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    posted a message on D3 items?
    I think you should more ability to customize your players look. I think you should be able to buy features on your armor. Like you could add a horn to your helmet or wings on your boots or spikes to your armor. You could also buy arms (like patchs) you could place on your char. This could indicate your playstyle, clan, or whatever.
    Posted in: Diablo III General Discussion
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    posted a message on Best MFing Class
    I like barbs. Good doing one to one on bosses. With their passive speed boosts they can cruise. I also like to use howl (esp on bones fetishs) That way you can just cruise straight to the big boss drops.
    Posted in: Diablo II
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    posted a message on The Alchemist (WARNING:READING INVOLVED)
    Thanks for feedback guys, I appreciate it. Just a few comments back.

    I remember Anya is an alchemist, so not too far off from future. If they have magical "traps" I don't see how gasmasks or machines would be so far off, and plus it's all about design, if you don't make it look futuristic it wouldn't be futuristic. Also potions and throughout the game, I think making a char solely with potions isn't far off either. Overall I don't know how it doesn't fit with Diablo cause there are alchemist themes all over the place.

    Batteringram- Thanks for the history of alchemy. But there are actually still alchemists around, just that they believe using chemicals and such is spiritual. Their's a whole group of filmmakers that do that shit. Look into Kenneth Anger and what not.

    Ghostz- They're opinions. They're called opinions cause they are opinions. Before you go patting yourself on the back remember facts are right/wrong, not opinions. Someone can "agree with you, but that is all it is. But thanks for you honest answer anyways.
    Posted in: Diablo III General Discussion
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    posted a message on The Alchemist (WARNING:READING INVOLVED)
    Hola. Been awhile since I've posted, and I'm still not going to post. Instead just copying and pasting an old post now that we have more readers. Below is an idea for a new char. Yes, I know there is READING, and if you don't like words than just skip this post and don't bother responding about how you hate to read. Instead, give me some feedback and let me know what you think. Thanks.

    **************

    The Alchemist

    *First off I want to give a shout out to EventfulHoryzon to beating me to the punch with this one. I had this idea awhile ago but I was still working it out. Anyhow, I appreciate his recognition of the class and his ideas (I may have stolen some from you)

    Story: Tired of constructing various chemical weapons for the use against evil the Alchemists of (insert place) decided to confront the evils of their world head on. The Brotherhood of Alchemy is a secret sect of scientists who keep their well researched methods a strict secret to its members. With a mission to progress science as well keep their weapons out of hte hands of evil the Alchemists have aiding many societies and groups including providing the mythical Assassins with their traps. Armed with their various concoctions and other war machines the Alchemists rely on science alone to combat evil. Using gas masks to protect themselves from their own weapons and hiding behind giant towering shields the Alchemist would rather control the battle from afar than rush directly into it. Using mechanical servents to draw the brunt of their enemies attack the Alchemist attacks from afar with his various chemical agents.

    Model: The Alchemist is a long range class with over time affect attacks. Many of his skills poison/lower defense or cause other symptoms to the enemy. Unlike the Amazon who kills from afar the Alchemist causes damage across the board from afar. Along with his potion skills he is also able to create large robotic GOLEMS. Unlike the other summoning classes the Alchemist only summons a single Golem at a time. What he lacks for in numbers, however, he more than makes up for in pure brawn.


    Unique Item: The unique item would be different helms shaped like gasmasks. The more potent his potions the more protective eye/breathing gear he needs. The masks would increase his skills in chemistry mostly, but other skill trees as well.


    SKILLS
    (merely ideas for the time being, so not complete)

    CHEMISTRY TREE
    *UnlikeEvent's potion use and ingredient idea these potions need no ingredients. Like the Amazon's javalin or bow skills a potion is magically transformed into the potion mentioned below. A potion MUST be armed in order to cast the spell and once cast the stock of potions is depleated by one, again like the javalin or bow skills

    Dragons Breath Studying the glands of the dragon the Alchemist was able to extract a fiery substance which is the base of this potion. Like a molotov cocktail from hell upon contact this substance spreads out in an area and ignites all it touches, including the ground. (Creates a large area of flames where potion hit burning all over time and chance of igniting enemies. AOE, duration and damage all increase with lvls).

