So far my last few class ideas had some fairly positive responses, and I've come up with tow more. I've actually tried formating this. Here we go
1.
Name(s): Templar. Possible other names: Centurion.
Culture model: Greco-Roman, emphasis on the Roman, early Christian era
Where they're from in Sanctuary: Skartarra, Skovos, or Philios
Description: Melee fighter, specializing in swords (ideally short ones like Gladius'), Sheilds ans Spears. As Guardians of Temples and Holy Relics, they also channel the powers of the High Heavens.
Skills Sample: Holy Charge: Rushes and enemy, and Bashes them hard (offensive fighting); Sheild Bash: Do I have to explain it (defensive fighting)? Impale: uses a Spear to stop an enemy cold in it's tracks and do massive damage (offensive, but could be used well with the sheild bash to keep your enemy at arms length); Blinding Light: Calls down light form heavens, Blinding enemies in an AoE (divine). Sheild Throw: Think Captain America. The Sheild does come back btw (Defensive).
Potential Draws: It's a Paladin with a different feel and different feel to it. 'Course that didn't stop the Wizard.
2.
Names: Medium. Alternative names: Ritualist (stolen from Guild Wars), Channeler, Witch.
Culture Model: Gypsies and Wandering Fortune Tellers
Where they're from in Sanctuary: Aronoch, Khanduras, or really anywhere, they move a lot.
Description: Dark spellcaster. They channel the spirits of the Dead to do their bidding. They have to be careful though, as the spirits are often difficult to control, and sometimes they end up causing trouble.
Skill Trees: Channeling (Buffs), Affliction (Debuffs and magic attacks), Control (cool tricks)
Skillz sample: Spirit of Rage: Fills caster or target ally with massive rage, causing them to charge up to whomever they attack and attack speed is increased. Draws include that it always brings you up close, so it may not be best for casters or other ranged fighters (chaneling). Spirit of Awareness: Buff to reflexes, draw in that sometimes you see enemies that aren't there. Spirit of Fear: Cast on target enemy. Each time this enemy is hit, it has the potential to make them run (affliction). Spirit of Vengeance: Each time target creature attacks, they take damage (affliction). Astral projection: Medium's spirit leaves the body, and astral form comes out. Astral form can cast spells and is vulnerable to spells, but is both immune to physical damage and incapable of inflicting it. Body is still vulnerable (control). Displacement: Removes spirit from enemy creatures body for a short period of time, in which they can no longer take or give physical damage, although spells are still effective. (control). Soul Drain: Don't make me explain it (control). Exorcism: Does massive damage to spiritual enemies, whether they're naturally spiritual on their own, or if you made them so with displacement (control).
Potential Draws: We already have enough Spell casters for now, although there may be room for one or two in an expansion. That, and I may have gone too far by adding draws to the spirit buffs.
Basicly I tried to make the second one someone who plays with spirits and who sometimes gets in a little over their head.
hi! firs sorry about my english, is to basic, i hope you can understand me. ok
i think the first class is interesting but i call it just TEMPLAR, cause the centurion is before medieval age, and diablo is based in a medieval #fantastic# age time line, and templars was a fabulous warriors, i think the templar name is correct.
So far my last few class ideas had some fairly positive responses, and I've come up with tow more. I've actually tried formating this. Here we go
1.
Name(s): Templar. Possible other names: Centurion.
Culture model: Greco-Roman, emphasis on the Roman, early Christian era
Where they're from in Sanctuary: Skartarra, Skovos, or Philios
Description: Melee fighter, specializing in swords (ideally short ones like Gladius'), Sheilds ans Spears. As Guardians of Temples and Holy Relics, they also channel the powers of the High Heavens.
Skills Sample: Holy Charge: Rushes and enemy, and Bashes them hard (offensive fighting); Sheild Bash: Do I have to explain it (defensive fighting)? Impale: uses a Spear to stop an enemy cold in it's tracks and do massive damage (offensive, but could be used well with the sheild bash to keep your enemy at arms length); Blinding Light: Calls down light form heavens, Blinding enemies in an AoE (divine). Sheild Throw: Think Captain America. The Sheild does come back btw (Defensive).
