Christ!! People, read the title of the thread!! What entirely new character class would you like to see in D3.
As in come up with something original. No spewing out "anti-paladin", "monk", "ninja". Think about it for more than 2 milliseconds!!
And the OP also says CHARACTER, as in singular, as in come up with one class. Skills, backstory, and everything that Blizzard would do when designing a character.
On Topic: Enjoy my Overseer.
The Overseer
Origins- Within the deep reaches of the desert sands of Aranoch, beyond the reaches of Lut Golein, lies a race of people know as Djinn, or Overseers. These desert dwellers are fiercely territorial, and pride themselves in their solace. Reports of these great magic wielders are few and far between. And, much like their cousins in the eastern forests, the Priests of Rathma, they are greatly misunderstood. The tale of how the Djinn left their brethren begins deep within the eastern forests in a time ancient to us.
There once was a Priest of Rathma, known now only as Draitch, who stumbled upon a golden lamp emanating great power. Draitch brought the lamp to the Elder Priests of Rathma, in an attempt to study the strange mystic powers emanating from a simple lamp. As legend tells, the great Djinni Rajj Marid came forth from the lamp and killed all of the elders, sparing the young priest Draitch. After the slaughter, the Djinni granted Draitch three wishes. The first wish given was the knowledge of Diseases and Manias, as this was currently a new subject of study to the Priests. The second wish granted was knowledge of the distant lands from which the Djinni came. And the final wish was command over the great Djinni himself.
The remaining Priests of Rathma banished Draitch, not knowing how the Elder Priests were slaughtered by such a young Priest. Draitch, with no home to return to, traveled to the distant lands the Djinni came from. He crossed the twin seas only to come to an odd and unknown land far from his homeland. This place had very little water, and instead of seas of blue, there were endless seas of tan. The banished priest began the creation of a new clan, the Priests of Rajj. This clan of magic users has since become known to the world as the Djinn or Overseers of Djinni.
After the Demon Diablo passed through Lut Golein releasing his brother Baal, demonic creatures sprung forth from the desert, terrorizing Lut Golein and the Djinn. The Djinn, furious at the idea of someone taking control of their lands, gathered the Priests of Rajj to retake their Ocean of Sand. After reclaiming their lands, the Djinn set out to destroy the very creature that attempted to overtake their place of residence, Diablo.
Traits and Abilities These men have given up on the old teachings of the Cult of Rathma, and have undertaken on their own studies of the Djinni. Their features have lost the skeletal look of the ancient traditions, and become quite opposite of the Necromancer. These men have trained their bodies to resist the arid elements, and in so doing have taken on a much darker complexion. The abilities of the Djinn are the three wishes granted to them in ancient times; Knowledge over disease and insanity, power over the sands and brimstone, and rule over the powerful Djinni. Although the Priests of Rajj have control over the Djinni, there have been rumors of Djinni breaking into a rampage and “accidentally” harming their commanding Priest.
Skill Tree- Djinniology
Level 1 Skills Ghul - The weakest of the Djinn’s servants, the Ghul is a creature reminiscent of the ancient path of the undead. This creature is similar in aspects to the undead, yet it is not completely within the realm of the living or the dead. This creature is slow moving yet powerful, and has been known to change to many different grotesque forms. Spell Type: Summon creature Effect: Medium Hit Points and damage, but very slow moving creature. Attack Type: Melee Additional Level Adds: Increased damage and Hit Points.
Djinni Awareness - The first bit of knowledge granted to the Overseer as he becomes aware of some traits that will solidify the Djinni’s foothold on this plane of existence. Spell Type: Passive Effect: Increases Djinni Hit Point % Additional Levels Adds: Increased Djinni Hit Point %
Level 6 Skills Sila - The second line of defense of the Djinn’s servants is the Sila. This creature that seems to be made purely of a harsh white light. This creature is a fast moving spirit that sears the flesh from its enemies, and looking directly upon the Sila can blind any soul not prepared for it. Spell Type: Summon creature Effect: Weak damage and medium hp, fast moving creature that blinds creatures upon attack or being attacked. Attack Type: Melee Additional Levels Adds: Increased movement speed, and increased attack speed.
Djinni Familiarity - The second stage of knowledge, known to the Priests who have begun to make their way into the unknown world. By stepping out into the world, the Priest learns of ways to allow the Djinni to move faster, and less restrained by the bonds of his realm. Spell Type: Passive Effect: Increased Djinni attack rating and increased attack speed Additional Levels: Increased attack rating.
Level 20 Skills - Afrit - A great spirit deemed evil by nature, that creates mass chaos in its midst. This is one of the many reasons that the Djinn are considered ‘corrupt’. The Afrit is second in power, only to the dreaded Marid. Spell Type: Summon creature Effect: Medium damage and medium hp, average speed of movement that attacks with a jet of black fire from each hand. Attack type: Melee Additional Levels: Increased damage and hp.
Djinni Comprehension - Known only to the High Priests of Rajj, this knowledge grants additional strength to the Djinni. This allows greater damage to be done to their enemies, and strengthens the mystic energies that protect the Djinni. Spell Type: Passive Effect: Additional Djinni Damage and Djinni Defense Additional Levels Adds: Increased damage and defense
Level 30 Skills Djinni Expertise - This is the ultimate knowledge, forbidden to youthful students of the Rajj, spoken only of in tales of great Priests that have never strayed from the path of Rajj. This comprehension of the Djinni grants great power to the Djinn. Spell Type: Passive Effect: Reduced Mana Cost of Djinni, and Increased Mana Regeneration of Overseer. Additional levels: Increases the amount of Marids at one time, 1 per 10 levels.
