Ok, i may be a complete idiot for thinking this, but i would like to see a malee character that also utilizes magic. I've noticed a lot of people comment that they would like to see the paladin and the necro make a return... I doubt either of them will. And i think this might be a feasable (sp?) solution:
The character would be clerical in nature with one skill tree being light magic and one skill tree being dark magic. The third skill tree (assuming there will be 3), will be dedicated to melee attacks.
Should the player choose the light magic, the player would have auras that would heal team member, buffs, and other defensive attributes. Kinda like the paly. Also, the higher level light magic "cleric" may even emit light which would be visable by other players (increasing their light radius). This would be a very team-oriented skill tree.
The dark magic tree would be more offensive in nature. He could have auras that would increase damage to enemies, and probably some kind of life leach attributes. Higher level dark magic "clerics" would have a darkness surrounding them, which would also be visable to the other players.
Basically, the character would specialze in smaller weapons, shields, and maybe have the option to duel wield (?), being less powerful physically, but slightly faster than the barbarian.
Finally, i think what would make it cool is if the light skill tree is chosen, the characters skills would be more powerful in the lighter areas of the game, such as outside, near fires, and and in well-lit cathedrals, etc. The darker "cleric" would be more powerful in the darker areas of the game such as dungeons, and shadows, etc.
When not in their element (i.e. a dark "cleric" in a brightly lit room) the player could cast darkness, which would veil the "cleric" in shadows temporarily, thus increasing his/her skill power.
I dont know if D3 will have daytime and nighttime (like on WoW), but depending on the time of day, you have to use different spells.
Anyway, I think it would be a good alternative to bringing back our beloved paladin or necro... if its worth discussing, let me know what you think... If not, well i guess thats cool too. :rolleyes:
I actually like that idea.
As you said, it would be a nice solution to the necro/paladin dilema. Would fill both roles, hopefully making fans of both happy, while also providing a secondary melee attacker, brilliant !
Main thing I like about it, is the light/dark choice that is made available. Makes specialization more important, while still leaving doorways open into the melee tree. It also gives the character a more "defined" feel, by this I mean you have clearly defined skill options, since the other tree would most likely be disabled upon choosing either light or darkness.
I could see the melee tree being renamed "neutral" or something, to keep with the overall feel of the character. It's also fairly neutral, since melee skills aren't really drawing on light or darkness, it's merely physical training and discipline.
I can't see the skill powers being affected by location and time, however. Players would simply wait until their skills are most strong to play, or just completely avoid areas that lessen their abilities.
Anywho, I like the idea man, hell of a good first post lol.
Speaking of which, welcome to the forums.
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What about those of us that play solo? That would pretty much make this whole skill tree useless. We could get a few of the skills maybe for our mercs (if they still have them) but I wouldn't waste too many points on that.
2)
Finally, i think what would make it cool is if the light skill tree is chosen, the characters skills would be more powerful in the lighter areas of the game, such as outside, near fires, and and in well-lit cathedrals, etc
None of the main bosses are really in "well lit" areas if you ask me, so once again, it would make going the light skill tree path seem kind of wasted once it came to boss fights. I guess depending on how big of a bonus they got. But I just don't really like that part of it at all.
Thanks Zhar for the welcome, :). I agree with you both and thanks for the comments.
Quick edit: I think the character at higher levels would be able to cast a spell of darkness/light, surrounding the chracter in darkeness or light, making him more powerful... and the higher the level, the longer the spell would last. Really, i guess it would almost be like the druid turning into a wearwolf and becoming more powerful for a period of time...
I'm sure they will bring a "light" class back, such as the Pal.
Though I'm not quite sure if your charcter will be over powered, he has dual wield, he can heal, he has other types of magic skills.
IMO a cool class idea a sort of time class. Their skill tree would be day and night, and they use this to their advantages, such as the sun gives you passive skills to make you much stronger. whereas at night time, you could have a skill where the enemies cannot see you until you attack them.
I definately see what you guys are sayin... i dont think its just the paly revisited, though. For instance, imagine a character build that can cast a shroud of darkness over enemies to lower their visability (or other attributes). Then he could cast darkness onto himself to hide him from view. That combonation would make the character all but invisible. Then he would rush in duel-wielding (limited to one hand weapons), and start wrecking shop. Obviosly the melee damage wouldnt be as strong as the barbarian, but coupled with spells, it would be a fun character to play (well, hopefully more fun and different for you guys than the paly...).
On a side note, i know clerics are only supposed to use blunt objects or whatever. i'm just generically using the term "cleric" to describe a character that has both melee and magical skills.
On another side note, i think i may have been unclear earlier when i said the "light" skill tree would be very "team oriented." what i meant was that spells, buffs, etc. in this skill tree would be for the character casting them, but they would also help any team members who may be in range. In other words, this skill tree would still be very useful in solo play. Thanks for the comments everybody!
Ever since the beginning, I've predicted and wanted to see a demonologist class, like a warlock but melee ranged, with these skill trees:
1) Demonic transformation - turn into one of several choices of evil beasts, each with their own separate advantage (maybe one could be ranged, one high hp, one high melee damage). You miss out on the fun of seeing your character's armor, but maybe weapons could still be visibly held.
