion: Use a corpse to unleash a AoE very strong poison effect. (the old skill from d2).
Note: This skill have a great synergy with 'Exumate' from Summon tree.
Passives Skills (Level 0/15)
-> Dagger [Something]: Passively gives a life steal effect to your dagger.
-> [???]: When you use the Poison Dagger skill, a poison bolt will jump from your target and hurt the closest enemy.
TIER IV
Active Skills (Level 0/1)
-> [???]: Inject a very strange kind of poison in yourself that increase your melee damage, attack speed and movement speed but consomes your HP like any poison.
Passive Skills (Level 0/15)
-> Poison Lust (wtf): When poisoned your MP will restore faster.
-> Piercing Art: Increase the damage dealed by Sting and Poison Dagger.
-> [???]: Your poison skills not just consume enemies HP, but his Stamina, Rage and Mana.
Yeah this is a melee necro that are expert and daggers and poisons. I guess the cool thing about been a poison based character is that you cannot poison the same target 2 times. Then your damage is totally based at one dot. So the main tatic to defeat a enemy group is not focus on one enemy and try to not change tne target, but try to poison the biggest amount of enemies at once and wait until they die. For survival this tree focus on slow your enemys, increase your won speed, gives alot of HP regen bonus, life steal bonus and even a evasion bonus.
=====
Curses
=====
The poison was surely the tree that most lack creativity, but this one was also very hard to think about. The problem is: How can I make a selfsuficient tree with a excentialy suport tree ? If i don't want my character to nuke out, and summon allready kill with minions and poison are allready a melee-elemental based, how can the curse tree bring something new ? I tryed my best =(
TIER I
Active Skills (Level 0/1)
-> Amplify Damage: Increase physical damage taken by the cursed enemies. One of the most simple and brightfull skills from D2 in my opnion, it just increased the cooperative game fun by 1000%.
Note: Different from the D2 necro, my abstract D3 necromancer are realatively good with melee. So this skill can be use to boost your so so melee damage to a considerable one.
Passive Skills (Level 0/15)
-> [???]: Increase all curses AoE and decrease it's mana cost.
-> Life Scavenge: When a cursed enemy dies he have a bigger chance to release a HP/MP globe.
-> [???]: All your curses cause a small arcane damage.
Note: Thats i way i found to give a little more autonomy to the Curse Necro. He cannot be considered a ranged nuker yet, once it's damage are low, but it could be a usefull addition.
TIER II
Active Skills (Level 0/1)
-> Life Tap: The Same D2's skill. Anyone melee attacking this enemy will recover hp. However the effect is much much lower then D2's one.
-> Decay: Cursed enemies loose a x% of his HP per second(not the maximun HP!). This skill will loose effectness as the enmy loose HP (for mathematical reasons).
Passive Skills (Level 0/15)
-> Weaken: Enemies under amplify damage effect also have they physical damage dealed really reduced.
-> Uncurse: Grealty reduce the duration of curses upon you and your allies.
-> Soul Tap: Enemies cursed by the life tap also recover the attackers MP if attacked by a magical skill.
TIER III
-> Dim Vision: A curse that reduces the area of sight of the targets. Thats a great crowd control against ranged enemies.
-> Animate Object: Curse target weapon/shield on the ground. This equipament start to float and attacks enemies. Depending on the weapon/shield, this ''summon'' will use a different skill. Also this weapon/shield have the proprieties of the original item. When the duration ends or a enemy kill it, it will just drop on the ground. Remenber the flying scimitars on Diablo 2 Act II.
Animated Weapon Type Skill
Axes Whirldwind
Bows A Strife-like attack
Crossbow Fire Arrow ?
Dagger Poison Dagger
Javelin A lightning javelin attack
Mace Stum attack or Hammer of the Ancients
Polearms Cleave
Scepters Some kind of holy bolt i guess
Spears A special spear attack from a non revealed class ?
Stave Arcane Bolt
Sword Bash
Orbs Eletrcute / Cold Bolt
Any Shield Stum Attack or a Defensive Skill
Shrunken Shoots poison missiles
Note: Yeah this is a new version of 'iron golem' from D2, but with a changed concept to fit the 'Curse' tree.