    Universal Solvent The most guarded recipe of the Brotherhood of Alchemy. This potion dissolves anything it touches, organic or inorganic. (Large ammount of innitial damage, with damage continuing over time. Also creates large drop in defense for same time)

    Flash Powder While gunpowder has been around for years it was the Brotherhood of Alchemy that first initiated its use in weapon form. Upon impact the powder combusts creating a high intensity flare of light. This light momentarily blinds the enemy and stuns them as well. (Stun for period, then lower attack rating for given time)

    Phophorous Powder Normally used in fireworks this powder is designed to mark enemies, making them easier to hit in the dark. Once the vessel breaks a light powder spreads everywhere coating the enemy and giving making any organic matter glow. (Lowers defense of enemy and increases attacker Attack rating in AOE).

    Virile Gas A considerable improved gaseous agent compared to their Rancid/Choking/Strangling versions. While similar this gas is a much more effective method of poisoning the enemy. (Similar to potions mentioned but much deadlier)

    Nitrogen Gas Believed to derived from the Arreat this gas seems to freeze any organic substance, both slowing their movement and destroying organic matter. (Cause large AOE cold damage and slows as well)

    Improved Concentration By improving on the chemicals concentration of ingredients the Alchemist is able to create smaller vials with similar results. (Increases the number of potions the Alchemist can carry)

    GOLEM TREE
    *Yes, I know Necromancers usually have Golems. But here Alchemists do. But don't worry, Necromancers will have lots of guys to replace. Like zombies, spiders, etc... Necros more on mass armies, Alchemist more one strong guy. Also, all Golem spells require a lot of gold to summon, but will stick with you through saves. The more powerful the golem the more gold. The trees run in three parallel lines, each golem being able to be summoned at a different level. Iron-Steel-Gold.

    Iron Golem The powerhouse of the Golem Tree. The Iron Golem is steam powered with a thick iron hull able to take a lot of damage. Attacking with large fists the iron golem attacks relentlessly less worried with form and more concerned with results (Summon defensive golem)

    Improved Pistons With increased effiecency in the piston mechanism the Iron Golems punches attack with greater power. (Chance to cast "bash" upon hit increases)

    Shoulder Charge Being a machine with massive bulk has its advantages. Having the inability to show or feel fear the iron golem rushes himself into a large group of enemies with little regard to himself. (Randomly casts "charge")

    Magnetic Aura Using the iron ore with the Golems body and secretive methods the Alchemist is able to use the iron golem as a magnet of enemies. Whether it is the blood of demons or the evil impulses that are drawn to the golem it is unknown, but either way it draws attention away from the Alchemist. (Iron Golem randomly casts "taunt".)

    Engine Efficiency By increasing the efficiency of the iron golems steam engine the golem simply lasts longer (More HP)

    Steel Golem Having double the strength of the iron golem with less weight the Alchemist has designed the steel golem with one thing in mind: damage. Armed with two blades instead of hands the steel golem runs quickly through the battlefield and slashes all in sight. Run by electricity all lightning attack increases hitrate and heal the steel golem. (Summon an offensive Golem)

    Improved Blades using various diamonds the sharpen the blade hands of the steel golem the Alchemist is able to keep an edge that stays sharp even after cutting through a hundred bodies. (Increases damage/hit rating.)

    Serated Edges By creating serated edges the alchemist enables the steel golm to not only cut flesh but tear it as well. (Increased chance to cause bleeding would.)

    Top Torso By installing a 360 joint at the steel golems mid-section the golem is able to spin like a tornado through the battle field, shredding all opponents (randomly casts whirlwind)

    Improved Alkaline With an improved battery the steel golem is able to function more effiently with the same ammount of power (increases attack speed)

    Gold Golem While the most expensive golem to create the Gold is the most rare of golems. Completely loyal and highly effient the Gold Golem is the embodiment of all that the Brotherhood of Alchemists stand for: perfection, knowledge, craft. Intricate patterns decorate this brilliantly crafted machine. Running by a combination of magical conjuration and clockwork mechanisms the Gold golem functions as a sort of assistant mage to the Alchemist (Summons a magic based golem)