Marid - The most powerful and feared Djinni, the Marid appears to be a mere human, but its powers suggest otherwise. The Marid has control over the sands, and has been known to mimic the spells of its master. It has been seen creating devastating waves of sand to crush several foes. And has had rumors of being able to spout fire from its skin and summon scarabs to rip enemies to shreds. Only the master Djinn can summon the Marid, but none dare try to tame the Marid for fear of it turning on its master. Spell Type: Summon Creature Effect: Large damage and hp, average speed that uses 3 spells of the Djinn, Flame armor, Wave of sand, and summon scarab. The flame armor will damage the Overseer if they are too close. Attack Type: Melee Additional Levels: At level 15, is allowed use of Ocean of Sand, at level 22 Scarab, and at level 30 Sandstorm.
Snake Ritual - The ultimate goal for a Priest of Rajj is to become one with the Djinni. By training for a lifetime can a Djinn attain the ability to change shape. These great Djinn summon the dark magic within them and change into a being one with the sand, a Giant King Cobra. Spell Type: Morphing Effect: Character becomes a Giant king cobra, cannot cast any spells, and deals massive amounts of poison and physical damage. Attack Type: Melee Additional Levels: Additional poison damage and hit points.
Skill Tree - The Plagues
Level 1 Skills Gnats - Stretch out your staff and strike the dust of the ground, and throughout the land the dust will become gnats. Spell Type: Summon Creature Effect: Swarm of gnats drains mana and drains stamina. Weak hp and cannot deal damage, just drains. Attack Type: Melee swarm Additional Levels: Additional drain mana. Increased amount of Gnats, one per level.
Level 6 Skills Blood - With the staff that is in my hand I will strike the water of the Nile, and it will be changed to blood. And the water was as blood, and all those who drank from it felt a sickness stir within them. Spell Type: Aura Effect: Target loses 1 health every 3 sec Radius: 5 meters Additional levels: Increased radius Additional levels: Additional hit point lost per 3 seconds
Reptiles - And the Nile will teem with reptiles. There will be lizards and snakes, frogs and salamanders. They will come up into your palace and your bedroom and onto your bed, into the houses of your officials and on your people, and into your ovens and kneading troughs. Spell Type: Damage spell Effect: Several small creatures are summoned that travel in a narrow arc that deals magic damage. Similar to Creeping Doom in Eastern Sun 3.00 Additional Levels: Increased damage
Level 14 Skills Boils - Take handfuls of soot from a furnace and toss it into the air and it will become a fine dust over the land, and festering boils will break out on men and animals throughout the land. Spell type: Curse Effect: Drains 5% life of target creatures and adds it to Overseer’s hp. Does not affect undead. Duration: 15 seconds Radius: 5 meters Additional Levels: Increased radius and duration
Pestilence - I speak these words of death, and I will bring upon you and your livestock, a terrible plague of disease and destruction. Spell Type: Curse Effect: Target area becomes poisoned Duration: 10 seconds Radius: 7 meters Additional Levels: Increased radius and damage
Flies - I will send swarms of flies on you and your officials, on your people and into your houses. You will not be able to eat for the flies will pile on everything. Spell type: Summon Creature Effect: Flies drain small amounts of hit points and stamina. Flies have moderate hit points. Attack Type: Melee swarm Additional Levels: Increased flies hit point drain. Increased amount of Flies by 1 per 2 levels.
Level 22 Skills Death of Firstborn - At midnight, I will go throughout the land, and every firstborn son will die. From king, to slave girl, to the firstborn of your livestock, they will all perish. Spell type: Aura Effect: Dead rest in peace, and knocks back all creatures every 5 seconds. Bosses are unaffected by knockback. Radius: 7 meters Additional Levels: Increased radius.
Level 30 Skills Locusts - Stretch out your hands over the land so that locusts will swarm over Sanctuary and devour everything. All shall be consumed, vine and wheat and beast and man and blood and flesh. Spell type: Summon Creature Effect: Locusts drain stamina, mana, and small amounts of hit points. Locusts have moderate hp. Attack Type: Melee Swarm Additional Levels: Increased amount of Locusts by 1 per 5 base points. Increased drain per level.
Darkness - Stretch out your hand toward the sky so that darkness will spread over Sanctuary- Darkness that can be felt. Spell type: Curse Effects: Everyone becomes blind within 2 screens (including Overseer), and enemies lose 20%hp, and 20% defense. Overseer’s summon creatures are immune. Duration: 30 seconds Additional Levels: Increase duration 5 seconds per additional level
Fire and Hail - And when he stretched out his staff toward the sky, he brought forth thunder and fiery hail, and lightning flashed down and burned the earth. Spell Type: Damage Spell Effects: Small meteorites fall from the sky in a similar style to Blizzard in DII. 2 Lightning strikes per casting as well. Duration: 10 seconds Additional levels: Increased duration and damage.
Skill Tree- Sand and Brimstone
Level 1 Skills Sand Armor - Even the strongest of Overseer’s needs some form of armor, and they learn this basic defense at their earliest stage of Priesthood. The Overseer summons the sand into a small whirling twister, just large enough to protect him from some forms of damage. Spell Type: Summon Armor Effect: Creates a whirling shield of sand around the caster. Armor defends against physical and fire damage. Additional Levels: Increased damage absorbed.