Passive Skills (Level 0/15)
-> [???]: Increase the duration of all your curses and the HP of animated objects.
-> [???]: Increase your chance to critical hit with curses and your objects deliver a critical hit.
Note: When curse critical hit, it's effect will raise alot. Ex: amplify damage amplify even more the damage taken by monsters.
Note 2: When a curse critically hits, the arcane damage also critical hits, causing more damage and silencing, if you have the talent that curses also cause damage.
TIER IV
Active Skill (Level 0/1)
-> Curse Bone Spirirt: Shoots a guided missile like D2's Bone Spirit. But this spell does not cause a high magical damage, it instantly kills enemy with 20% less hp and do a very low arcane damag to others.
Note: This spell shall looks like 'Bone Spirirt' so the ''Bonemancers'' fans would still have they floating skull bomb.
Passive Skill (Level 0/15)
-> Lower Resist: Enemies under decay effect also have all his elemental resistances reduced.
-> Dual Hexes: You can set up to curses at once in a same target. The secondary curse will have it's power reduced, but skill points here will reduce it's penality until reach a 100% efficiency.
After all the curse necro tree become some kind of Suport/Nuker. But he nukes based at decreasing enemies HP by %. I guess the most important skill in this tree is the animated weapon because it makes the link between Decay and Curse Bone Spirit. Another nice factor is the great ability to deal against high HP monsters.
In the end i like it very much because I guess it seens fun to play both alone and in group and that was my first goal.
~.~.~.~.~.~.~.~.~.~
Stats and Equipament
~.~.~.~.~.~.~.~.~.~
-> Stats
We really know almost nothing about stats and equipaments in D3, but all i want explain here is this necro is heavely different from D2 in terms of stats. This necro is a mixture of Melee character and a caster, so you would have a decent melee attack power even without the Poison & Dagger tree, but only in the lowerst levels.
->Weapons
He would be proficient with two kind of weapons. Daggers would be better for poison necros and Wands would be better for summoners. The curse necros would be good with both, depending on the build, but a pure curse would also prefer wands.
He would also may choose between Shrunken Heads and Shield like in D2. The poison ones would also look for the first one because of the poison damage bonus and the passive that offer the evasion boost. The other kinds of spec would find good options both in shields and in Shrunkens.
Thats it. This is a just a really big and useless thread, but i really wanted to share it with this amazing community =)
I'm very sorry for any grammatical mistake. English is my ''second'' linguage, and i'm still learning it so please be patient (and PM me with the gramma errors if you want to. It will help me ALOT).
i like the idea but you completely took out bone necros, no skills like that, also how can u put poison explosion but not the infamous corpse explosion prob the best necro skill in the game i like ur ideas about using items to summon skeles but would they stay in the next game like iron golems did? and also having diff types of golems were used for different reasons thats why they had so many...overall i like ur ideas specially the wraith summons nice work
@gabbzy17: Yeah i took out the bone necro because I tryed to make something different then just a nuke character. But the curse tree are mostly a 'nuker' and the last curse ative skills is pretty much a bone spirirt with a diffeent damage calculation.
@Bloodlust_Fox: Yeah =/ The summon cmes to reach around 15 summons. I guess it is really too much. Maybe i could reform this part of the summon tree in a way that the maximun amount of summons you get is 5 or 6 with golem.
I like imagining visually, so I'll throw up an idea here I was working on this for someone’s signature but thought I'd put a generic one out there because this is so Tristram and the Necro was my favorite.
Why fight the undead when you can be their master, not that I'm suggesting anything mind you.
no necro=fail, the witch doctor is not really an acceptable substitute either, all they needed to do was fix the minions being the only easy-ish route (minus bosses)... seriously! which doctor is lame
You're all pathetic. We get a new class, who combines similar abilities of two other classes, letting another unique class be created, and you bitch? You got your summons. You got your poison damage. You got your curses. What else do you want? Boners? Really?
