I thought of two fairly obvious and possible classes, which i still find fairly cool and unique.
First is the Scout which is essentially the ranged class we know is coming. This class is a ranged class (bow / xbow) but being a scout has skills like a combat scout like identification of enemies before party mates, perhaps speed buffs, a bonus for being the first to attack an enemy. I would also like any ranged type ranger class automatically use a secondary melee weap when attacking an enemy in melee range (or hit the enemy with bow like the barbarian does with the haft of the maul in the gameplay vid)
The other is based on the Indian (dot not feather) feel of Kurast.
This class is the Yogi or Sadhu. If you've read the comic The Sadhu then you know what I envision. Powers over pain and personal perception, also perhaps some spiritual styled skills. Throw in a little Dhalsim from Street Fighter (Yoga Fire) and it would be a cool class to play. Probably a mixed melee (staff skills) with magic.
It is said that the ancient sorcerers of Ureh sought transcendence from Sanctuary above all else, and forced their still-living bodies into Heaven with arcane knowledge alone. Some say that the gate which they opened was a gate to Hell, while others suppose that the gate was ensorcelled to bring only the Urehi to Heaven. Whatever the case, the destruction of the Worldstone has seen several of the ancient Urehi return from wherever they have been, and although now aging rapidly, some have managed to bear children.
In the twenty years since their arrival, this new generation of Urehi has taken well to study. While their ancient predecessors are close to death, these young progeny have already established a fledgling mage clan: the Vizaljub, drawing no distinction between the arcane, the divine, and the profane. The dying Urehi have come to proudly call their child prodigies Archmagi, and the term has spread to the general population to supplant the colloquial 'Theomancer' -- much to the annoyance of the mage clans.
The Archmagi draw upon forces beyond Sanctuary as made possible by the Worldstone's destruction, forces unintuitive to the older mage clans which are so thoroughly rooted in elemental traditions.
Skill Tree Sample
The Light - Also called the Sacred Fire, the primal force of the High Heavens which infuses all things in its domain:
Lance - An already well-known signature of the Archmage is this direct invocation of the Light. For a brief moment, the Archmage is able to direct the Light at a precise point, piercing into the target's soul and, if the strike is a killing one, disintegrating the body entirely.
Infuse - A small amount of the Light woven into a person subtly strengthens body, mind, and spirit in many ways.
Wrath - When the Light is sufficiently condensed, often by powerful emotion or will, its soft blue-white glow ignites with fierce golden radiance, able to devastate demonic forces. In this form the Light is simply too powerful for the Archmage to control by mind alone, and as such the Vizaljub have learned to channel it directly into metallic objects such as weapons and armour, lending much to the battle against Hell.
Hellfire - A strange red substance similar in ways to fire, water, and lightning. It is said to be sentient in some way, yet appears to lack any will of its own.
Hellstream - While most the Archmage's powers seem to be drawn from the High Heavens, the horrors of the Burning Hells are not unfamiliar to them. This ability summons a strange, red, demonic energy and focuses it into a lightning-like stream which pummels through lines of enemies without straying in its course.
The Void - The vast emptiness from which Heaven and Hell were born.
Rupture - Exerting much effort to force a small puncture in the fabric of Sanctuary, the Archmage creates a hole into the Void which rapidly consumes its surroundings for a nightmarish moment before collapsing, ejecting its contents in a violent burst of radiant energy.
Endgame Item
Nephalic Omen - In their journey, the sorcerers of Ureh discovered something of the nature of mortals which broke some minds and lead others to return to Sanctuary, even if only to die. While the knowledge of this secret passed to the Archmagi by their Urehi predecessors is vague and cryptic at best, it is enough to affect demons which recognise it as an omen of great power. The Archmage must remain still while invoking this omen, and no actions may be taken while it is in effect, but this vulnerability may be worthwhile, for any Great Evil is similarly defenseless in its hold.
Visual Note: As the Archmage advances in level, the Light progresses from a faint, deep blue to a brilliant, pure white; Hellfire grows darker and more violent; and the Void takes longer to collapse.
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‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
It would really be that new since it's a mix of the earlier sorc and the mage - but some kind of wizard or magi/archmage. I really like spellcasters and well one of my fav. classes in D2 and LoD was the sorc along with the necro. The class I played for almost 2 years in WoW was.... *drumroll* .... MAGE!