Level 6 Skills Wave of Sand - It soon becomes necessary for the Overseer to be able to strike back at his enemies. The young Overseers can summon small waves of sand to hurl at their enemies. Spell Type: Damage Spell Effect: Summons a small wave of sand 2 meters tall and 5 meters wide, that crashes against as many as 3 enemies. Deals Physical damage. Additional Levels: Increased damage. Increased width 1 meter per 5 levels, and 1 additional enemy per 5 levels. Max of 6 enemies.
Sand Creature - Overseers have been known to construct many things from the sands. Thus, granting life to the sand in the form of a demonic creature is known to be one of the Overseer’s favorite weapons. Spell Type: Summon Creature Effect: Creates a small sand demon, gremlin like in appearance. Moves similar to a pygmy, and attacks with a small spear. Attack Type: Melee Additional Levels: Increased damage and 1 creature per level. Maximum of 10 creatures.
Level 12 Skills Sand Spire - The Priests of Rajj that have spent several years perfecting the way of the sand, can summon great columns of sand to smash down upon their enemies. Spell Type: Damage Spell Effect: Summons a column of sand that shoots up from the ground to deal physical damage. Deals moderate damage to one target. Additional Levels: Increased damage, and reduced cool down timer per level.
Flame Prison - Since the Priests of Rajj live in the Ocean of Fire, it is only natural for them to tame the yellow flame. A well trained Priest can learn to construct a wall of fire to surround their enemies, causing great damage to those trying to escape. Spell Type: Summon Prison Effect: Creates a ring of fire around target. Target isn’t damaged by fire unless trying to run out. The target is then knocked back, and dealt massive fire damage. Three escape attempts will allow the target to leave the Flame Prison. Additional Levels: Increased damage. One additional prison per 3 levels.
Level 22 Skills Ocean of Sand - Great devotion to the Djinni Rajj will create a form of understanding for the Priest. They become so versed in the command over the sand, that the Overseer can create a giant wall of sand that can consume entire legions of enemies. Spell Type: Damage Spell Effect: Creates a tidal wave of sand 6 meters tall and 18 meters wide, and crashes down damaging all enemies within the vicinity of the wave. Additional Levels add: Increased damage and decreased mana cost. Decreased cool-down time.
Scarab - Venturing deep within the sands for extended periods of time will allow the Priest to learn about the greater mysteries of the Ocean of Fire. Among these mysteries is the ability to summon giant scarabs. Spell Type: Summon Creature Effect: Creates giant scarab. Creature deals physical damage. When Scarab dies, casts charged bolt, 4 bolts. Attack Type: Melee Additional Levels: Increase scarab damage, and increased charged bolt damage.
Level 30 Skills Flame Armor - After many decades of study, a Priest of Rajj can become a High Priest. When this rank is attained, the Overseer is allowed access to the knowledge of the Great Fire. With this knowledge, the High Priest can enchant his armor with a flame that does not injure himself, but deals great harm to others. Spell Type: Summon Shield Effect: Overseer’s armor becomes engulfed in a dark orange flame. Increases Overseer’s defense rating by 15%, and deals fire damage to enemies when struck. Duration: 60 seconds Additional Levels: Increased duration and damage.
Brimstorm - Once a High Priest, the Overseer will use the knowledge of the Great Fire to enchant the sands around him with fire. This sand can then be summoned into a great hurricane of scorching sand and glass to completely annihilate all life around him. Spell Type: Damage Spell Effect: Whirling storm of fire and sand. When the storm is cast, it hovers around the Overseer that is then aimed in whatever direction the caster wants. Once directed, the storm goes in one direction, damages creatures in its path, along with destroying any plant life in its way. The storm deals physical and fire damage. Storm travels 2 screens. Additional Levels: Increased physical and fire damage.
Possible Background Lore: After the fall of the three prime evils and the destruction of the World Stone, the Priests of Rathma continued to practice their Necromatic Arts to the point were they can control more scarier and malevolent creatures and powers that the mightiest warriors cant withstand. Once again, they sense unnatural evil creeping on the lands and they offer their services to the people.
Possible Skills:
Ghoul: After the battle at the World Stone and facing Baal's forces, the Priests of Rathma neaded a more powerful undead infantry that can turn the tide of the battle as well as causing terror in their enemies. They eventually came up with Ghouls as their primary undead infantry
Necrid Seer: After the battle of the World Stone and Facing Baal's forces, the Priests of Rathma neaded a more powerful undead spellcaster for support for their allies. They eventually came up the Necrid Seer for their primary undead spellcaster
Earth Golem: Earth Golems are the Cult of Rathma's solution to those who try to currupt the land to serve their sinicle purposes. Earth Golems are much more stronger then their clay golem predicecers.
Soul Storm: The Priests of Rathma know the amount of deaths of innocents from the war with the prime eviles. The souls of the innocents started to help the Priests by attacking their enemies. Note: this power is roughly base off the D2's Necromancer Teath
Wall of Souls: After the Priests of Rathma started to help the souls of the innocents who died because of the prime evils, those souls started to help the Priests in return for their help by forming a wall at the Priests desired location and causing terror in their enemies.
Armor of Souls: After the many innocents that died do the war with the prime evils, many souls are willing to help the Priests of Rathma by proctecting them and striking back at the enemy.
Iron Will: The Priests of Rathma know that destroying their enemies defenses will help their allies.
Possible Background Lore: After the fall of the three prime evils and the destruction of the World Stone, the Priests of Rathma continued to practice their Necromatic Arts to the point were they can control more scarier and malevolent creatures and powers that the mightiest warriors cant withstand. Once again, they sense unnatural evil creeping on the lands and they offer their services to the people.