    Shimmering Coat By adding magical polishes to the gold golem's already intimidating nature the very sight of the golem itself causes monsters to flee. (randomly casts "terror" on monsters)

    Buffed Coat By shining its polished surface the golem refracts even the smallest ammount of light to brighten any dark area (increases light radius of golem. Randomly casts "critical sight")

    Ice Beam Using Saphire gems the gold golem focuses a laser of concentrated cold onto the enemy (randomly shoots an ice laser at target)

    Also can cast Fire Beam and Lightning Beam

    METALLURGY
    *these mostly serve as the alchemists passive skills. I am not all the way through here either, and I've been typing forever so these might be brief

    Outer Plating Skilled with rivets and metal the Alchemist is able to add additional plating to his already montrous golems. (Increases golems defense)

    Midas Touch A secret seconded only by the Universal Solvent potion, this ability allows the Alchemist to turn any metal into gold. (Turn any item in inventory into gold. Saves trip into town to sell. While you could probably sells items for more [uses weight of matter versus its combative value] this spell allows you to keep an empy inventory for those items you really want).

    Alloy Construction By mastering the creation of metals the Alchemist is able to reinforce his shield so that it is more effective in combat (increases shield defense)



    ** Well that's all folks. Please let me know what you think so far. If these work. Also feel free to add onto him. Also, as I mentioned in another post I think every char should have 4 skill trees. Please help me think of a 4th. Anyhow, enjoy.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on The Alchemist
    The Alchemist

    *First off I want to give a shout out to EventfulHoryzon to beating me to the punch with this one. I had this idea awhile ago but I was still working it out. Anyhow, I appreciate his recognition of the class and his ideas (I may have stolen some from you)

    Story:
    Tired of constructing various chemical weapons for the use against evil the Alchemists of (insert place) decided to confront the evils of their world head on. The Brotherhood of Alchemy is a secret sect of scientists who keep their well researched methods a strict secret to its members. With a mission to progress science as well keep their weapons out of hte hands of evil the Alchemists have aiding many societies and groups including providing the mythical Assassins with their traps. Armed with their various concoctions and other war machines the Alchemists rely on science alone to combat evil. Using gas masks to protect themselves from their own weapons and hiding behind giant towering shields the Alchemist would rather control the battle from afar than rush directly into it. Using mechanical servents to draw the brunt of their enemies attack the Alchemist attacks from afar with his various chemical agents.

    Model: The Alchemist is a long range class with over time affect attacks. Many of his skills poison/lower defense or cause other symptoms to the enemy. Unlike the Amazon who kills from afar the Alchemist causes damage across the board from afar. Along with his potion skills he is also able to create large robotic GOLEMS. Unlike the other summoning classes the Alchemist only summons a single Golem at a time. What he lacks for in numbers, however, he more than makes up for in pure brawn.


    Unique Item: The unique item would be different helms shaped like gasmasks. The more potent his potions the more protective eye/breathing gear he needs. The masks would increase his skills in chemistry mostly, but other skill trees as well.


    SKILLS
    (merely ideas for the time being, so not complete)

    CHEMISTRY TREE
    *
    Unlike Event's potion use and ingredient idea these potions need no ingredients. Like the Amazon's javalin or bow skills a potion is magically transformed into the potion mentioned below. A potion MUST be armed in order to cast the spell and once cast the stock of potions is depleated by one, again like the javalin or bow skills

    Dragons Breath
    Studying the glands of the dragon the Alchemist was able to extract a fiery substance which is the base of this potion. Like a molotov cocktail from hell upon contact this substance spreads out in an area and ignites all it touches, including the ground. (Creates a large area of flames where potion hit burning all over time and chance of igniting enemies. AOE, duration and damage all increase with lvls).

    Universal Solvent The most guarded recipe of the Brotherhood of Alchemy. This potion dissolves anything it touches, organic or inorganic. (Large ammount of innitial damage, with damage continuing over time. Also creates large drop in defense for same time)

    Flash Powder While gunpowder has been around for years it was the Brotherhood of Alchemy that first initiated its use in weapon form. Upon impact the powder combusts creating a high intensity flare of light. This light momentarily blinds the enemy and stuns them as well. (Stun for period, then lower attack rating for given time)

    Phophorous Powder Normally used in fireworks this powder is designed to mark enemies, making them easier to hit in the dark. Once the vessel breaks a light powder spreads everywhere coating the enemy and giving making any organic matter glow. (Lowers defense of enemy and increases attacker Attack rating in AOE).

