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		<title><![CDATA[Diablo 3 & Diablo 2 Forums - Diablo 3 Characters and Skills]]></title>
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		<description>Discuss the not-yet-revealed characters, and speculate on their potential skills and abilities.</description>
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			<title><![CDATA[Diablo 3 & Diablo 2 Forums - Diablo 3 Characters and Skills]]></title>
			<link>http://diablo.incgamers.com/forums/</link>
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			<title>Tree skills begone discussion</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=749171&amp;goto=newpost</link>
			<pubDate>Sun, 22 Nov 2009 09:11:14 GMT</pubDate>
			<description><![CDATA[Ok, just to give everyone a clearer view of what's appening with D3's skill system I'll post a recap of all relevant news 
 
On Nov 20th we got this two Tweets 
 
 The skill system revision is in full force. Trees begone! I think it might be a winner. Jay says hi. 
 
We’re implementing and will be...]]></description>
			<content:encoded><![CDATA[<div>Ok, just to give everyone a clearer view of what's appening with D3's skill system I'll post a recap of all relevant news<br />
<br />
On Nov 20th we got this two Tweets<br />
<br />
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	<td class="t" style="font-size: 11px;"><img src="http://www.diabloii.net/static/images/blizz.gif" align="texttop"> <span>Blizzard Quote:  (<a href="http://diablo.incgamers.com/blog/comments/skill-trees-gone1/">Source</a>)</span></td>
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	<td class="m" style="font-size: 11px; line-height: 14px;"> The skill system revision is in full force. Trees begone! I think it might be a winner. Jay says hi.<br />
<br />
We’re implementing and will be testing a new system that changes how skills are acquired. That’s all I’ll say. <img src="http://diablo.incgamers.com/images/smileys/smile.gif" border="0" alt="" /></td>
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<br />
I think the most interesting part there is &quot;a new system that <u>changes how skills are acquired</u>&quot;<br />
<br />
<br />
On Nov 23rd, an interesting interview with Jay Wilson was posted by diablofans, from which I'll quote just the part about the skill system<br />
<br />
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	<td class="t" style="font-size: 11px;"><img src="http://www.diabloii.net/static/images/blizz.gif" align="texttop"> <span>Blizzard Quote:  (<a href="http://diablofans.com/forums/showthread.php?t=23550">Source</a>)</span></td>
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	<td class="m" style="font-size: 11px; line-height: 14px;">we've decided to remove the tree-type architecture and we are moving into a purely skill-based system. This new system is still in the development stages and if it does not work, we still have plenty of options to fall back on. Right now, we're just trying different things and getting a feel for the few ideas in regards to the skill system that we have going on right now. It differs from the World of Warcraft/Diablo II type hierarchical styles and is more of a skill pool/path than a tree per se.</td>
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<br />
what do &quot;skill-based system&quot; and &quot;skill pool/path&quot; exactly means is up to you to figure out ;)<br />
<br />
<br />
On Nov 23rd we got more tweets too<br />
<br />
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	<td class="tl"></td>
	<td class="t" style="font-size: 11px;"><img src="http://www.diabloii.net/static/images/blizz.gif" align="texttop"> <span>Blizzard Quote:  (<a href="http://diablo.incgamers.com/blog/comments/more-no-skill-trees-speculation/">Source</a>)</span></td>
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	<td class="m" style="font-size: 11px; line-height: 14px;"><ul><li>With our tweet Friday about the skill trees being removed/changed, what approach do you think we might be taking?—Nov 23<ul><li>My guess is a Dungeon Siege take on things, the more you use a certain weapon/skill, the better you get at.—Nov 23, by topheroly<ul><li>That seems to be a popular guess. grin—Nov 23</li>
</ul></li>
</ul></li>
</ul></td>
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and<br />
<br />
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	<td class="tl"></td>
	<td class="t" style="font-size: 11px;"><img src="http://www.diabloii.net/static/images/blizz.gif" align="texttop"> <span>Blizzard Quote:  (<a href="http://diablo.incgamers.com/blog/comments/non-skill-trees-discussion-evolves/">Source</a>)</span></td>
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	<td class="m" style="font-size: 11px; line-height: 14px;"><ul><li>Can you say why you guys decided to drop the skill tree? What deficiencies did it have that you felt another system could do better?—by JeffKamo<ul><li>Focus.</li>
</ul></li>
</ul><ul><li>That is hard, so many games rely on skill trees. My guess would have to be… “skill” items that you find or even create for skills.—by CaptainCasey<ul><li>* Sounds like you’re talking about our skill rune system, which is still very much a part of the game.</li>
</ul></li>
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The replay to Dungeon Siege guesses led to a great speculation, but on Nov 25th Bashiok will post on Bnet forums clarifying the misunderstandings<br />
<br />
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	<td class="tl"></td>
	<td class="t" style="font-size: 11px;"><img src="http://www.diabloii.net/static/images/blizz.gif" align="texttop"> <span>Blizzard Quote:  (<a href="http://www.blizzblues.com/us/great-possibly-more-grinding-21376268178.html">Source</a>)</span></td>
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	<td class="m" style="font-size: 11px; line-height: 14px;">I’m guessing you’re saying this because I quoted one guy on twitter proposing this type of skill system and I said that it was a popular guess.<br />
<br />
Well, I think I can pretty safely say that we would never use that type of skill system.<br />
<br />
It works for some games, it just wouldn’t work for us. We’re dropping too many items, we’re moving too fast, and we’re opening up too many avenues for customization and re-customization.</td>
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<br />
So that means <u>the new Skill System will almost certainly not be about you improving skills by using them</u><br />
<br />
-----------------------------------------------------------<br />
<br />
So, I hope this is welcome and helps to avoid confusion about the in-development new skill system and to keep the discussion more focused<br />
<br />
<br />
-----------------------------------------------------------<br />
This was my original post, on 22-11-2009<br />
-----------------------------------------------------------<br />
Ok so hopefully you read the <a href="http://diablo.incgamers.com/blog/comments/skill-trees-gone1/" target="_blank">news</a>.<br />
<br />
Basicly they're working on a new skill system. The feeling is skills theirselves will continue working pretty much the same but their presentation/acquisition is going to undergo some major change.<br />
<br />
This kind of makes sense to me, since the skill tree system was tweaked so much allready (unified tree, way fewer dependencies between skills compared to D2).<br />
<br />
Please avoid posts like &quot;Skill trees just worked right, so why the hell are they changing them?&quot; or &quot;This is not Diablo anymore, you Jay Wilson go **** you&quot;, since this thread is intended to bring up some constructive discussion while waiting for actual info on the way the system wil work.<br />
<br />
I guess the new system could be more tied on the  new (still unkown too) stats customization mechanics? Let speculations begin :thumbup:</div>

