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    posted a message on Blowdarts for the WD
    I'm sure all of you remember the little Flayers with their little blowdarts.

    So I'm surprised that the Witch Doctor doesn't have a blowdart skill, or even a class-specific blowdart weapon class.



    I don't know about you, but somehow I feel that the Witch Doctor should be using one of these. It'd be like arrows, with different tips for different effects.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on Loot System / Town
    Blizzard has already stated that D3 has player-specific drops. If a party of 3 kills a boss, each of those three players will have different items drop. The items are not class specific, so a WD can still find a Barb axe, but it stops players from fighting in a fray for drops, while still letting trade thrive.
    Posted in: Diablo III General Discussion
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    posted a message on Suggestion: Templar Class
    Quote from "Ody" »
    Last Rites sounds fucking awesome.

    And although you say it isn't a Paladin 2.0, the spells / spell tree sound very "Light-esque." Unless you were going for a Holy Assassin, which seems kind of like an oxymoron.

    It is a holy assassin. Like the Opus Dei from The Davinci Code. It is meant to take the role of the Paladin as a caster/fighter/support class, but play different enough to be to the Paladin as the Witch Doctor is to the Necromancer.
    Think of it as the balanced class. It's not as strong as the barbarian, it's spells aren't as powerful as the wizard. The Templar doesn't really excel in any one area, its like the "sample" class, giving a taste of many different playstyles.

    When you see a Barbarian, you know the general idea is close combat. When you fight a wizard, you'll know to expect ranged and element based attacks. But because the Templar is a mix of everything, you never really know whats comming. Did they go buffs, or annoyance spells, or offensive spells, or ranged, or melee, etc.
    Posted in: Unannounced Class
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    posted a message on Suggestion: Templar Class
    Quote from "Elder" »
    You guys, this isn't a paladin. No Heavy Armor, no Sheild, No Auras (all of which are essential parts of the pally). The name sounds paladin, but if you look past that, this is a very very different class. It's not a knight, it's an assasin. Oh, and if you read the post, he said that he designed the skills back for D2, not D3 and was hoping for changes.

    That said, I do have my criticism. It sounds like you put a lot of thoughtand effort into these skill names, and while I hate to knock that, I'm not sure all of them would fit. For example: Hand of God. As far as we know, there is no monotheistic religion in all of sanctuary. Or say trinity: The only group of 3 who would be close to that title in sanctuary are the Triune, the 3 prime evils, and I wouldn't compare them to the Holy Trinity. Please understand, I am a Christian myself and like the names, but they wouldn't fit into this mythology.

    I realized this as well, which is why I'm asking for help converting it into both a more lore-appropriate and D3 skill tree appropriate format. I'd like to know which skills you all think would be best to keep active, what kind of passives they should get, as well as name changes and any changes to how the skills should work (ie. party buffs vs. auras)
    Posted in: Unannounced Class
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    posted a message on The Spark Of Imagination
    I'd like to discuss fire and electricity (or if you prefer, lightning) in D3. Poison and Cold both have purpose, effects that are useful. But fire and electricity are both sub-par when compared.

    In D2, fire was useless. Everything was immune to in on Hell difficulty, and it didn't have the highest damage threshold of the 4 elements anyway. It had no added bonuses like damage over time or slowing effects. It didn't spread. It's only useful attribute was its ability to stay around in an area for a short time with some spells, like Meteor or Firewall.

    In D2, I personally hated lightning. It had the widest range of damage possible, and highest maximum, but I always seemed to hit on the low end with any spells. It's only advantage was that there were few monsters immune to it. Basically, I found it useless, especially compared to cold spells which had more certain damage, many had AoE, and could slow/freeze. Now, in D3, electricity has been made even more like cold spells, with the ability to stun as well. Why would we need two elements who act almost the same?

    This thread is for ideas to improve fire and lightning in D3. Either skills or the effect of element bonuses to weapons. It can also be to discuss the addition of a new element, the wizard's Arcane magic, and what kinds of effects it should have to really make it a separate, useful element.
    Posted in: Diablo III General Discussion
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    posted a message on Suggestion: Templar Class
    I debated for awhile if I should join this forum to post my idea here. It was originally designed in a Diablo 2 type layout, before any revealing of how stats or skills and bonuses worked in D3.
    However, I still feel many of the abilities could work, and some are even already in the game in a way (ex. Covenant = Witch Doctor's summons). Thus, I'm just going to put it out there as it was originally, and maybe it can be adapted into a D3 ready class.

    So, we know that Blizzard has already created the classes they plan to use in D3. But that doesn't mean I can't suggest my own class: The Templar. Basically, a holy assassin sent by the church, embodying aspects of the Paladin and Assassin from D2. The Templar would have healing abilities and holy powers, combined with stealth, agility, and a good combination of ranged, melee, fast and strong attacks. And yes, it is totally a ripoff of Assassin's Creed.

    Diablo 3 Templar


    Starting Stats
    Strength: 15
    Dexterity: 25
    Vitality: 20
    Energy: 20

    HP: 50
    Stamina: 90
    Mana: 20

    Each Character Level
    Life: 2
    Stamina: 1.5
    Mana: 1

    Attribute Point Effect
    + 1 Vitality gives 2 Life
    + 1 Vitality gives 1 Stamina
    + 1 Energy gives 1.5 Mana

    Path of Enlightenment (Party Buffs)
    Prayer - Mana loss to regain HP
    Meditation - HP loss to regain mana
    Salvation - Increase immunities and armor
    Steadfast - Increased movement speeds and attacks cannot be blocked or flinched
    Devotion - Increase overall damage, attack speed, and accuracy
    Crown of Thorns - Reflects damage back at attacker or the closest enemy if ranged
    Sanctuary - Increases damage versus undead
    Shrine - Increases damage versus demons
    Shadow - Increases damage versus angelics (if must fight in game)
    Eucharist - Steals life and mana from enemies upon their death (can only be casted on self)

    Path of Purity
    (Spells)
    Discipline - animation of the Templar flogging themselves in the back, charges up power for next attack
    Righteous Light - A blinding flash of holy light that works like Cloak of Shadows, blinding foes in a radius
    Covenant - unleashes temporary poisonous animals to tank damage
    Heavenly Voice - Passive chance to dodge attacks (as if a guardian angel is telling you where they'll hit)
    Sacrifice - Uses HP instead of mana to cast spells
    Bloodletting - adds "open wounds" to attacks
    Holy Orders - All skill levels increased by 1
    Last Rites - creates an "enlightened" area where new monsters cannot enter, and prevents nearby corpses from being used (e.g. for Corpse Explosions or from being revived by an enemy resurrecter).
    Seventh Day - temporarily cancels all opponents buffs and abilities
    Crucify - causes target monster to be attacked by other monsters

    Path Of Retribution
    (Attacks)
    Blade Mastery - improves use of daggers, throwing knives, swords, and shurikens
    Halo - send out volley of knives or shurikens in an AoE, dealing lightning damage
    Angel Wing - Templar spins around using their sword or knife as an AoE attack
    Hand of God - Punch with a chance of Deadly Strike
    Divine Intervention - Powerful kick with large knockback
    Trinity - Attacks three times in quick succession
    Bramble - burning bushes sprout up creating AoE fire and lightning damage
    Heretic - Attack designed specifically to counter angelics (if must fight in game)
    Knife's Edge - A fast, powerful running charge attack, used against ranged units or to dodge their attacks
    Penance - Instantly kills a non-hero/boss unit for a high MP cost and long cooldown
    Posted in: Unannounced Class
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