Potential Draws: It's a Paladin with a different feel and different feel to it. 'Course that didn't stop the Wizard.
2.
Names: Medium. Alternative names: Ritualist (stolen from Guild Wars), Channeler, Witch.
Culture Model: Gypsies and Wandering Fortune Tellers
Where they're from in Sanctuary: Aronoch, Khanduras, or really anywhere, they move a lot.
Description: Dark spellcaster. They channel the spirits of the Dead to do their bidding. They have to be careful though, as the spirits are often difficult to control, and sometimes they end up causing trouble.
Skill Trees: Channeling (Buffs), Affliction (Debuffs and magic attacks), Control (cool tricks)
Skillz sample: Spirit of Rage: Fills caster or target ally with massive rage, causing them to charge up to whomever they attack and attack speed is increased. Draws include that it always brings you up close, so it may not be best for casters or other ranged fighters (chaneling). Spirit of Awareness: Buff to reflexes, draw in that sometimes you see enemies that aren't there. Spirit of Fear: Cast on target enemy. Each time this enemy is hit, it has the potential to make them run (affliction). Spirit of Vengeance: Each time target creature attacks, they take damage (affliction). Astral projection: Medium's spirit leaves the body, and astral form comes out. Astral form can cast spells and is vulnerable to spells, but is both immune to physical damage and incapable of inflicting it. Body is still vulnerable (control). Displacement: Removes spirit from enemy creatures body for a short period of time, in which they can no longer take or give physical damage, although spells are still effective. (control). Soul Drain: Don't make me explain it (control). Exorcism: Does massive damage to spiritual enemies, whether they're naturally spiritual on their own, or if you made them so with displacement (control).
Potential Draws: We already have enough Spell casters for now, although there may be room for one or two in an expansion. That, and I may have gone too far by adding draws to the spirit buffs.
Basicly I tried to make the second one someone who plays with spirits and who sometimes gets in a little over their head.
1. Paladins clone 'O.o ? Man I hope blizz have more imagination then you. Maybe the guy you created but also focused at javelins could be nice.
2. For God sake, another spellcaster ? Another ''rustic'' spellcaster (we've the Wd) ?
Another user of spiritual magic ? Man i REALLY hope blizz have more imagination then you =3
1. Paladins clone 'O.o ? Man I hope blizz have more imagination then you. Maybe the guy you created but also focused at javelins could be nice.
2. For God sake, another spellcaster ? Another ''rustic'' spellcaster (we've the Wd) ?
Another user of spiritual magic ? Man i REALLY hope blizz have more imagination then you =3
Well, actually, I was thinking of adding Jav's. On the note of the "rustic' spellcaster, this is more of a cultist, less of a jungle voodoo guy.
Well, actually, I was thinking of adding Jav's. On the note of the "rustic' spellcaster, this is more of a cultist, less of a jungle voodoo guy.
Ok now i understand the class background.
Still he is too close concept of the voodoo WD. Both conjure spirits, both are masters of crowd control and use spirirtual based damage spells. And the most inportant: we don't wanna see 3 pure spellcasters right ?
Also theres no bow user in your classes, and no bow user in the annouced classes. And we NEED a bow user.
Ok now i understand the class background.
Still he is too close concept of the voodoo WD. Both conjure spirits, both are masters of crowd control and use spirirtual based damage spells. And the most inportant: we don't wanna see 3 pure spellcasters right ?
Also theres no bow user in your classes, and no bow user in the annouced classes. And we NEED a bow user.
I'm afraid that you misunderstand my intentions. I never said that these two were what I thought should be the last two in the original game (I did suggest that the Medium would be better for an expansion). I'm just throwing classes around. If you want my ideas for a bow user, look at the cheif, although that one is still a bit close to the WD. I do agree that there needs to be a bow-user.
I'm afraid that you misunderstand my intentions. I never said that these two were what I thought should be the last two in the original game (I did suggest that the Medium would be better for an expansion). I'm just throwing classes around. If you want my ideas for a bow user, look at the cheif, although that one is still a bit close to the WD. I do agree that there needs to be a bow-user.
1.
Name(s): Templar. Possible other names: Centurion.