    Virile Gas
    A considerable improved gaseous agent compared to their Rancid/Choking/Strangling versions. While similar this gas is a much more effective method of poisoning the enemy. (Similar to potions mentioned but much deadlier)

    Nitrogen Gas Believed to derived from the Arreat this gas seems to freeze any organic substance, both slowing their movement and destroying organic matter. (Cause large AOE cold damage and slows as well)

    Improved Concentration By improving on the chemicals concentration of ingredients the Alchemist is able to create smaller vials with similar results. (Increases the number of potions the Alchemist can carry)

    GOLEM TREE
    *Yes, I know Necromancers usually have Golems. But here Alchemists do. But don't worry, Necromancers will have lots of guys to replace. Like zombies, spiders, etc... Necros more on mass armies, Alchemist more one strong guy. Also, all Golem spells require a lot of gold to summon, but will stick with you through saves. The more powerful the golem the more gold. The trees run in three parallel lines, each golem being able to be summoned at a different level. Iron-Steel-Gold.

    Iron Golem The powerhouse of the Golem Tree. The Iron Golem is steam powered with a thick iron hull able to take a lot of damage. Attacking with large fists the iron golem attacks relentlessly less worried with form and more concerned with results (Summon defensive golem)

    Improved Pistons With increased effiecency in the piston mechanism the Iron Golems punches attack with greater power. (Chance to cast "bash" upon hit increases)

    Shoulder Charge Being a machine with massive bulk has its advantages. Having the inability to show or feel fear the iron golem rushes himself into a large group of enemies with little regard to himself. (Randomly casts "charge")

    Magnetic Aura Using the iron ore with the Golems body and secretive methods the Alchemist is able to use the iron golem as a magnet of enemies. Whether it is the blood of demons or the evil impulses that are drawn to the golem it is unknown, but either way it draws attention away from the Alchemist. (Iron Golem randomly casts "taunt".)

    Engine Efficiency By increasing the efficiency of the iron golems steam engine the golem simply lasts longer (More HP)

    Steel Golem Having double the strength of the iron golem with less weight the Alchemist has designed the steel golem with one thing in mind: damage. Armed with two blades instead of hands the steel golem runs quickly through the battlefield and slashes all in sight. Run by electricity all lightning attack increases hitrate and heal the steel golem. (Summon an offensive Golem)

    Improved Blades using various diamonds the sharpen the blade hands of the steel golem the Alchemist is able to keep an edge that stays sharp even after cutting through a hundred bodies. (Increases damage/hit rating.)

    Serated Edges By creating serated edges the alchemist enables the steel golm to not only cut flesh but tear it as well. (Increased chance to cause bleeding would.)

    Top Torso By installing a 360 joint at the steel golems mid-section the golem is able to spin like a tornado through the battle field, shredding all opponents (randomly casts whirlwind)

    Improved Alkaline With an improved battery the steel golem is able to function more effiently with the same ammount of power (increases attack speed)

    Gold Golem While the most expensive golem to create the Gold is the most rare of golems. Completely loyal and highly effient the Gold Golem is the embodiment of all that the Brotherhood of Alchemists stand for: perfection, knowledge, craft. Intricate patterns decorate this brilliantly crafted machine. Running by a combination of magical conjuration and clockwork mechanisms the Gold golem functions as a sort of assistant mage to the Alchemist (Summons a magic based golem)

    Shimmering Coat By adding magical polishes to the gold golem's already intimidating nature the very sight of the golem itself causes monsters to flee. (randomly casts "terror" on monsters)

    Buffed Coat By shining its polished surface the golem refracts even the smallest ammount of light to brighten any dark area (increases light radius of golem. Randomly casts "critical sight")

    Ice Beam Using Saphire gems the gold golem focuses a laser of concentrated cold onto the enemy (randomly shoots an ice laser at target)

