Superform + Movement + Mantra, that leaves you 3 Skills for Attacks.
/snip
Edit2: Also the "7"-sided Strike only hits 4 times
You say that like a movement skill can't be an attack skill. See: The runed Tumble, leap attack, and I think at least 1 rune for teleport will do damage either where you leave or where you land.
The same could apply to your mantra, activate it, get some damage, keep passive effect for standard duration (subject to runes). Maybe there's a movespeed mantra that causes you to attack multiple targets whenever you do something for the next X seconds (because your moving so fast from activating the mantra).
People had plenty of fun with 1-2 damage skills in D2, now you'll get 1-2 straight damage skills, plus a buff/movement/supermode skill and still have room for 1 more. Notice how if you had 7 skills you could get pretty much everything you would need without sacrificing? Now you have an additional layer of customization based on how many of what kind of skills you take.
I think the reason the monk uses a spirit staff sometimes is some skills demand a staff (which all monks wont be using) and so they decided on the spirit staff. I guess you could say why not use it if you have it but I guess they want continuity.
Uh, I forgot about the Runes Q_Q shame on me. But the thing is, why would I rune my Support Skill to do dmg? Wouldnt it be logical to rune it so that it gives me more support? Same with the Movement Skill... runeing it so that it gives more mobility sounds way more useful than runeing it to give some sort of dmg. Then again it depends on things like "Is the mobility the unruned version gives already enough"... :/ I guess we have to wait for the game to release to test these things.
That's the thing though, we don't know if it will move enough, or if the damage from the rune will be ridiculous or whatever, IT COULD BE ANYTHING!!!!!!! ::happy dance @ potential::
I mean, like looking at the barb abilities we know, he's got Leap Attack and Charge as movement skills, both which do damage by default. Maybe you can rune them to go over/through objects, maybe you can get leap attack to trigger a lesser Ground Stomp/Revenge/Seismic Slam type effect when you land. WHO KNOWS?!?!?!?!? And then he has sprint. Maybe you could leave a trail of fire behind you for the duration, then use LA and Ch. to cover the ground in fire (it seems like a lot of abilities have the ability to leave fire on the ground, so why not run with it?) (oh god that was a bad pun).
Maybe you can rune Ancient spear so that it pierces and you go to the last target it hits. If possible, I plan to make one character based as much as possible around movement effects.
But yeah 6 Skills definitely force you to make decisions thus adding to the customization.
Yeah, its going to be a bitch. Back in the day I always had over-sized MTG decks because I wanted all those cool abilities so I just left them in! Now I'm gonna have to be choosey. qq.
Hell yeah, all these skills look awesome, but I'm still sticking by Wizard for my first roll. Demon hunter rapid fire was sick. Wall of zombies/running skele's for the WD looks crazy too...
I ran in here because I found myself suddenly reading a thread that is titled "New Glass Skill's View". And I was like "Oh Wizard, oh what you had for me today."
Not a fan of the barb transformation, or the way he equips the weapon on his back during hammer of the ancients. Other than that though, everything looks pretty cool. WD is awesome!
You say that like a movement skill can't be an attack skill. See: The runed Tumble, leap attack, and I think at least 1 rune for teleport will do damage either where you leave or where you land.
The same could apply to your mantra, activate it, get some damage, keep passive effect for standard duration (subject to runes). Maybe there's a movespeed mantra that causes you to attack multiple targets whenever you do something for the next X seconds (because your moving so fast from activating the mantra).
People had plenty of fun with 1-2 damage skills in D2, now you'll get 1-2 straight damage skills, plus a buff/movement/supermode skill and still have room for 1 more. Notice how if you had 7 skills you could get pretty much everything you would need without sacrificing? Now you have an additional layer of customization based on how many of what kind of skills you take.
I would really prefer it if spells were cast through the weapon, like from the point of the staff, or sword or whatever.
I disliked how caster weapons in wow where basically back or hip ornaments.
That's the thing though, we don't know if it will move enough, or if the damage from the rune will be ridiculous or whatever, IT COULD BE ANYTHING!!!!!!! ::happy dance @ potential::
I mean, like looking at the barb abilities we know, he's got Leap Attack and Charge as movement skills, both which do damage by default. Maybe you can rune them to go over/through objects, maybe you can get leap attack to trigger a lesser Ground Stomp/Revenge/Seismic Slam type effect when you land. WHO KNOWS?!?!?!?!? And then he has sprint. Maybe you could leave a trail of fire behind you for the duration, then use LA and Ch. to cover the ground in fire (it seems like a lot of abilities have the ability to leave fire on the ground, so why not run with it?) (oh god that was a bad pun).
Maybe you can rune Ancient spear so that it pierces and you go to the last target it hits. If possible, I plan to make one character based as much as possible around movement effects.
Yeah, its going to be a bitch. Back in the day I always had over-sized MTG decks because I wanted all those cool abilities so I just left them in! Now I'm gonna have to be choosey. qq.
I might have been converted, the DH looks much more appealing right now...
MO>DH>BA>WI>WD might be my route...
http://www.soundcloud.com/salerno
Im sure this has been answered but is there a need for arrows/bolts for D3?
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