Will we be seeing a return of elixirs from Diablo I or anything similar to oils (which added temporary buffs to items) from Hellfire (even though it was a Sierra product)? How about antidote, thawing and/or stamina potions returning from Diablo II? Basically, what types of potions should we expect, aside from the usual health and mana ones?
A link for those of you whom may not remember some of the aforementioned items.
- psyfect
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Member for 15 years, 9 months, and 25 days
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Jul 9, 2008psyfect posted a message on Activision and Blizzard Are One[- Removed -]Posted in: News
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Jul 4, 2008psyfect posted a message on WWI - Diablo III Concept ArtThis is one of the coolest drawings I've seen in a long time. I (edit: had) it as my desktop background. After reading a discussion on what the witch doctor's voice might sound like, I'm really looking forward to hearing it. I hope he sounds like rakanishu (in a unique way, of course), ha ha.Posted in: News
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Jun 27, 2008psyfect posted a message on Diablo 3 Forum Template Goes Up On Battle.Net!I honestly feel this is a cover up for the original find of the d3-general 'forums are down' error. It appears people caught on while they were preparing for the release and they attempted to downplay it.Posted in: News
For those whom may not know, this started out with a simple error when navigating to d3-general and the only other site that did it was wow-general, not even d4-general. - To post a comment, please login or register a new account.
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Life is working as intended.
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I don't see how the Wizard is a combination of the Sorcerer and Amazon, though. Taking a note from your Barbarian logic, I'd say it's more "Sorcerer + Sorceress." I also think the Witch Doctor/Druid is a bit of a stretch.
Taking the list of characters and identifying which ones are left, is a bit easier, however and that would prove useful, since It has already been said that the final class is one that has been used in the past (don't remember the source to cite it).
That means (in order of introduction):
1. Warrior: Barbarian
2. Sorcerer: Wizard
3. Rogue: ?
4. Amazon: ?
5. Assassin: Monk
6. Necromancer: Witch Doctor
7. Barbarian: Barbarian
8. Paladin: Monk
9. Sorceress: Wizard
10. Druid: ?
So, realistically, it's either the Rogue/Amazon or Druid; if they decide to keep the 'returning' character theme.
We have two potential concept arts indicative of both classes too (way to be tricky Blizzard).
Actually, that leaves you with Bard, Monk, Rogue, and Sorceress. Technically you used Sorcerer, which is essentially synonomous with sorceress, so we could eliminate that one (which, I'm guessing, is why you didn't list it).
We could also eliminate Monk and Bard, since Blizzard already stated they don't consider Hellfire to be a part of the diablo universe. The only one left is the Rogue, but if you disregard the nomenclature difference, it's basically the same concept as as an Amazon, so we could remove that too, just like the Sorceress.
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You wouldn't be doing anything with Crippling wave in that progression because you'd be utilizing stage 3 of Crippling Wave, which refreshes the debuffs applied from stage 1 and 2 of Crippling Wave, which you didn't use.
Personally, I think the best combo thus far is Crippling Wave (1) -> Crippling Wave (2) -> Exploding Palm (3) -> ? (1) -> 100 Fists (2) -> Crippling Wave (3) [if the debuffs last this long and/or if the mob is still up].
This way you add debuffs, and set them to explode when you finish them off, which 100 fists should hopefully do.
I can't decide on the ? because the first iteration of 100 fists has such little damage, there's no need for another iteration of "Crippling Wave level 1," and (if I remember correctly) Exploding Palm level 1 does weak damage as well.
If normal attacks count as a stage, maybe I would just toss one in for 100% damage, but I doubt they do. So if they don't, I'll go with the most powerfull stage 1 attack that does count to get me to the 100 fists stage 2.
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Paladin:
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I was thinking, however, that you may like the idea of an exhaust system. The more powerful a spell is, quick succession of spell casting, how much damage your character takes, etc., could determine a characters "recuperation level" (an algorithm reflecting your mana/health regeneration).
Things like:
This would certainly add to the "+hp/mana over time" usefulness found in items. It could also help teammates know when a good time to grab a health globe would be.
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Who's a pretty kitty? Get the yarn pretty kitty!
Edit: I'm sooo just kidding. I just didn't want to pass it up.
Double edit: I fell for it.
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Double edit: Actually, aside from the upright position, I think it looks pretty good:
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A link for those of you whom may not remember some of the aforementioned items.
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Kind of like you were saying rushing would conflict with respeccing, which seems like a good thing.
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In short, I hope this doesn't mean a character isn't viable and/or fun in PvP unless it's max level is reached. They'd be sacrificing fast leveling and the ability to create multiple types of characters in lieu of creating one powerful character with well placed skills (which one could do anyway without respecing, and it's not that difficult).
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