Possible Skills:
Ghoul: After the battle at the World Stone and facing Baal's forces, the Priests of Rathma neaded a more powerful undead infantry that can turn the tide of the battle as well as causing terror in their enemies. They eventually came up with Ghouls as their primary undead infantry
Necrid Seer: After the battle of the World Stone and Facing Baal's forces, the Priests of Rathma neaded a more powerful undead spellcaster for support for their allies. They eventually came up the Necrid Seer for their primary undead spellcaster
Earth Golem: Earth Golems are the Cult of Rathma's solution to those who try to currupt the land to serve their sinicle purposes. Earth Golems are much more stronger then their clay golem predicecers.
Soul Storm: The Priests of Rathma know the amount of deaths of innocents from the war with the prime eviles. The souls of the innocents started to help the Priests by attacking their enemies. Note: this power is roughly base off the D2's Necromancer Teath
Wall of Souls: After the Priests of Rathma started to help the souls of the innocents who died because of the prime evils, those souls started to help the Priests in return for their help by forming a wall at the Priests desired location and causing terror in their enemies.
Armor of Souls: After the many innocents that died do the war with the prime evils, many souls are willing to help the Priests of Rathma by proctecting them and striking back at the enemy.
Iron Will: The Priests of Rathma know that destroying their enemies defenses will help their allies.
I think that one more of the characters is gonna be the same and two more are new...some new ones id like to see are ones along these lines.
1.) Renegade (idk what else to call this person)
They would be the new assassin. By this i do not mean it really takes the place of the assassin and is similar, but rather it is like the witchdoctor to the necromancer.
i got this character from two things...diablo 2's assassin, and tales of symphonia's character regal. this character would fight with their feet and hands. They could either have attacks for the feet that are dependent upon the boots, or they could be class specific boots. They would have razor blades, chains, and other various attachments that are the weapons for this character, which are shown as attachments to their gauntlets. Maybe the boots and gloves they wear could tie into the attachments on both feet and hands.
2.) Conjurer
This person would be like many have suggested, a demonic sorcerer. They would summon things like sharp, spear like, bloddy bone pillars that shoot up from the ground. They could have a death touch move, where they can touch a monster, causing the monster to swell up, and when killed they would blow up (like corpse explosion). so on and so forth
3.) Avenger
This character would be like a paladin (well most like, but not like)...but definitely much different, mainly in the aspect of the weapon they are meant to use. I always found it odd and annoying that in the selection menu he had a sword, but in the game you are "supposed" to use a scepter. I think they should make a new character that has MINOR similarities to the paladin, but is more sword focused.
best to worst classes IMO:
1) Barb (we have it yey)
2) Sorc (Not yet but I bet there will be some spellcaster, every game has one :))
3) Necro (Hmm we might not get it but WD looks ok)
4) Paladin (Prolly some holy type of aura warrior we gonna get)
5) Amazon (Mm maybe some type of Archer.. with some traps etc could do it)
ALl these original 5 classes are fun to play..
the 2 addons tho I didn't like much
6) Assasin (it was fun for a while. and I dont see how this type of class would fit when only 5 spots)
7) Druid (too similar to other classes, summons, melee, spells. i doubt it will fit)
Blizz wanted original classes that doesn't overlap other much.. so I believe the 5 original types with some modifications will be the ones. melee, caster, summon/caster/curser, aura/warrior, ranged.
Possible Background Lore: After the fall of the three prime evils and the destruction of the World Stone, the Priests of Rathma continued to practice their Necromatic Arts to the point were they can control more scarier and malevolent creatures and powers that the mightiest warriors cant withstand. Once again, they sense unnatural evil creeping on the lands and they offer their services to the people.
Possible Skills:
Ghoul: After the battle at the World Stone and facing Baal's forces, the Priests of Rathma neaded a more powerful undead infantry that can turn the tide of the battle as well as causing terror in their enemies. They eventually came up with Ghouls as their primary undead infantry
Necrid Seer: After the battle of the World Stone and Facing Baal's forces, the Priests of Rathma neaded a more powerful undead spellcaster for support for their allies. They eventually came up the Necrid Seer for their primary undead spellcaster
Earth Golem: Earth Golems are the Cult of Rathma's solution to those who try to currupt the land to serve their sinicle purposes. Earth Golems are much more stronger then their clay golem predicecers.
Soul Storm: The Priests of Rathma know the amount of deaths of innocents from the war with the prime eviles. The souls of the innocents started to help the Priests by attacking their enemies. Note: this power is roughly base off the D2's Necromancer Teath
Wall of Souls: After the Priests of Rathma started to help the souls of the innocents who died because of the prime evils, those souls started to help the Priests in return for their help by forming a wall at the Priests desired location and causing terror in their enemies.
Armor of Souls: After the many innocents that died do the war with the prime evils, many souls are willing to help the Priests of Rathma by proctecting them and striking back at the enemy.
Iron Will: The Priests of Rathma know that destroying their enemies defenses will help their allies.
That's what I'm talkin about!!
Similar to the Necro, but taken to a completely different level. You should try to expand on that character and the skills.
Do the Ghouls and actually cast terror on strike?
Or do the Ghouls have an aura that continually casts terror every 10 seconds or so?
Does the Wall of Souls cast terror when struck?
I would imagine the Storm of Souls to look more like souls flying around in random directions, surrounding the Cultist. In my mind, it would look like Baal's death sequence, and should function sort of like Blessed Hammer, but instead of a spiraling circle, it is random.
What exactly does the Iron Will do?