You're all pathetic. We get a new class, who combines similar abilities of two other classes, letting another unique class be created, and you bitch? You got your summons. You got your poison damage. You got your curses. What else do you want? Boners? Really?
Honestly, you all disgust me.
Did you ever read my post?
It's not a complain about WD replace necro. I really liked the WD and it's surely the first class I will make in D3. I was just wondering how would be the necro if they choose to bring him back and i wanted to share this with the community.
You're all pathetic. We get a new class, who combines similar abilities of two other classes, letting another unique class be created, and you bitch? You got your summons. You got your poison damage. You got your curses. What else do you want? Boners? Really?
Honestly, you all disgust me.
I dont want no boners in my damm diablo 3 thats for damm well sure
You're all pathetic. We get a new class, who combines similar abilities of two other classes, letting another unique class be created, and you bitch? You got your summons. You got your poison damage. You got your curses. What else do you want? Boners? Really?
Honestly, you all disgust me.
I wasn't complaining at all, I simply posted a conceptual pic of the Necro with a D3 theme. I'm down for the Witch Doctor. As I posted in another Witch Doctor board, this is all the boner I want from Diablo.
You're all pathetic. We get a new class, who combines similar abilities of two other classes, letting another unique class be created, and you bitch? You got your summons. You got your poison damage. You got your curses. What else do you want? Boners? Really?
Honestly, you all disgust me.
I get most of my boners from Sophie Moone and other variants of porn, really.
WD is cool, although I would have liked to see a revamped Necro over a revamped Barbarian. It's all good though.
no necro=fail, the witch doctor is not really an acceptable substitute either, all they needed to do was fix the minions being the only easy-ish route (minus bosses)... seriously! which doctor is lame
Yeah this is what every fan of Class X keeps saying. It's just useless to wish the old classes they didn't even do it in Diablo1 -> Diablo2(different team but anyways), just be happy that we even have a Barbarian.
barbarian was the worst class to bring back as well, just some heavy basher dude? thats what they should have reinvented not the ONLY BADASS CLASS
I liked the Barbarian better than the Paladin, I could never get into the Paladin. The Barbarian kind of reminds me the game 'Rune' and Ragnar had to stop Loki's legions.
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Here goes my suggestion based at the informations we have about D3's mechanics.
~.~.~.~.~.~
CLASS SKILLS
~.~.~.~.~.~
In D3 demo all classes have 3 skill trees and each skill tree have 17~18 skills, about 6 active and the rest passive.
I choose to make this character like the old D2's Pure Summoner necro, that had no nuking spells. As a summon/suport class i guess this class become more unic as the WD seens like a crowd controller/nuker.
I will explain skill's trees one by one.
===========
Summoning Magic
===========
The WD's summon are totally different from D2's old necromancer summons. This tree are based at the ''old school'' summoner, who put a legion of undeads in the screen and this legion are almost all the power he have to offer.
What really lacks in the d2's pure summoner was a interaction between you and your summons. Thats why the WD have the mechanic of cast offensive spells upon your pets to buff then. Here i tryed to also increase the level of interaction but in a different way. I hope you like it >_<'
TIER I:
Active Skills (Level 0/1)
-> Raise Skeleton: Raise a skeleton warrior to fight for you. This summon are a good melee attacker. You must cast this spell upon a body, like in D2. The skeleton level are the same as the monster that you used to summon him.
-> Exumate: Split the earth apart and bring from the deepths a pile of dead bodies. It will knock backs enemies a little and it's impossible to walk over this area. You can also use those bodies to cast spell that use then as reagents. This skill consume a heavy amount of MP.
Note: Playing with a pure summoner build, one of the most annoying things was have to go back to a easy area, let your merc kill some monster and only then you could start your adventure. This problem slowed so badly the summoner's MF running...
Passive Skills (Level 0/15)
-> Dead Weaving: Increase the number of undeads you can summon at once and they walk speed.