2) Dark magic - anything that the Wizard and Warlock don't get to, mainly necromancer stuff, like bone skills and corpse explosion - monster explosion anyone?
3) Furies - furies would be unholy spirits that follow the demonologist and give party wide boosts (like the Paladin's auras), and you have a limit to how many you can have out at a time (2 or 3)
And then the fifth class could be the ranged, agile one
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The character would be clerical in nature with one skill tree being light magic and one skill tree being dark magic. The third skill tree (assuming there will be 3), will be dedicated to melee attacks.
Should the player choose the light magic, the player would have auras that would heal team member, buffs, and other defensive attributes. Kinda like the paly. Also, the higher level light magic "cleric" may even emit light which would be visable by other players (increasing their light radius). This would be a very team-oriented skill tree.
The dark magic tree would be more offensive in nature. He could have auras that would increase damage to enemies, and probably some kind of life leach attributes. Higher level dark magic "clerics" would have a darkness surrounding them, which would also be visable to the other players.
Basically, the character would specialze in smaller weapons, shields, and maybe have the option to duel wield (?), being less powerful physically, but slightly faster than the barbarian.
Finally, i think what would make it cool is if the light skill tree is chosen, the characters skills would be more powerful in the lighter areas of the game, such as outside, near fires, and and in well-lit cathedrals, etc. The darker "cleric" would be more powerful in the darker areas of the game such as dungeons, and shadows, etc.
When not in their element (i.e. a dark "cleric" in a brightly lit room) the player could cast darkness, which would veil the "cleric" in shadows temporarily, thus increasing his/her skill power.
I dont know if D3 will have daytime and nighttime (like on WoW), but depending on the time of day, you have to use different spells.
Anyway, I think it would be a good alternative to bringing back our beloved paladin or necro... if its worth discussing, let me know what you think... If not, well i guess thats cool too. :rolleyes:
As you said, it would be a nice solution to the necro/paladin dilema. Would fill both roles, hopefully making fans of both happy, while also providing a secondary melee attacker, brilliant !
Main thing I like about it, is the light/dark choice that is made available. Makes specialization more important, while still leaving doorways open into the melee tree. It also gives the character a more "defined" feel, by this I mean you have clearly defined skill options, since the other tree would most likely be disabled upon choosing either light or darkness.
I could see the melee tree being renamed "neutral" or something, to keep with the overall feel of the character. It's also fairly neutral, since melee skills aren't really drawing on light or darkness, it's merely physical training and discipline.
I can't see the skill powers being affected by location and time, however. Players would simply wait until their skills are most strong to play, or just completely avoid areas that lessen their abilities.
Anywho, I like the idea man, hell of a good first post lol.
Speaking of which, welcome to the forums.
1)
What about those of us that play solo? That would pretty much make this whole skill tree useless. We could get a few of the skills maybe for our mercs (if they still have them) but I wouldn't waste too many points on that.
2)
None of the main bosses are really in "well lit" areas if you ask me, so once again, it would make going the light skill tree path seem kind of wasted once it came to boss fights. I guess depending on how big of a bonus they got. But I just don't really like that part of it at all.
Quick edit: I think the character at higher levels would be able to cast a spell of darkness/light, surrounding the chracter in darkeness or light, making him more powerful... and the higher the level, the longer the spell would last. Really, i guess it would almost be like the druid turning into a wearwolf and becoming more powerful for a period of time...
Though I'm not quite sure if your charcter will be over powered, he has dual wield, he can heal, he has other types of magic skills.
IMO a cool class idea a sort of time class. Their skill tree would be day and night, and they use this to their advantages, such as the sun gives you passive skills to make you much stronger. whereas at night time, you could have a skill where the enemies cannot see you until you attack them.
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I agree, never liked the Pally, and probably never will. They just seem like a boring class.
Always got bored once I railed up the damage-auras...
This class seems a nice alternative though, I'd like to see somehting like it in game.
On a side note, i know clerics are only supposed to use blunt objects or whatever. i'm just generically using the term "cleric" to describe a character that has both melee and magical skills.
On another side note, i think i may have been unclear earlier when i said the "light" skill tree would be very "team oriented." what i meant was that spells, buffs, etc. in this skill tree would be for the character casting them, but they would also help any team members who may be in range. In other words, this skill tree would still be very useful in solo play. Thanks for the comments everybody!
1) Demonic transformation - turn into one of several choices of evil beasts, each with their own separate advantage (maybe one could be ranged, one high hp, one high melee damage). You miss out on the fun of seeing your character's armor, but maybe weapons could still be visibly held.
2) Dark magic - anything that the Wizard and Warlock don't get to, mainly necromancer stuff, like bone skills and corpse explosion - monster explosion anyone?
3) Furies - furies would be unholy spirits that follow the demonologist and give party wide boosts (like the Paladin's auras), and you have a limit to how many you can have out at a time (2 or 3)
And then the fifth class could be the ranged, agile one