The name Iron Will doesn't exactly fit in with the Cultist's other skill names. Maybe one of those would suit the spell better:
Demonic Will, Rathma's Strength, Strenght of Rathma, Will of Rathma, Rathma's Omen.
You shoud also try to throw a twist in there. Maybe something like making him melee based. :thumbsup:
Learn to read, good sir. I said monks are generally used as healers but if they aren't then he would have to play the role of the Holy Warrior. But, seeing as how the word "Monk" isn't very intimidating I doubt they would name the Holy Warrior a Monk.
Learn to read? What the hell? I read what you wrote, that's why I posted what I did.
Seriously though, Monks have never really been healers. Their fighting style is hardly that of a "Holy Warrior". It's Shaolin. Anyways, they would have to come up with a different name, as female monks are nuns, not monks.
*This is my subjective and biased view of Diablo II characters*
Diablo II
Sorc = Mage
Zon = Ranged
Barb = Brute Force
Paladin = Justice
Necromancer = Dark Arts
Assassin = Ninja
Druid = Nature
Diablo III
Brute Force = Barb
Dark Arts = Witch Doctor [+exotic feel]
Mage, Ranged, Ninja, Nature and Justice are each missing.
Perhaps they could mix Ranged+Nature, Ninja+Mage, Justice.
Those seem to be cool combinations.
Instead of archer/java, would any type of character will use Boomerang or Chain ? I'm not sure what it is ... but Boomerang is really good, and give damage to the target twice when it has been thrown out and back.
Some games has the job, Feng Shui master, who is good to use the advantage of the landscape, like rock from the ground, tree from the forest, water from sea, etc...
Instead of archer/java, would any type of character will use Boomerang or Chain ? I'm not sure what it is ... but Boomerang is really good, and give damage to the target twice when it has been thrown out and back.
Some games has the job, Feng Shui master, who is good to use the advantage of the landscape, like rock from the ground, tree from the forest, water from sea, etc...
The Druid was kinda lame but its shapeshifting was good. Didn't like him though. A more sophisticated version of the knight shuold be great. and a name for him .... hmmmmm Vanquistor
umm.... Witch-Doctor?
No, he definitely shared more traits with the druid.
Unless he tossed around a frozen orb or two and I didn't notice.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
Christ!! People, read the title of the thread!! What entirely new character class would you like to see in D3.
As in come up with something original. No spewing out "anti-paladin", "monk", "ninja". Think about it for more than 2 milliseconds!!
And the OP also says CHARACTER, as in singular, as in come up with one class. Skills, backstory, and everything that Blizzard would do when designing a character.
On Topic: Enjoy my Overseer.
The Overseer
Origins-
Within the deep reaches of the desert sands of Aranoch, beyond the reaches of Lut Golein, lies a race of people know as Djinn, or Overseers. These desert dwellers are fiercely territorial, and pride themselves in their solace. Reports of these great magic wielders are few and far between. And, much like their cousins in the eastern forests, the Priests of Rathma, they are greatly misunderstood. The tale of how the Djinn left their brethren begins deep within the eastern forests in a time ancient to us.
There once was a Priest of Rathma, known now only as Draitch, who stumbled upon a golden lamp emanating great power. Draitch brought the lamp to the Elder Priests of Rathma, in an attempt to study the strange mystic powers emanating from a simple lamp. As legend tells, the great Djinni Rajj Marid came forth from the lamp and killed all of the elders, sparing the young priest Draitch. After the slaughter, the Djinni granted Draitch three wishes. The first wish given was the knowledge of Diseases and Manias, as this was currently a new subject of study to the Priests. The second wish granted was knowledge of the distant lands from which the Djinni came. And the final wish was command over the great Djinni himself.
The remaining Priests of Rathma banished Draitch, not knowing how the Elder Priests were slaughtered by such a young Priest. Draitch, with no home to return to, traveled to the distant lands the Djinni came from. He crossed the twin seas only to come to an odd and unknown land far from his homeland. This place had very little water, and instead of seas of blue, there were endless seas of tan. The banished priest began the creation of a new clan, the Priests of Rajj. This clan of magic users has since become known to the world as the Djinn or Overseers of Djinni.
After the Demon Diablo passed through Lut Golein releasing his brother Baal, demonic creatures sprung forth from the desert, terrorizing Lut Golein and the Djinn. The Djinn, furious at the idea of someone taking control of their lands, gathered the Priests of Rajj to retake their Ocean of Sand. After reclaiming their lands, the Djinn set out to destroy the very creature that attempted to overtake their place of residence, Diablo.
Traits and Abilities
These men have given up on the old teachings of the Cult of Rathma, and have undertaken on their own studies of the Djinni. Their features have lost the skeletal look of the ancient traditions, and become quite opposite of the Necromancer. These men have trained their bodies to resist the arid elements, and in so doing have taken on a much darker complexion. The abilities of the Djinn are the three wishes granted to them in ancient times; Knowledge over disease and insanity, power over the sands and brimstone, and rule over the powerful Djinni. Although the Priests of Rajj have control over the Djinni, there have been rumors of Djinni breaking into a rampage and “accidentally” harming their commanding Priest.
Skill Tree- Djinniology
Level 1 Skills
Ghul - The weakest of the Djinn’s servants, the Ghul is a creature reminiscent of the ancient path of the undead. This creature is similar in aspects to the undead, yet it is not completely within the realm of the living or the dead. This creature is slow moving yet powerful, and has been known to change to many different grotesque forms.
Spell Type: Summon creature
Effect: Medium Hit Points and damage, but very slow moving creature.