Skill Level Addtional Number of Summons (total) Walk Speed Bonus
1 +1 Skeleton +0%
2 +1 Skeleton +x%
3 +2 Skeletons +x%
4 +3 Skeletons +x%
5 +3 Skeletons +y% (y>x)
6 +3 Skeletons +1 Wraith ...
7 +3 Skeletons +1 Wraith
8 +3 Skeletons +2 Wraith
9 +4 Skeletons +2 Wraith
10 +5 Skeletons +2 Wraith
11 +5 Skeletons +2 Wraiths +1 Revive
12 +5 Skeletons +3 Wraith +2 Revive
13 +5 Skeletons +3 Wraith +2 Revive
14 +5 Skeletons +4 Wraiths +2 Revives
15 +5 Skeletons +4 Wraiths +3 Revives
*Note: Only the levels that the number of minions are not increased gives the movement speed bonus.
-> [???]*: Increase all your summons HP, MP and duration.
* It means: I don't know a proper name for this skill.
TIER II:
Active Skills (Level 0/1)
-> Summon Wraith: Summon a ghost that cast arcane damage missiles and are very resistent against arcane and physical attacks. Like the skeleton, you must cast it upon a body, the summon level are the same as the monster and have a limited duration.
-> Unholy Bolt: Shoots a bolt that may heal a undead allie of damage a non undead creature. It's a counterpart of the classic Holy Bolt !
Passive Skills (Level 0/15)
-> Noxious Abyss: When you 'Exumate' a huge cloud of poison appears and damages your enemy. A very good cross-skill for a Poison tree based build.
-> [???]: When one of your minions dies or the duration ends, they drop a HP or MP globe.
-> [???]: Adds a chance to your summons critically hit enemies. Critical hits from Wraiths cause silence.
TIER III:
Active Skills (0/1)
-> Creat Golem: Creats a golem from the ground. This minion is very resistent and strong, but you can make only one at once. Also he have a much longer duration then wraiths and skeletons.
Depending on the scenario, this golem have different appearence and use different skills.
-Tristam Cathedral/Rock Dungeons: Rock Golem. He have a higher defence but have less movement speed.
-Tristam Outside Area: Clay golem. A balanced golem (no clear pros/cons).
Note: Remenber golems are not undeads, so they cannot eb healed by your Unholy Bolt.
-> Overcontrol: Put a Comand Sign in the ground. You summon will move to that area and attack the closest enemy.
Note: This is a skill that allow some micro management of your summons. You may choose wich monster they will attack or even wich player they must defend.
Note2: You can remove this mark by using the Unsummon comand.
Passive Skills (0/15)
-> Summon Resist: Increase your summon's reistance to elemental attacks.
-> Requiem: Increase your and your summon's damage against undeads or any summoned enemy.
Note: A limited skill that will only works against some enemies, but i guess it is nice once your only nuke won't hurt undeads. If this skill were been ignored by player due the lack of versatily, they could simple add a more general bonus like increase the healing effect of the Unholy Bolt.
TIER IV:
Active Skills (0/1)
-> Revive: Ressurect a monster to fight for you. Like D2, this spell make the monster keep their old stats and skills, but have a HP bonus and a new damage bonus.
The new addition in this skill is the fact that Revives are now 'walking corpse'. So you can raise skeletons or wraiths using your revived monsters.
Revives is the summon with the shortest duration.
Note: The main propose of this spell is not summon powerfull undeads to fight enemies like in D2. It is have a walking body. This way if all your undeads die, you can use it to recast then, w/o need to use exumate all the time once it's a spell with heavy mana cost.
Passive Skills (0/15)
-> Imbued Skeleton Gear (what a crappy name): This skill gives a chance of your skeleton raise with better gear, basically increasing they attack and defence and making then look batter using high level weapons and armors.
And at high level there is a chance the skeleton raise with special monster proprieties, like the monsters you face in the game and looks really nice and unic.
Bonus Name How the Bonus Look:
Aura The skeleton raises with a crown helm.
Curse The skeleton raise with a mask.