]]></content:encoded>
			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Bandreus</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=749171</guid>
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			<title>A resource system for Myrmidons. (would like input)</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=748395&amp;goto=newpost</link>
			<pubDate>Sun, 15 Nov 2009 03:29:17 GMT</pubDate>
			<description><![CDATA[I have been trying to come up with a resource system for my Myrmidon class and might have finally come up with something.  I would like to get your feedback. 
 
Ballast, for those who don't know is how a ship maintains stability and control.  
 
As a resource system Ballast would work as follows: ...]]></description>
			<content:encoded><![CDATA[<div>I have been trying to come up with a resource system for my Myrmidon class and might have finally come up with something.  I would like to get your feedback.<br />
<br />
Ballast, for those who don't know is how a ship maintains stability and control. <br />
<br />
As a resource system Ballast would work as follows:  You start with a half full Ballast.  Some skills will add water to the ballast and other will remove water. The less water in the Ballast will make the skills deal more damage but will make them unstable in the range of damage they deal.  A full Ballast will cause skills to deal less damage but at a very constant rate.  A half full ballast will have average damage and average damage range.   Pic below should make what I am saying more understandable<br />
<br />
<a href="http://img198.imageshack.us/i/ballastsystm.jpg/" target="_blank"><img src="http://img198.imageshack.us/img198/5462/ballastsystm.jpg" border="0" alt="" /></a></div>

]]></content:encoded>
			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>theeliminator</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=748395</guid>
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			<title>Class Idea: Beast Hunter</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=748146&amp;goto=newpost</link>
			<pubDate>Thu, 12 Nov 2009 19:12:16 GMT</pubDate>
			<description><![CDATA[The Beast Hunter should be a ranged, light melee and buffing type of character. 
It uses (cross)bows and daggers and is able to dual wield them. 
 