Attack Type: Melee
Additional Level Adds: Increased damage and Hit Points.
Djinni Awareness - The first bit of knowledge granted to the Overseer as he becomes aware of some traits that will solidify the Djinni’s foothold on this plane of existence.
Spell Type: Passive
Effect: Increases Djinni Hit Point %
Additional Levels Adds: Increased Djinni Hit Point %
Level 6 Skills
Sila - The second line of defense of the Djinn’s servants is the Sila. This creature that seems to be made purely of a harsh white light. This creature is a fast moving spirit that sears the flesh from its enemies, and looking directly upon the Sila can blind any soul not prepared for it.
Spell Type: Summon creature
Effect: Weak damage and medium hp, fast moving creature that blinds creatures upon attack or being attacked.
Attack Type: Melee
Additional Levels Adds: Increased movement speed, and increased attack speed.
Djinni Familiarity - The second stage of knowledge, known to the Priests who have begun to make their way into the unknown world. By stepping out into the world, the Priest learns of ways to allow the Djinni to move faster, and less restrained by the bonds of his realm.
Spell Type: Passive
Effect: Increased Djinni attack rating and increased attack speed
Additional Levels: Increased attack rating.
Level 20 Skills -
Afrit - A great spirit deemed evil by nature, that creates mass chaos in its midst. This is one of the many reasons that the Djinn are considered ‘corrupt’. The Afrit is second in power, only to the dreaded Marid.
Spell Type: Summon creature
Effect: Medium damage and medium hp, average speed of movement that attacks with a jet of black fire from each hand.
Attack type: Melee
Additional Levels: Increased damage and hp.
Djinni Comprehension - Known only to the High Priests of Rajj, this knowledge grants additional strength to the Djinni. This allows greater damage to be done to their enemies, and strengthens the mystic energies that protect the Djinni.
Spell Type: Passive
Effect: Additional Djinni Damage and Djinni Defense
Additional Levels Adds: Increased damage and defense
Level 30 Skills
Djinni Expertise - This is the ultimate knowledge, forbidden to youthful students of the Rajj, spoken only of in tales of great Priests that have never strayed from the path of Rajj. This comprehension of the Djinni grants great power to the Djinn.
Spell Type: Passive
Effect: Reduced Mana Cost of Djinni, and Increased Mana Regeneration of Overseer.
Additional levels: Increases the amount of Marids at one time, 1 per 10 levels.
Marid - The most powerful and feared Djinni, the Marid appears to be a mere human, but its powers suggest otherwise. The Marid has control over the sands, and has been known to mimic the spells of its master. It has been seen creating devastating waves of sand to crush several foes. And has had rumors of being able to spout fire from its skin and summon scarabs to rip enemies to shreds. Only the master Djinn can summon the Marid, but none dare try to tame the Marid for fear of it turning on its master.
Spell Type: Summon Creature
Effect: Large damage and hp, average speed that uses 3 spells of the Djinn, Flame armor, Wave of sand, and summon scarab. The flame armor will damage the Overseer if they are too close.
Attack Type: Melee
Additional Levels: At level 15, is allowed use of Ocean of Sand, at level 22 Scarab, and at level 30 Sandstorm.
Snake Ritual - The ultimate goal for a Priest of Rajj is to become one with the Djinni. By training for a lifetime can a Djinn attain the ability to change shape. These great Djinn summon the dark magic within them and change into a being one with the sand, a Giant King Cobra.
Spell Type: Morphing
Effect: Character becomes a Giant king cobra, cannot cast any spells, and deals massive amounts of poison and physical damage.
Attack Type: Melee
Additional Levels: Additional poison damage and hit points.
Skill Tree - The Plagues
Level 1 Skills
Gnats - Stretch out your staff and strike the dust of the ground, and throughout the land the dust will become gnats.
Spell Type: Summon Creature
Effect: Swarm of gnats drains mana and drains stamina. Weak hp and cannot deal damage, just drains.
Attack Type: Melee swarm
Additional Levels: Additional drain mana. Increased amount of Gnats, one per level.
Level 6 Skills
Blood - With the staff that is in my hand I will strike the water of the Nile, and it will be changed to blood. And the water was as blood, and all those who drank from it felt a sickness stir within them.
Spell Type: Aura
Effect: Target loses 1 health every 3 sec
Radius: 5 meters
Additional levels: Increased radius
Additional levels: Additional hit point lost per 3 seconds
Reptiles - And the Nile will teem with reptiles. There will be lizards and snakes, frogs and salamanders. They will come up into your palace and your bedroom and onto your bed, into the houses of your officials and on your people, and into your ovens and kneading troughs.
Spell Type: Damage spell
Effect: Several small creatures are summoned that travel in a narrow arc that deals magic damage. Similar to Creeping Doom in Eastern Sun 3.00
Additional Levels: Increased damage
Level 14 Skills
Boils - Take handfuls of soot from a furnace and toss it into the air and it will become a fine dust over the land, and festering boils will break out on men and animals throughout the land.
Spell type: Curse
Effect: Drains 5% life of target creatures and adds it to Overseer’s hp. Does not affect undead.
Duration: 15 seconds
Radius: 5 meters
Additional Levels: Increased radius and duration
Pestilence - I speak these words of death, and I will bring upon you and your livestock, a terrible plague of disease and destruction.
Spell Type: Curse
Effect: Target area becomes poisoned
Duration: 10 seconds
Radius: 7 meters
Additional Levels: Increased radius and damage
Flies - I will send swarms of flies on you and your officials, on your people and into your houses. You will not be able to eat for the flies will pile on everything.