Cold Enchanted The skeleton's weapon are enchanted with cold
Extra Fast The skeleton's armor are golden
Fire Enchanted The skeleton's weapon are enchanted with fire
Lightning Enchanted The skeleton's weapon are enchanted with lightning
Magic Resistance The skeleton's armor are blue
Mana Burn The skeleton's use a ethereal weapon
Stone Skin The skeleton are totally grey
Extra Strong The skeleton's armor are red
Teleport The skeleton raise with a circlet
Poison Enchanted* The skeleton's weapon are enchanted with poison
Arcane Enchanted* The skeleton's weapon are enchanted with arcane
Shielded* The skeleton raise with a big tower shield.
* I made those bonus(haha).'Shielded' mean the skeleton act like those in the WWI video (you must stum him to cause damage).
-> [???]: Improve your summons, giving then new skills or increase the power of the skills they already have.
- Skeleton: Skeletons gain D2's barbarian's taunt.
- Wraith: Wraiths have a aditional mana burn effect.
- Golem: Depends on the type of golem.
Rock Golem: A special armor ignoring attack that also deals stum.
Clay Golem: A special attack that decrease enemies attack speed and movemet.
- Revive: Increase the revived monster's skill level.
-> Artificial Life Link (I'm terrible with skill names you kno...): Part of the damage you take are shared with your golem minion.
Thats my 'demo' version of the necromancer summon tree. The Unholy Bolt and the Overcontrol were created execly to increase the level of interection. Now you won't just watch your summons killing everything, you have the control to choose a target for then or even put then in a area and protect a allie in a cooperative mode. Also you know can direcly heal your summon and it should be a very usefull option because thos esummons won't have the D2's totally overpowed hp regen.
---------------------------------------------------------
D3 Mechanics adaptation to the Summoning Tree
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-> HP/MP Globes: As your summons would no more recover HP automatically, i guess a good idea is when you get a globe, your summons recover HP/MP like you.
-> Runes: I was just thinking, how the runes could work in summons. I think a good way is the rune do not change the summoning spell, but the summon's spells! Ex:
Multstrike Rune:
-Skeletons: Skeletons raise with dual wielding. A shielded skeleton with multistrike would raise with a spiked shield, so he could block and attack.
-Wraiths: The arcane bolt used by those summons now have multistrike, like wiz's spell.
-Golem: He could start to attack in area with small shockwaves.
-Revives: The monster raise with the 'Multstrike' special monster bonus. Of course, only monster with missile attacks would benefict from it.
I guess following this line, the runes could be incredible in a summon tree. A unic rune could even change your summons, allowing you to summon a Steel Lord or any high level undead melee monster.
(Ok, i kno freaking huge and useless thread, but i've allready started. I guess i can't stop it now...)
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Poison & Dagger Skills
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This tree will be based at the failed concept of Dagger Necro. At the lore the priests of Rathman looks much more like a rogue-priest then a undead legion ruler. For those necromancesr, this tree was maded.
TIER I
Active Skills (Level 0/1)
-> Poison Dagger: Adds a poison damage bonus to your dagger for the next 'x' attacks.
Passive Skills (Level 0/15)
-> Toxicology: Increase the damage of all your poison damage skills.
-> [???]: Increase the necromancer's evasion rate and HP regeneration while using a Shrunken Head.
Note: I kno that won't be this kind of item in D3, but if the necromancer were come back, those items would also come back to i guess.
-> Dagger Mastery: Increse damage and attack rating with daggers.
TIER II
Active Skills (Level 0/1)
-> Antidote: Removes a poison effect from you and all allies around you.
Note: his skill would have a big cooldown. This way it would not just null any poison attack in the game.
-> Sting: Shoots a sphere filled with poison needles. When it hits the ground, it explodes and shoots needles causing small physical damage in area and a avarage poison effect.
Passives Skills (Level 0/15)
-> Stasis Poison: Your poison skills decrease enemies movement speed and attack speed.
-> Chemmical Ward: Decrease the duration of poison, freeze and burn effects.
-> Alchemy: Increase the effect of the potions you use (both suportive or offensive throwing potions).