I should add that I basically imagine the Archmage replacing the Sorcerer/Sorceress mechanically and the Necromancer stylistically. I realise it would very much step on the toes of the Sorcer(er/ess) otherwise.
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‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
What would you think of "Prophet" as a kind of glass-cannon caster class?
Trees could be divided into Psychic, Celestial, and Empowerment. Psychic would contain abilities like "Clairvoyance" which would help them avoid attacks and make their own attacks more precise. Celestial would have D&D-style offensive cleric spells like "Draw Upon Holy Might" and "Holy Smite". Empowerment would be a buffing tree, with a focus on making you stronger against certain types of enemies (like enchanting your hands with pure life force to do more damage to undead).
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:
Ill try to answer the things you brought up
Ghouls:
Im temped to go with the aura one, it kindof fits general theme of the the ghoul but im thinking the ghoul attack should have a reletively small chance(5%-ish?) of terror incase of terror resistant foes
Wall of Souls:
The wall of souls is semi-etherial and last for not very long but yes it does cause terror when struck
Soulstorm/Storm of Souls:
I kindof like your version of how the skill should work
Iron Will:
I kindof agree with you there, the name doesnt fit with the other skills. Iron Will will make the enemies have a higher chance to miss with their attacks
Necrid Seer:
I know that this wasnt on the list of concerns but I think I should give more info about the skills. The Necrid Seer is more advance then their Skeleton Mages predicesors. They have the capacity of debuffing enemies:
Fire Necrid Seer:
Fire Bolt
Advance Fire Bolt -- A stronger version of its fire bolt power but it has a small chance(5%-ish?) of AoE damage
Fire Curse -- Decreases enemies attack power
Ice Necrid Seer:
Ice Bolt
Advance Ice Bolt -- A stronger version of its ice bolt power but it has a small chance(5%-ish?) of AoE damage
Ice Curse -- Decrease enemies speed
Lighting Necrid Seer:
Lighting Strike -- Single Target attack simuler to ice/fire bolt
Advance Lighting Strike -- A stronger version of its lighting strike but has a small chance(5%-ish?) of doing a chain lighting-like effect towards enemies
Lighting Curse -- Decreases enemies accuracy
Poison Necrid Seer:
Poison Strike -- Single Target attack with a chance(5%-ish?) of getting the target poisioned
Advance Poison Strike -- A stronger version of its poison strike but has a chance of AoE(5%-ish) and a increased chance(7%-ish) of getting its target(s) poisoned
Earth Golem:
Like the Necrid Seer, it wasnt in the list of concerns. The Earth Golem is tough and durable soldier of the Cultist Summoning Arsonal. Due to its durable and tough natural armor, it recieves slight reduction(5-7%-ish) from physical damage from enemies.
Armor of Souls:
Like the Earth Golem and Necrid Seer, it wasnt on the list of concerns. Armor of Souls is simuler to bone armor in which it took damage for the necromancer but it also inflicted terror to enemies who strike the Cultist in melee range
Just some more skills that should make the Cultist more Unique:
Necrid Poison: The Priests of Rathma know that thier prowess of different poisons and death is undenyable, they eventually manage to create a spell that is known as the Necrid Poison that poisons a target enemy and if it dies with it, it will cause a poison explosion. If it is embeud into a Cultist minion, it will create a poisonous armor that will poison enemies that attack it, if the minion dies will under the effects of Necrid Poison, it will also cause a corpse explosion with a reletivly small chance of poison damage
Corpse Explosion: The Priests of Rathma know how important the Corpse Explosion in the war with the Prime Evils and their forces
Poison Explosion: The Priests of Rathma know how important the Poison Explosion in the war with the Prime Evils and their forces
Soul Prision: After the Priests of Rathma started to help the souls of the innocents who died becouse the Prime Evils, the very souls that they are helping started to help them to fight unnatural evil by encasing their foes in a Soul Prision
Bone Spear: The Priests of Rathma know how important Bone Spear was in the War with the Prime Evils
Necrid Mastery: The Priests of Rathma know that some of them mastered skeleton mastery in the war with the Prime Evils. They came up with the Necrid Mastery to help increase their new Summons, the Ghoul and Necrid Seer. Like Skeleton Mastery before it, Necrid Mastery increases the Health and Damage of their undead summons
Golem Mastery: The Priests of Rathma know that some of them mastered golem mastery in the war with the Prime Evils, they continued the golem mastery practice since the destruction of the World Stone
Summon Resist: The Priests of Rathma know that their summons arent involnerable, quite so during the war with the Prime Evils and their forces. They continued the practice of Summon Risist that increases their minions resist
Maybe some kind of witch-class as a pure magic.. (I use the word witch because in deckard caines journal he says something about a woman who openly calls herself a witch.. I think it's a char from d1.. I never played d1 tho, shame on me!)