Spell type: Summon Creature
Effect: Flies drain small amounts of hit points and stamina. Flies have moderate hit points.
Attack Type: Melee swarm
Additional Levels: Increased flies hit point drain. Increased amount of Flies by 1 per 2 levels.
Level 22 Skills
Death of Firstborn - At midnight, I will go throughout the land, and every firstborn son will die. From king, to slave girl, to the firstborn of your livestock, they will all perish.
Spell type: Aura
Effect: Dead rest in peace, and knocks back all creatures every 5 seconds. Bosses are unaffected by knockback.
Radius: 7 meters
Additional Levels: Increased radius.
Level 30 Skills
Locusts - Stretch out your hands over the land so that locusts will swarm over Sanctuary and devour everything. All shall be consumed, vine and wheat and beast and man and blood and flesh.
Spell type: Summon Creature
Effect: Locusts drain stamina, mana, and small amounts of hit points. Locusts have moderate hp.
Attack Type: Melee Swarm
Additional Levels: Increased amount of Locusts by 1 per 5 base points. Increased drain per level.
Darkness - Stretch out your hand toward the sky so that darkness will spread over Sanctuary- Darkness that can be felt.
Spell type: Curse
Effects: Everyone becomes blind within 2 screens (including Overseer), and enemies lose 20%hp, and 20% defense. Overseer’s summon creatures are immune.
Duration: 30 seconds
Additional Levels: Increase duration 5 seconds per additional level
Fire and Hail - And when he stretched out his staff toward the sky, he brought forth thunder and fiery hail, and lightning flashed down and burned the earth.
Spell Type: Damage Spell
Effects: Small meteorites fall from the sky in a similar style to Blizzard in DII. 2 Lightning strikes per casting as well.
Duration: 10 seconds
Additional levels: Increased duration and damage.
Skill Tree- Sand and Brimstone
Level 1 Skills
Sand Armor - Even the strongest of Overseer’s needs some form of armor, and they learn this basic defense at their earliest stage of Priesthood. The Overseer summons the sand into a small whirling twister, just large enough to protect him from some forms of damage.
Spell Type: Summon Armor
Effect: Creates a whirling shield of sand around the caster. Armor defends against physical and fire damage.
Additional Levels: Increased damage absorbed.
Level 6 Skills
Wave of Sand - It soon becomes necessary for the Overseer to be able to strike back at his enemies. The young Overseers can summon small waves of sand to hurl at their enemies.
Spell Type: Damage Spell
Effect: Summons a small wave of sand 2 meters tall and 5 meters wide, that crashes against as many as 3 enemies. Deals Physical damage.
Additional Levels: Increased damage. Increased width 1 meter per 5 levels, and 1 additional enemy per 5 levels. Max of 6 enemies.
Sand Creature - Overseers have been known to construct many things from the sands. Thus, granting life to the sand in the form of a demonic creature is known to be one of the Overseer’s favorite weapons.
Spell Type: Summon Creature
Effect: Creates a small sand demon, gremlin like in appearance. Moves similar to a pygmy, and attacks with a small spear.
Attack Type: Melee
Additional Levels: Increased damage and 1 creature per level. Maximum of 10 creatures.
Level 12 Skills
Sand Spire - The Priests of Rajj that have spent several years perfecting the way of the sand, can summon great columns of sand to smash down upon their enemies.
Spell Type: Damage Spell
Effect: Summons a column of sand that shoots up from the ground to deal physical damage. Deals moderate damage to one target.
Additional Levels: Increased damage, and reduced cool down timer per level.
Flame Prison - Since the Priests of Rajj live in the Ocean of Fire, it is only natural for them to tame the yellow flame. A well trained Priest can learn to construct a wall of fire to surround their enemies, causing great damage to those trying to escape.
Spell Type: Summon Prison
Effect: Creates a ring of fire around target. Target isn’t damaged by fire unless trying to run out. The target is then knocked back, and dealt massive fire damage. Three escape attempts will allow the target to leave the Flame Prison.
Additional Levels: Increased damage. One additional prison per 3 levels.
Level 22 Skills
Ocean of Sand - Great devotion to the Djinni Rajj will create a form of understanding for the Priest. They become so versed in the command over the sand, that the Overseer can create a giant wall of sand that can consume entire legions of enemies.
Spell Type: Damage Spell
Effect: Creates a tidal wave of sand 6 meters tall and 18 meters wide, and crashes down damaging all enemies within the vicinity of the wave.
Additional Levels add: Increased damage and decreased mana cost. Decreased cool-down time.
Scarab - Venturing deep within the sands for extended periods of time will allow the Priest to learn about the greater mysteries of the Ocean of Fire. Among these mysteries is the ability to summon giant scarabs.
Spell Type: Summon Creature
Effect: Creates giant scarab. Creature deals physical damage. When Scarab dies, casts charged bolt, 4 bolts.
Attack Type: Melee
Additional Levels: Increase scarab damage, and increased charged bolt damage.
Level 30 Skills
Flame Armor - After many decades of study, a Priest of Rajj can become a High Priest. When this rank is attained, the Overseer is allowed access to the knowledge of the Great Fire. With this knowledge, the High Priest can enchant his armor with a flame that does not injure himself, but deals great harm to others.
Spell Type: Summon Shield
Effect: Overseer’s armor becomes engulfed in a dark orange flame. Increases Overseer’s defense rating by 15%, and deals fire damage to enemies when struck.
Duration: 60 seconds
Additional Levels: Increased duration and damage.