    Also can cast Fire Beam and Lightning Beam

    METALLURGY
    *these mostly serve as the alchemists passive skills. I am not all the way through here either, and I've been typing forever so these might be brief

    Outer Plating Skilled with rivets and metal the Alchemist is able to add additional plating to his already montrous golems. (Increases golems defense)

    Midas Touch A secret seconded only by the Universal Solvent potion, this ability allows the Alchemist to turn any metal into gold. (Turn any item in inventory into gold. Saves trip into town to sell. While you could probably sells items for more [uses weight of matter versus its combative value] this spell allows you to keep an empy inventory for those items you really want).

    Alloy Construction By mastering the creation of metals the Alchemist is able to reinforce his shield so that it is more effective in combat (increases shield defense)



    ** Well that's all folks. Please let me know what you think so far. If these work. Also feel free to add onto him. Also, as I mentioned in another post I think every char should have 4 skill trees. Please help me think of a 4th. Anyhow, enjoy.

    Posted in: Diablo III General Discussion
  • 0

    posted a message on skill ideas
    I like many of the ideas on here so far, so here is my 2 cents.

    Customizable features: Yes. I think faces, skin color, height, sex, weight, everything should be customizable. You should also be able to buy additional clothes, maskes, or have your current weapons and armor customized for a price. You could add horns onto you helm, or add steel toes to you boots, or spikes onto your gloves etc... While these additions wouldn't add bonus' onto your equipment it could let you further aesthetically customize your character. All of these would cost gold, and I think it give you something else to do with all of the gold your character aquires.

    Ability to Purchase Additional Inventory: Along with your personal stash along the way there would be many other options to hold your gear. Who said mules had to be a lvl 1 Amazon? Purchase a real mule to hold your extra gear. Perhaps you could purchase a camel, then additional cargo bags on each side. You would have to feed these animals but the extra space is well worth it. Or for an day by day fee you could buy storage from an NPC. While this would cost a lot of money the space you do get would be much much more than your normal private stash.

    Banks/gambling/coluseum: In Diablo 3 you should have many more options to how you would like to spend your money. Perhaps buying bonds or investing your money. Or go to a tavern and gamble on local dice or card games. Or perhaps what PvP duels in the coluseum and place bets.

    As far as skills go (I know, the original topic) I think each Char should have at least 4 skill trees. I also think you should have the ability to unlearn some skills. I think there is nothing more frustrating when you've spent hours on a character and you wish you could go back to square one with them. Of course this would cost a price but I think it'd be worth it. So what new skill trees you ask? Here are some ideas:

    Barbarian- Totems (Similar to grim ward idea but can be created anywhere. Animal themed and give off aura or other benificial effects)

    Amazon- Warcries. Similar to Barbarian, but different affects overall. I mean Amazons are warriors too, of course they have their own war cries. Increase attack rate, attack rating, increase dodge chances, etc...

    Sorceress- Enchantments. Ability to enchant characters/allies with magic. Some include vampiric touch, knockback, mana burn, etc...

    Necromancer- Dark Arts. Unlike Bone and Poison magic where bones are summoned or someone is poisoned. Here the necromancer summons dark energy to do his bidding. He is able to drain life from afar, summon darkness to blind enemies, smite minor beings, create claws from the shadows to hold down and scatch his enemies, etc...

    Paladin- Shield (I think the shield abilities should shine in D3. Possibly ability to block other, reflect missles, reflect spells, shield bash, charge, etc... Also leaves room for more offensive manouvers)

    Druid- Green magic. Drawing upon the energies of the forest the druid is able to create vines to entangle his victims, summon treants to assist him, thorn walls to slowly injure his enemies, or summon giant forrests to slow down impeding enemies.

    Assassin- I think charges and finishing moves should have 2 seperate categories. Depending on level of charge the number of charges you can add after ward depend on which charge you begin with/what level. Perhaps up to 8 charges maybe? The flexibility here would allow for more finishing moves.

    Anyhow, those are some ideas. Let me know what you think.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Characters
    Talk about any ideas for characters (new or old) and their skills.
    Posted in: Diablo III General Discussion
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