with skill tree like: demonic magic / arcane / poison or leeching abilities or even summons.. similar to the summoner from the arcane sanctuary from d2: act2..
I agree with you. I think a witch is a possible class. I saw a couple points in Cain's journal where he talked about a witch using Arcane Magic. There are also a few pictures in his journal. I also saw this image from the Blizzard WWI which looks a lot like a witch
Why would a demon allow itself to be tamed, why would a fighter of good want to tame a demon in the first place, and why would the other heroes want to associate themselves with scum that ally themselves with demonkin.
I'd like to see some sort of Samurai as the tank class or paladin replacement. I know that would restrict his armor and weapon options looks wise, but hey, I'm no art designer I'm sure there's a way to add variety.
A mechanic that sort of arises from this concept is the Samurai belief that his sword was his soul, and that by harmonising himself with his weapon, the two would become one entity on the battlefield and the true power of the katana would be unleashed. As such you could have a sort of Soul Sword class that via his chakras using his blade as a conduit is able to perform amazing skills.
It could add to the lore and become another race of humans who train in some far off land in temples etc. etc. you know the rest, to become demon slayers, Warrior monks even.
Examples of skills.
Heaven Wall: The Samurai's holy chakras allow him to react with uncanny speed, any melee attacks suffered have a chance to be blocked and instantly countered. (Say a 10% chance maximum, buff like Barb's warcry. Counters go from 50% to 130% weapon damage with increased rank*
Demon Cutter: As a result of heavy training the Samurai is able to accelerate at intense speed, effectively blinking to the target causing 200% weapon damage with a shockwave pulsing from the primary target dealing 125% weapon damage to all hit nearby.
Chakra Edge: The Samurai condenses his chakra into his blade then performs an Iai (A katana technique in which the Samurai draws his katana and slashes his opponent in one rapid motion) which produces a chakra wave dealing damage in a line to any target hit.
Many might hate the idea but I personally love the whole oriental vibe when it comes to warriors, honour codes and all that banter. and it's a theme Blizz haven't really explored in any great detail in Diablo, something new perhaps.
Hell Fucking NO!
NO GOD DAMN SAMURAI OR NINJA... This is DIABLO not Dragon Balls Z.... Seriously people no damn Samurai or Ninja, you guys have no Idea what your talking about. Characters that have to do with Diablo Lore. The Assassin was the biggest screw up to me. Druid atleast followed the lore.
The Drifter is a character from an unknown origin, and prefers to travel by shadows to stalk and murder its unexpecting prey. The Drifter is an enigmatic character, usually cloaked in dark robes, and it roams the night reading from it's worn tome. The Drifter has been rarely spotted, but it's three main skill trees have been discovered.
Trapping Skills: Unlike the Assassin, these trapping skills unclude the use of underground spikes, arrowed booby traps, and at higher levels, enchanted mines and sentries.
Draining Skills: The Drifter has multiple skills that have been categorized as draining skills. These skills include passive skills that apply to the traps to cause bleeding, life steal, and/or mana steal. Other skills that do not apply to the traps are curse-like rituals that manipulates the enemy in a degenerate way.
Nocturnal Magic: These magic skills are most powerful when used in the night hours*, enhancing their abilities to full potential. Skills include some summoning of dark spirits, along with some dark magic skills which can heavily damage the enemy when skill points are invested.
~~~~~~~~~~~~~~~~~
* - Night hours : This means during the last half of the day (night). I think if Diablo III had a system on Sanctuary that was similar to our own world (meaning Day and Night hours), that they could build many interesting ideas and concepts around it as I just mentioned above: the Drifter being more powerful at night.