TIER III
Active Skills (Level 0/1)
-> Poison Explosion: Use a corpse to unleash a AoE very strong poison effect. (the old skill from d2).
Note: This skill have a great synergy with 'Exumate' from Summon tree.
Passives Skills (Level 0/15)
-> Dagger [Something]: Passively gives a life steal effect to your dagger.
-> [???]: When you use the Poison Dagger skill, a poison bolt will jump from your target and hurt the closest enemy.
TIER IV
Active Skills (Level 0/1)
-> [???]: Inject a very strange kind of poison in yourself that increase your melee damage, attack speed and movement speed but consomes your HP like any poison.
Passive Skills (Level 0/15)
-> Poison Lust (wtf): When poisoned your MP will restore faster.
-> Piercing Art: Increase the damage dealed by Sting and Poison Dagger.
-> [???]: Your poison skills not just consume enemies HP, but his Stamina, Rage and Mana.
Yeah this is a melee necro that are expert and daggers and poisons. I guess the cool thing about been a poison based character is that you cannot poison the same target 2 times. Then your damage is totally based at one dot. So the main tatic to defeat a enemy group is not focus on one enemy and try to not change tne target, but try to poison the biggest amount of enemies at once and wait until they die. For survival this tree focus on slow your enemys, increase your won speed, gives alot of HP regen bonus, life steal bonus and even a evasion bonus.
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Curses
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The poison was surely the tree that most lack creativity, but this one was also very hard to think about. The problem is: How can I make a selfsuficient tree with a excentialy suport tree ? If i don't want my character to nuke out, and summon allready kill with minions and poison are allready a melee-elemental based, how can the curse tree bring something new ? I tryed my best =(
TIER I
Active Skills (Level 0/1)
-> Amplify Damage: Increase physical damage taken by the cursed enemies. One of the most simple and brightfull skills from D2 in my opnion, it just increased the cooperative game fun by 1000%.
Note: Different from the D2 necro, my abstract D3 necromancer are realatively good with melee. So this skill can be use to boost your so so melee damage to a considerable one.
Passive Skills (Level 0/15)
-> [???]: Increase all curses AoE and decrease it's mana cost.
-> Life Scavenge: When a cursed enemy dies he have a bigger chance to release a HP/MP globe.
-> [???]: All your curses cause a small arcane damage.
Note: Thats i way i found to give a little more autonomy to the Curse Necro. He cannot be considered a ranged nuker yet, once it's damage are low, but it could be a usefull addition.
TIER II
Active Skills (Level 0/1)
-> Life Tap: The Same D2's skill. Anyone melee attacking this enemy will recover hp. However the effect is much much lower then D2's one.
-> Decay: Cursed enemies loose a x% of his HP per second(not the maximun HP!). This skill will loose effectness as the enmy loose HP (for mathematical reasons).
Passive Skills (Level 0/15)
-> Weaken: Enemies under amplify damage effect also have they physical damage dealed really reduced.
-> Uncurse: Grealty reduce the duration of curses upon you and your allies.
-> Soul Tap: Enemies cursed by the life tap also recover the attackers MP if attacked by a magical skill.
TIER III
-> Dim Vision: A curse that reduces the area of sight of the targets. Thats a great crowd control against ranged enemies.
-> Animate Object: Curse target weapon/shield on the ground. This equipament start to float and attacks enemies. Depending on the weapon/shield, this ''summon'' will use a different skill. Also this weapon/shield have the proprieties of the original item. When the duration ends or a enemy kill it, it will just drop on the ground. Remenber the flying scimitars on Diablo 2 Act II.
Animated Weapon Type Skill
Axes Whirldwind
Bows A Strife-like attack
Crossbow Fire Arrow ?
Dagger Poison Dagger
Javelin A lightning javelin attack
Mace Stum attack or Hammer of the Ancients
Polearms Cleave
Scepters Some kind of holy bolt i guess
Spears A special spear attack from a non revealed class ?