Brimstorm - Once a High Priest, the Overseer will use the knowledge of the Great Fire to enchant the sands around him with fire. This sand can then be summoned into a great hurricane of scorching sand and glass to completely annihilate all life around him.
Spell Type: Damage Spell
Effect: Whirling storm of fire and sand. When the storm is cast, it hovers around the Overseer that is then aimed in whatever direction the caster wants. Once directed, the storm goes in one direction, damages creatures in its path, along with destroying any plant life in its way. The storm deals physical and fire damage. Storm travels 2 screens.
Additional Levels: Increased physical and fire damage.
Fire BOMB
It's actually a direct rip of an assassin attack.
Words I hate in Gaming Culture:
Epic
Hardcore
E-Sports
Possible Background Lore: After the fall of the three prime evils and the destruction of the World Stone, the Priests of Rathma continued to practice their Necromatic Arts to the point were they can control more scarier and malevolent creatures and powers that the mightiest warriors cant withstand. Once again, they sense unnatural evil creeping on the lands and they offer their services to the people.
Possible Skills:
Ghoul: After the battle at the World Stone and facing Baal's forces, the Priests of Rathma neaded a more powerful undead infantry that can turn the tide of the battle as well as causing terror in their enemies. They eventually came up with Ghouls as their primary undead infantry
Necrid Seer: After the battle of the World Stone and Facing Baal's forces, the Priests of Rathma neaded a more powerful undead spellcaster for support for their allies. They eventually came up the Necrid Seer for their primary undead spellcaster
Earth Golem: Earth Golems are the Cult of Rathma's solution to those who try to currupt the land to serve their sinicle purposes. Earth Golems are much more stronger then their clay golem predicecers.
Soul Storm: The Priests of Rathma know the amount of deaths of innocents from the war with the prime eviles. The souls of the innocents started to help the Priests by attacking their enemies.
Note: this power is roughly base off the D2's Necromancer Teath
Wall of Souls: After the Priests of Rathma started to help the souls of the innocents who died because of the prime evils, those souls started to help the Priests in return for their help by forming a wall at the Priests desired location and causing terror in their enemies.
Armor of Souls: After the many innocents that died do the war with the prime evils, many souls are willing to help the Priests of Rathma by proctecting them and striking back at the enemy.
Iron Will: The Priests of Rathma know that destroying their enemies defenses will help their allies.
Oh so a necromancer?
1.) Renegade (idk what else to call this person)
They would be the new assassin. By this i do not mean it really takes the place of the assassin and is similar, but rather it is like the witchdoctor to the necromancer.
i got this character from two things...diablo 2's assassin, and tales of symphonia's character regal. this character would fight with their feet and hands. They could either have attacks for the feet that are dependent upon the boots, or they could be class specific boots. They would have razor blades, chains, and other various attachments that are the weapons for this character, which are shown as attachments to their gauntlets. Maybe the boots and gloves they wear could tie into the attachments on both feet and hands.
2.) Conjurer
This person would be like many have suggested, a demonic sorcerer. They would summon things like sharp, spear like, bloddy bone pillars that shoot up from the ground. They could have a death touch move, where they can touch a monster, causing the monster to swell up, and when killed they would blow up (like corpse explosion). so on and so forth
3.) Avenger
This character would be like a paladin (well most like, but not like)...but definitely much different, mainly in the aspect of the weapon they are meant to use. I always found it odd and annoying that in the selection menu he had a sword, but in the game you are "supposed" to use a scepter. I think they should make a new character that has MINOR similarities to the paladin, but is more sword focused.
1) Barb (we have it yey)
2) Sorc (Not yet but I bet there will be some spellcaster, every game has one :))
3) Necro (Hmm we might not get it but WD looks ok)
4) Paladin (Prolly some holy type of aura warrior we gonna get)
5) Amazon (Mm maybe some type of Archer.. with some traps etc could do it)
ALl these original 5 classes are fun to play..
the 2 addons tho I didn't like much
6) Assasin (it was fun for a while. and I dont see how this type of class would fit when only 5 spots)
7) Druid (too similar to other classes, summons, melee, spells. i doubt it will fit)
Blizz wanted original classes that doesn't overlap other much.. so I believe the 5 original types with some modifications will be the ones. melee, caster, summon/caster/curser, aura/warrior, ranged.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
That's what I'm talkin about!!
Similar to the Necro, but taken to a completely different level. You should try to expand on that character and the skills.
You shoud also try to throw a twist in there. Maybe something like making him melee based. :thumbsup:
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Learn to read? What the hell? I read what you wrote, that's why I posted what I did.
Seriously though, Monks have never really been healers. Their fighting style is hardly that of a "Holy Warrior". It's Shaolin. Anyways, they would have to come up with a different name, as female monks are nuns, not monks.
Diablo II
Sorc = Mage
Zon = Ranged
Barb = Brute Force
Paladin = Justice
Necromancer = Dark Arts
Assassin = Ninja
Druid = Nature
Diablo III
Brute Force = Barb
Dark Arts = Witch Doctor [+exotic feel]
Mage, Ranged, Ninja, Nature and Justice are each missing.
Perhaps they could mix Ranged+Nature, Ninja+Mage, Justice.
Those seem to be cool combinations.
Some games has the job, Feng Shui master, who is good to use the advantage of the landscape, like rock from the ground, tree from the forest, water from sea, etc...
Some games has the job, Feng Shui master, who is good to use the advantage of the landscape, like rock from the ground, tree from the forest, water from sea, etc...
Erm... what's a Vanquistor?
think assassin meets, amazon, meets rogue