The Drifter is a character from an unknown origin, and prefers to travel by shadows to stalk and murder its unexpecting prey. The Drifter is an enigmatic character, usually cloaked in dark robes, and it roams the night reading from it's worn tome. The Drifter has been rarely spotted, but it's three main skill trees have been discovered.
Trapping Skills: Unlike the Assassin, these trapping skills unclude the use of underground spikes, arrowed booby traps, and at higher levels, enchanted mines and sentries.
Draining Skills: The Drifter has multiple skills that have been categorized as draining skills. These skills include passive skills that apply to the traps to cause bleeding, life steal, and/or mana steal. Other skills that do not apply to the traps are curse-like rituals that manipulates the enemy in a degenerate way.
Nocturnal Magic: These magic skills are most powerful when used in the night hours*, enhancing their abilities to full potential. Skills include some summoning of dark spirits, along with some dark magic skills which can heavily damage the enemy when skill points are invested.
~~~~~~~~~~~~~~~~~
* - Night hours : This means during the last half of the day (night). I think if Diablo III had a system on Sanctuary that was similar to our own world (meaning Day and Night hours), that they could build many interesting ideas and concepts around it as I just mentioned above: the Drifter being more powerful at night.
I know they are going to create a Knight, there has to be a shield sword character, the barb rarely used shield. Knight and Ranger will be the new classes, and I do think they will add some kind of summoning to the ranger kind of like the valkarie, but maybe an animal instead, but not likely.
The Knight is going to reappear because he was great for coop play, which is exactly what Diablo is all about. His auras helped everyone. Also this is Diablo Good vs Evil, Heaven vs Hell, he will have his holy light and so forth. When thinking of a character think of the lore.
For the guy who thought of an indian type character from kurast, the witch doctor is that. He is the native character and he come from that area.
Hopefully on July 28th we will get a new character announcement, I know we will get some new content. :thumbsup:
I dunno something cool like mmm
Yoda or fighting panda
If they buchered my lovely Necro I want them to add someone with silver long hair like Sephiroth lol specialize in martial arts - kendo (with katana)
and make him do showy AOE fast tricks in the last tier of his skills.
I made a suggestion in the sticky thread which disappeared for some reason...
Anyways, i suggested a class that would use Demonic magic, not undead/halloween stuff like the necromancer, but magic a demon straight from hell would use. No idea how to call that class, (demon hunter ?), but you get the idea.
As allot of people have said on this thread... A very stealthy type class would be awesome... There is the assassin but she just runs into battle drops traps and runs... Or just does combos... But to have a class where you can sneak in the shadows and be unseen (And also be able to stab people in the back with deadly poisons on your knife) would be awesome... And you know it would. The assassin was just an excuse for a new class.
Alchemist
The Alchemist is a crazy scientist, bent on combining liquids and elements in various compounds just to see what happens. They delve on the edge of arcane magics, taking throwing potions to a whole nutha level. The Alchemist focuses on debuff and attack based compounds such as:
Disease Potion - This throwing potion is a combination of deadly poisons, typically lobbed towards enemies creating a toxic cloud for all who are near.
Molotov Cocktail - This potion is enhanced with chemical fire agents which, when combined, completely engulf the target in flames. The surrounding areas suffer from residual fire damage.
Shadow Prism- A combination of ground solids and gases are contained within a multi-faceted prism, which is thrust at the ground. Upon breaking, the prism emits a cloud that confuses and paralyzes enemies providing time to kill or escape.
Breath of Death - A devastating combination of elements are ground into fine dust and blown at a targeted enemy. Inhalation causes a fatal attack on the vascular system; weak enemies implode, stronger foes are paralyzed or receive damage over time.
The alchemist would use lighter armors, and does not like to engage in hand to hand combat. Attacks are delivered from behind the front lines, by way of throwing sharps or vials of liquid; ie: Throwing Potions, Knives, Darts
Shapeshifter
The shapeshifter has studied demonology since time has recorded such occurrences in stone. Weaker beings would be overcome by their contact with the demon plane and the denizens of Hell... but such is the shapeshifters' research and power, they have learned how to take on the forms of demons, gaining their powers and using them to their advantage. Research into the dark arcane magics of the demon plane has also lent them to knowledge of summoning demons, controlling their will and destiny.