Stave Arcane Bolt
Sword Bash
Orbs Eletrcute / Cold Bolt
Any Shield Stum Attack or a Defensive Skill
Shrunken Shoots poison missiles
Note: Yeah this is a new version of 'iron golem' from D2, but with a changed concept to fit the 'Curse' tree.
Passive Skills (Level 0/15)
-> [???]: Increase the duration of all your curses and the HP of animated objects.
-> [???]: Increase your chance to critical hit with curses and your objects deliver a critical hit.
Note: When curse critical hit, it's effect will raise alot. Ex: amplify damage amplify even more the damage taken by monsters.
Note 2: When a curse critically hits, the arcane damage also critical hits, causing more damage and silencing, if you have the talent that curses also cause damage.
TIER IV
Active Skill (Level 0/1)
-> Curse Bone Spirirt: Shoots a guided missile like D2's Bone Spirit. But this spell does not cause a high magical damage, it instantly kills enemy with 20% less hp and do a very low arcane damag to others.
Note: This spell shall looks like 'Bone Spirirt' so the ''Bonemancers'' fans would still have they floating skull bomb.
Passive Skill (Level 0/15)
-> Lower Resist: Enemies under decay effect also have all his elemental resistances reduced.
-> Dual Hexes: You can set up to curses at once in a same target. The secondary curse will have it's power reduced, but skill points here will reduce it's penality until reach a 100% efficiency.
After all the curse necro tree become some kind of Suport/Nuker. But he nukes based at decreasing enemies HP by %. I guess the most important skill in this tree is the animated weapon because it makes the link between Decay and Curse Bone Spirit. Another nice factor is the great ability to deal against high HP monsters.
In the end i like it very much because I guess it seens fun to play both alone and in group and that was my first goal.
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Stats and Equipament
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-> Stats
We really know almost nothing about stats and equipaments in D3, but all i want explain here is this necro is heavely different from D2 in terms of stats. This necro is a mixture of Melee character and a caster, so you would have a decent melee attack power even without the Poison & Dagger tree, but only in the lowerst levels.
->Weapons
He would be proficient with two kind of weapons. Daggers would be better for poison necros and Wands would be better for summoners. The curse necros would be good with both, depending on the build, but a pure curse would also prefer wands.
He would also may choose between Shrunken Heads and Shield like in D2. The poison ones would also look for the first one because of the poison damage bonus and the passive that offer the evasion boost. The other kinds of spec would find good options both in shields and in Shrunkens.
Thats it. This is a just a really big and useless thread, but i really wanted to share it with this amazing community =)
I'm very sorry for any grammatical mistake. English is my ''second'' linguage, and i'm still learning it so please be patient (and PM me with the gramma errors if you want to. It will help me ALOT).
@gabbzy: How can corpse explosion be effective if you can only have 12 active bodies on screen at a time.
A big problem with the necro is that he would require a shitload of processing power.
@Bloodlust_Fox: Yeah =/ The summon cmes to reach around 15 summons. I guess it is really too much. Maybe i could reform this part of the summon tree in a way that the maximun amount of summons you get is 5 or 6 with golem.
Maybe the vanished corpses could still explode even when the graphics have disappeared.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
Why fight the undead when you can be their master, not that I'm suggesting anything mind you.
this is what it looks like sexy
Honestly, you all disgust me.
Did you ever read my post?
It's not a complain about WD replace necro. I really liked the WD and it's surely the first class I will make in D3. I was just wondering how would be the necro if they choose to bring him back and i wanted to share this with the community.
I dont want no boners in my damm diablo 3 thats for damm well sure
I wasn't complaining at all, I simply posted a conceptual pic of the Necro with a D3 theme. I'm down for the Witch Doctor. As I posted in another Witch Doctor board, this is all the boner I want from Diablo.
I get most of my boners from Sophie Moone and other variants of porn, really.
WD is cool, although I would have liked to see a revamped Necro over a revamped Barbarian. It's all good though.
Rise and rise again, until lambs become lions
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
I liked the Barbarian better than the Paladin, I could never get into the Paladin. The Barbarian kind of reminds me the game 'Rune' and Ragnar had to stop Loki's legions.