Throwing a blizzcon watching party at my house
- Moxjet200
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Member for 14 years, 9 months, and 22 days
Last active Mon, Aug, 7 2017 00:12:19
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Nov 1, 2016Moxjet200 posted a message on Blizzcon Virtual Ticket Giveaway - Tune in to See what news about Diablo is revealed!Posted in: News
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Jul 17, 2014Moxjet200 posted a message on 2.1 PTR Patch datamined - 2H Weapon Changes!Isn't the real problem the fact that with 2 one-handers you can get 2 emeralds vs 1 two-hander getting just one? If youre going for trifecta won't you always still want 2 one-handers?Posted in: News
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The 5th class has not been announced, but being a lover of the Zon of D2 and the hunter of WoW I'm highly optimistic that the 5th class will use bows or something of the sort.
I was talking a lot with my cousin about what we think could be the class mechanics and resource system for the unannounced class (which I understand is completely worthless) but we start conversing about how we loved the old school megaman games and how you could hold down a button to charge up an attack, release the attack and your resource goes back to 0.
So what do you guys think about this mechanic for a ranged physical class?
Example: Multishot -- hold down the mouse button for 2 seconds and it released 10 arrows, or just click to release 3.
Rapidfire like shot - click to shoot 3 arrows, hold down for a couple seconds and releases 10 arrows.
I think it would be an awesome new system and work really well with D3, I want to hear what everyone thinks!
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(D3 class skill contest)
- Falcon cannot die unless trainer is killed
Falconry
The Falconers and their falcons are inseparable. Raised side by side they have come to rely on each to survive in the wastes of their homeland, this connection making them as one in combat.
Tier 1
Aerodynamic - Increases the falcon's movement speed by (x)%.
Tear - Falcon uses its talons to tear into an enemy, doing (x) damage over (y) seconds.
Airborne - Falcon lifts his master into the air, avoiding all melee attacks for (x) seconds. Attacks are still able to be made while Airborne.
Linked Spirit - Both the falcon and the Falconer's chance to critically strike is increased by (x)%.
Prey on the Weak - (passive) When your falcon finishes off enemies with low health it heals the Falconer by (x)% of damage done.
Bird of Prey - Increases the physical damage of your falcon by (x)%.
Fan Projectiles - (passive) Falcon has a (x)% chance to knock projectile attacks to the ground if not already performing a command.
Sky's Rage - increases magic damage done by the falcon by (x)%.
Winged Guardian - (passive) Your falcon will intercept a fatal blow for you causing a high speed whirlwind encompassing you. immobile but invulnerable for (x) seconds. This effect can only occur once every (y) minutes.
Just as the Falconers train the abilities of their falcons, they hone their own bodies to the apex of speed and marksmanship.
Tier 1
Kick - Kicks the enemy back and stunning them for (x) seconds.
Flaming Arrow- Launches a flaming arrow, dealing an additional (x) fire damage.
Stability - Increases your attack rating by (x)%.
Explosive Shot- Launches an explosive arrow dealing (x) fire damage to enemies within (y) yards of the target.
Multishot - The Falconer attacks his enemies with unbelievable speed seeming to shoot more than one arrow at a time. Shoots (x)arrows at once in an arch.
Thirsting Arrow - Once the arrow has struck an enemy it pierces through them seeking a new target.
Evasion - Increases chance to dodge physical attacks by (x)%.
Speed of the Falcon - Increases your run/walk speed and your falcon?s attack speed by (x)%.
Birds of a Feather - You and your falcon's attack speed are increased by (x)%.
The sands are home to many dangers, from the venomous beasts to the suffocating sands. One who would master the desert and use its secrets as their own would be quite formidable indeed.
Tier 1
Scorpion Venom - You coat your melee weapon with scorpion venom causing your melee strikes to deal an additional (x) poison damage.
Quicksand - Using your knowledge of the desert, you turn the ground into quicksand, trapping any enemy falls into it for (x) seconds. The trapped enemy will call to its allies for help, luring nearby enemies to its location.
Snake Venom - You coat your melee weapon with snake venom causing your melee strikes to apply a venom dealing (x) poisondamage over (y) seconds.
Sand Wall - You call upon the sand of the desert to block you from your enemies? attacks. Lasts (x) seconds.
Spider Venom - You coat your melee weapon with spider venom causing your melee strikes to paralyze your enemies for (x) seconds.
Oil Pot - you hurl a clay pot at your enemies, covering the area with oil, disorienting enemies for (x) seconds. A flaming arrow will ignite the area dealing (y) fire damage every second for the duration.
Sand Monitor Venom - You coat your melee weapon with desert monitor venom causing your melee strikes to confuse your enemies making them turn on each other for (x) seconds.
Assassinate - You appear behind your enemy stabbing it in the neck dealing (x)% increased damage, only effects one target. This causes very high damage but leaves you susceptible to your surroundings.
Mercenary Madness - Teleports the Falconer behind his target from a max distance of (x) yards, Spinning frantically the Falconer inflicts its enemies with Snake, Scorpion, Spider, and Monitor venoms. Does physical damage as well as the poisons. Higher ranks of the venoms increase this skills damage.
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Made in conjunction with KQkyle who wrote lore for this class
(haha yes KQkyle and I are different people, worked seperately, we're cousins)
http://www.diablofans.com/forums/showthread.php?p=441723#post441723
Really hoping to get to Blizzcon this year! Good luck to everyone