Form Ghoul - The shapeshifter takes the form of a Ghoul, hiding in the shadows, gaining the ability to be unseen by enemies and command the battle from afar.
Form Death Knight - The shapeshifter takes the form of a Death Knight, commanding skilled power in hand to hand sword combat.
Form Overlord - The shapeshifter takes on the most powerful demon form known to their order, the Overlord, commanding raw power and an insatiable appetite for fresh mea... err... death.
Summon Skeleton Warrior - summons the undead
Summon Satyr - summons a warrior of Khazra to aid in battle
Summon Abyss Mage - summons the undead demon magicians
Summon Balrog - summons the great demon lords of fire
Combustion - Targeted demon summon unit explodes into a burst of fiery destruction
Vortex - Targeted demon summon unit is imploded into a vortex of dark matter and arcane energy. Sucks enemies in, dealing arcane damage over time based on proximity.
:cool:
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First is the Scout which is essentially the ranged class we know is coming. This class is a ranged class (bow / xbow) but being a scout has skills like a combat scout like identification of enemies before party mates, perhaps speed buffs, a bonus for being the first to attack an enemy. I would also like any ranged type ranger class automatically use a secondary melee weap when attacking an enemy in melee range (or hit the enemy with bow like the barbarian does with the haft of the maul in the gameplay vid)
The other is based on the Indian (dot not feather) feel of Kurast.
This class is the Yogi or Sadhu. If you've read the comic The Sadhu then you know what I envision. Powers over pain and personal perception, also perhaps some spiritual styled skills. Throw in a little Dhalsim from Street Fighter (Yoga Fire) and it would be a cool class to play. Probably a mixed melee (staff skills) with magic.
It is said that the ancient sorcerers of Ureh sought transcendence from Sanctuary above all else, and forced their still-living bodies into Heaven with arcane knowledge alone. Some say that the gate which they opened was a gate to Hell, while others suppose that the gate was ensorcelled to bring only the Urehi to Heaven. Whatever the case, the destruction of the Worldstone has seen several of the ancient Urehi return from wherever they have been, and although now aging rapidly, some have managed to bear children.
In the twenty years since their arrival, this new generation of Urehi has taken well to study. While their ancient predecessors are close to death, these young progeny have already established a fledgling mage clan: the Vizaljub, drawing no distinction between the arcane, the divine, and the profane. The dying Urehi have come to proudly call their child prodigies Archmagi, and the term has spread to the general population to supplant the colloquial 'Theomancer' -- much to the annoyance of the mage clans.
The Archmagi draw upon forces beyond Sanctuary as made possible by the Worldstone's destruction, forces unintuitive to the older mage clans which are so thoroughly rooted in elemental traditions.
Skill Tree Sample
‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
‘I'M NOT LEAVING UNTIL WE ALL HAVE AIDS!’—The importance of calling them ‘mercenaries.’
Trees could be divided into Psychic, Celestial, and Empowerment. Psychic would contain abilities like "Clairvoyance" which would help them avoid attacks and make their own attacks more precise. Celestial would have D&D-style offensive cleric spells like "Draw Upon Holy Might" and "Holy Smite". Empowerment would be a buffing tree, with a focus on making you stronger against certain types of enemies (like enchanting your hands with pure life force to do more damage to undead).