Culture model: Greco-Roman, emphasis on the Roman, early Christian era
Where they're from in Sanctuary: Skartarra, Skovos, or Philios
Description: Melee fighter, specializing in swords (ideally short ones like Gladius'), Sheilds ans Spears. As Guardians of Temples and Holy Relics, they also channel the powers of the High Heavens.
Skill Trees: Defensive fighting (Sheild Tricks), Offensive fighting (weapon tricks), Divine Power
Skills Sample: Holy Charge: Rushes and enemy, and Bashes them hard (offensive fighting); Sheild Bash: Do I have to explain it (defensive fighting)? Impale: uses a Spear to stop an enemy cold in it's tracks and do massive damage (offensive, but could be used well with the sheild bash to keep your enemy at arms length); Blinding Light: Calls down light form heavens, Blinding enemies in an AoE (divine). Sheild Throw: Think Captain America. The Sheild does come back btw (Defensive).
Potential Draws: It's a Paladin with a different feel and different feel to it. 'Course that didn't stop the Wizard.
2.
Names: Medium. Alternative names: Ritualist (stolen from Guild Wars), Channeler, Witch.
Culture Model: Gypsies and Wandering Fortune Tellers
Where they're from in Sanctuary: Aronoch, Khanduras, or really anywhere, they move a lot.
Description: Dark spellcaster. They channel the spirits of the Dead to do their bidding. They have to be careful though, as the spirits are often difficult to control, and sometimes they end up causing trouble.
Skill Trees: Channeling (Buffs), Affliction (Debuffs and magic attacks), Control (cool tricks)
Skillz sample: Spirit of Rage: Fills caster or target ally with massive rage, causing them to charge up to whomever they attack and attack speed is increased. Draws include that it always brings you up close, so it may not be best for casters or other ranged fighters (chaneling). Spirit of Awareness: Buff to reflexes, draw in that sometimes you see enemies that aren't there. Spirit of Fear: Cast on target enemy. Each time this enemy is hit, it has the potential to make them run (affliction). Spirit of Vengeance: Each time target creature attacks, they take damage (affliction). Astral projection: Medium's spirit leaves the body, and astral form comes out. Astral form can cast spells and is vulnerable to spells, but is both immune to physical damage and incapable of inflicting it. Body is still vulnerable (control). Displacement: Removes spirit from enemy creatures body for a short period of time, in which they can no longer take or give physical damage, although spells are still effective. (control). Soul Drain: Don't make me explain it (control). Exorcism: Does massive damage to spiritual enemies, whether they're naturally spiritual on their own, or if you made them so with displacement (control).
Potential Draws: We already have enough Spell casters for now, although there may be room for one or two in an expansion. That, and I may have gone too far by adding draws to the spirit buffs.
Basicly I tried to make the second one someone who plays with spirits and who sometimes gets in a little over their head.
i think the first class is interesting but i call it just TEMPLAR, cause the centurion is before medieval age, and diablo is based in a medieval #fantastic# age time line, and templars was a fabulous warriors, i think the templar name is correct.
1. Paladins clone 'O.o ? Man I hope blizz have more imagination then you. Maybe the guy you created but also focused at javelins could be nice.
2. For God sake, another spellcaster ? Another ''rustic'' spellcaster (we've the Wd) ?
Another user of spiritual magic ? Man i REALLY hope blizz have more imagination then you =3
Well, actually, I was thinking of adding Jav's. On the note of the "rustic' spellcaster, this is more of a cultist, less of a jungle voodoo guy.
Ok now i understand the class background.
Still he is too close concept of the voodoo WD. Both conjure spirits, both are masters of crowd control and use spirirtual based damage spells. And the most inportant: we don't wanna see 3 pure spellcasters right ?
Also theres no bow user in your classes, and no bow user in the annouced classes. And we NEED a bow user.
I'm afraid that you misunderstand my intentions. I never said that these two were what I thought should be the last two in the original game (I did suggest that the Medium would be better for an expansion). I'm just throwing classes around. If you want my ideas for a bow user, look at the cheif, although that one is still a bit close to the WD. I do agree that there needs to be a bow-user.
Here's my where I posted on the Cheif:
http://www.diablofans.com/forums/showthread.php?t=15488
Oh, okay. Still we need a bow user, even when creating our own classes (^-^)