Male example:
Female example:
Ill try to answer the things you brought up
Ghouls:
Im temped to go with the aura one, it kindof fits general theme of the the ghoul but im thinking the ghoul attack should have a reletively small chance(5%-ish?) of terror incase of terror resistant foes
Wall of Souls:
The wall of souls is semi-etherial and last for not very long but yes it does cause terror when struck
Soulstorm/Storm of Souls:
I kindof like your version of how the skill should work
Iron Will:
I kindof agree with you there, the name doesnt fit with the other skills. Iron Will will make the enemies have a higher chance to miss with their attacks
Necrid Seer:
I know that this wasnt on the list of concerns but I think I should give more info about the skills. The Necrid Seer is more advance then their Skeleton Mages predicesors. They have the capacity of debuffing enemies:
Fire Necrid Seer:
Fire Bolt
Advance Fire Bolt -- A stronger version of its fire bolt power but it has a small chance(5%-ish?) of AoE damage
Fire Curse -- Decreases enemies attack power
Ice Necrid Seer:
Ice Bolt
Advance Ice Bolt -- A stronger version of its ice bolt power but it has a small chance(5%-ish?) of AoE damage
Ice Curse -- Decrease enemies speed
Lighting Necrid Seer:
Lighting Strike -- Single Target attack simuler to ice/fire bolt
Advance Lighting Strike -- A stronger version of its lighting strike but has a small chance(5%-ish?) of doing a chain lighting-like effect towards enemies
Lighting Curse -- Decreases enemies accuracy
Poison Necrid Seer:
Poison Strike -- Single Target attack with a chance(5%-ish?) of getting the target poisioned
Advance Poison Strike -- A stronger version of its poison strike but has a chance of AoE(5%-ish) and a increased chance(7%-ish) of getting its target(s) poisoned
Earth Golem:
Like the Necrid Seer, it wasnt in the list of concerns. The Earth Golem is tough and durable soldier of the Cultist Summoning Arsonal. Due to its durable and tough natural armor, it recieves slight reduction(5-7%-ish) from physical damage from enemies.
Armor of Souls:
Like the Earth Golem and Necrid Seer, it wasnt on the list of concerns. Armor of Souls is simuler to bone armor in which it took damage for the necromancer but it also inflicted terror to enemies who strike the Cultist in melee range
Just some more skills that should make the Cultist more Unique:
Necrid Poison: The Priests of Rathma know that thier prowess of different poisons and death is undenyable, they eventually manage to create a spell that is known as the Necrid Poison that poisons a target enemy and if it dies with it, it will cause a poison explosion. If it is embeud into a Cultist minion, it will create a poisonous armor that will poison enemies that attack it, if the minion dies will under the effects of Necrid Poison, it will also cause a corpse explosion with a reletivly small chance of poison damage
Corpse Explosion: The Priests of Rathma know how important the Corpse Explosion in the war with the Prime Evils and their forces
Poison Explosion: The Priests of Rathma know how important the Poison Explosion in the war with the Prime Evils and their forces
Soul Prision: After the Priests of Rathma started to help the souls of the innocents who died becouse the Prime Evils, the very souls that they are helping started to help them to fight unnatural evil by encasing their foes in a Soul Prision
Bone Spear: The Priests of Rathma know how important Bone Spear was in the War with the Prime Evils
Necrid Mastery: The Priests of Rathma know that some of them mastered skeleton mastery in the war with the Prime Evils. They came up with the Necrid Mastery to help increase their new Summons, the Ghoul and Necrid Seer. Like Skeleton Mastery before it, Necrid Mastery increases the Health and Damage of their undead summons
Golem Mastery: The Priests of Rathma know that some of them mastered golem mastery in the war with the Prime Evils, they continued the golem mastery practice since the destruction of the World Stone
Summon Resist: The Priests of Rathma know that their summons arent involnerable, quite so during the war with the Prime Evils and their forces. They continued the practice of Summon Risist that increases their minions resist
https://www.deviantart.com/aerisot
I agree with you. I think a witch is a possible class. I saw a couple points in Cain's journal where he talked about a witch using Arcane Magic. There are also a few pictures in his journal. I also saw this image from the Blizzard WWI which looks a lot like a witch
No thanks at all.
Why would a demon allow itself to be tamed, why would a fighter of good want to tame a demon in the first place, and why would the other heroes want to associate themselves with scum that ally themselves with demonkin.
Hell Fucking NO!
NO GOD DAMN SAMURAI OR NINJA... This is DIABLO not Dragon Balls Z.... Seriously people no damn Samurai or Ninja, you guys have no Idea what your talking about. Characters that have to do with Diablo Lore. The Assassin was the biggest screw up to me. Druid atleast followed the lore.
~~~~~~~~~~~~~~~~~
The Drifter is a character from an unknown origin, and prefers to travel by shadows to stalk and murder its unexpecting prey. The Drifter is an enigmatic character, usually cloaked in dark robes, and it roams the night reading from it's worn tome. The Drifter has been rarely spotted, but it's three main skill trees have been discovered.
Trapping Skills: Unlike the Assassin, these trapping skills unclude the use of underground spikes, arrowed booby traps, and at higher levels, enchanted mines and sentries.
Draining Skills: The Drifter has multiple skills that have been categorized as draining skills. These skills include passive skills that apply to the traps to cause bleeding, life steal, and/or mana steal. Other skills that do not apply to the traps are curse-like rituals that manipulates the enemy in a degenerate way.
Nocturnal Magic: These magic skills are most powerful when used in the night hours*, enhancing their abilities to full potential. Skills include some summoning of dark spirits, along with some dark magic skills which can heavily damage the enemy when skill points are invested.
~~~~~~~~~~~~~~~~~
* - Night hours : This means during the last half of the day (night). I think if Diablo III had a system on Sanctuary that was similar to our own world (meaning Day and Night hours), that they could build many interesting ideas and concepts around it as I just mentioned above: the Drifter being more powerful at night.
I know they are going to create a Knight, there has to be a shield sword character, the barb rarely used shield. Knight and Ranger will be the new classes, and I do think they will add some kind of summoning to the ranger kind of like the valkarie, but maybe an animal instead, but not likely.
The Knight is going to reappear because he was great for coop play, which is exactly what Diablo is all about. His auras helped everyone. Also this is Diablo Good vs Evil, Heaven vs Hell, he will have his holy light and so forth. When thinking of a character think of the lore.
For the guy who thought of an indian type character from kurast, the witch doctor is that. He is the native character and he come from that area.
Hopefully on July 28th we will get a new character announcement, I know we will get some new content. :thumbsup:
Yoda or fighting panda
If they buchered my lovely Necro I want them to add someone with silver long hair like Sephiroth lol specialize in martial arts - kendo (with katana)
and make him do showy AOE fast tricks in the last tier of his skills.
Sentence of the year:
"WoW, It's like a disease"
In essence yes, but unlike its D2 Necromancer predicecer, the Cultists uttilies souls of the dead to help them
Now, i Can't wait for D3^_^
The Alchemist is a crazy scientist, bent on combining liquids and elements in various compounds just to see what happens. They delve on the edge of arcane magics, taking throwing potions to a whole nutha level. The Alchemist focuses on debuff and attack based compounds such as:
Disease Potion - This throwing potion is a combination of deadly poisons, typically lobbed towards enemies creating a toxic cloud for all who are near.
Molotov Cocktail - This potion is enhanced with chemical fire agents which, when combined, completely engulf the target in flames. The surrounding areas suffer from residual fire damage.
Shadow Prism- A combination of ground solids and gases are contained within a multi-faceted prism, which is thrust at the ground. Upon breaking, the prism emits a cloud that confuses and paralyzes enemies providing time to kill or escape.
Breath of Death - A devastating combination of elements are ground into fine dust and blown at a targeted enemy. Inhalation causes a fatal attack on the vascular system; weak enemies implode, stronger foes are paralyzed or receive damage over time.
The alchemist would use lighter armors, and does not like to engage in hand to hand combat. Attacks are delivered from behind the front lines, by way of throwing sharps or vials of liquid; ie: Throwing Potions, Knives, Darts
Shapeshifter
The shapeshifter has studied demonology since time has recorded such occurrences in stone. Weaker beings would be overcome by their contact with the demon plane and the denizens of Hell... but such is the shapeshifters' research and power, they have learned how to take on the forms of demons, gaining their powers and using them to their advantage. Research into the dark arcane magics of the demon plane has also lent them to knowledge of summoning demons, controlling their will and destiny.
Form Ghoul - The shapeshifter takes the form of a Ghoul, hiding in the shadows, gaining the ability to be unseen by enemies and command the battle from afar.
Form Death Knight - The shapeshifter takes the form of a Death Knight, commanding skilled power in hand to hand sword combat.
Form Overlord - The shapeshifter takes on the most powerful demon form known to their order, the Overlord, commanding raw power and an insatiable appetite for fresh mea... err... death.
Summon Skeleton Warrior - summons the undead
Summon Satyr - summons a warrior of Khazra to aid in battle
Summon Abyss Mage - summons the undead demon magicians
Summon Balrog - summons the great demon lords of fire
Combustion - Targeted demon summon unit explodes into a burst of fiery destruction
Vortex - Targeted demon summon unit is imploded into a vortex of dark matter and arcane energy. Sucks enemies in, dealing arcane damage over time based on proximity.
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