Could look like this D&D scout figure: 
Image: http://img179.imageshack.us/img179/6418/scoutt.jpg  
The good thing about this char is that it fills the...]]></description>
			<content:encoded><![CDATA[<div>The Beast Hunter should be a ranged, light melee and buffing type of character.<br />
It uses (cross)bows and daggers and is able to dual wield them.<br />
<br />
Could look like this D&amp;D scout figure:<br />
<img src="http://img179.imageshack.us/img179/6418/scoutt.jpg" border="0" alt="" /><br />
The good thing about this char is that it fills the missing ranged attacker, as well as the skill switching Assa playstye  and the Necro buffing part.<br />
<br />
The idea is to have skills that specialize in the 3 monster types:<ul><li>Animal</li>
<li>Undead</li>
<li>Demon</li>
</ul>Every attack type would effect two monster classes.<br />
<br />
<font size="2">Examples...</font><br />
<br />
<b>A skill inflicting open wounds using a dagger</b>. Animals and Demons have blood but Undead don't. A attacked monster would flee while bleeding, should play like a improved version of the Necro poison dagger. I'd like the damage to stack with multiple attacks and increase the fleeing speed every time. So there would be a point of diminishing returns for attacking the same monster every time.<br />
Should work in PVP except the fleeing, humans are just sophisticated animals after all.<br />
<b><br />
Some sort of ranged anti-supernatural attack</b>. Undead and Demons are not from this realm so the will be affected. Slow attack speed or only one projectile at a time. The arrow or bolt would carry a ~5 yard (dependent on skill level) AOE  damage while it passes through air, also providing knockback. It would work like the Pala sanctuary aura.<br />
In PVP it will still knock back, there should be no damage but instead it will reduce the resource of the enemy. <br />
<br />
<b>Mind Control Buff</b>, Animals and Undead have a regular Brain, Demons don't. It tricks the target into damaging itself, would have a damage multiplication depending on the skill level. Small AOE(~3 yards), very short duration (~1sec). Will feel like a fast pace, instant Necro iron maiden.<br />
Will work just fine in PVP, using the last damage dealing enemy skill.<br />
<br />
That's it for the skills so far, I will add more later on as the discussion develops. Feel free to tell if you digg it/hate it and reply some ideas if you want to!<br />
:wave:</div>

]]></content:encoded>
			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Chaosmage</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=748146</guid>
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			<title>The Nomad (Fan Class)</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=748019&amp;goto=newpost</link>
			<pubDate>Wed, 11 Nov 2009 14:18:12 GMT</pubDate>
			<description>The Nomad is a fan class i have been working on for few months, it was sparked by all the speculation regarding the fifth unannounced class in D3, we all know it will propably be some sort of ranged archtype character, but what type of character it will be overall no one has any idea, so i found...</description>
			<content:encoded><![CDATA[<div>The Nomad is a fan class i have been working on for few months, it was sparked by all the speculation regarding the fifth unannounced class in D3, we all know it will propably be some sort of ranged archtype character, but what type of character it will be overall no one has any idea, so i found this intersting and decided to make my own fan class to fit there.<br />
<br />
I will post a summary here, for those who want to see a better presentation they can check the Wiki page i made here --&gt; <a href="http://diablowiki.net/Fan_class:Nomad" target="_blank">http://diablowiki.net/Fan_class:Nomad</a><br />
<br />
----------------------------------------<br />
<br />
<img src="http://diablowiki.net/images/thumb/b/bc/The_Nomad.jpg/531px-The_Nomad.jpg" border="0" alt="" /><br />
<br />
<b><u>Art:</u></b> by me ... on Deviantart <a href="http://hunter-wolf.deviantart.com/art/The-Nomad-Diablo-3-fan-class-143067666" target="_blank">http://hunter-wolf.deviantart.com/ar...lass-143067666</a><br />
<br />
----------------------------------------<br />
<br />
<i><b><u>The Nomad:</u></b></i><br />
Born in the heart of the desert, forged by its burning sun and mixed with its rough sands, fights the demons under guidance from the spirits of the desert elders.<br />
<br />
<b><u>Role:</u></b> <br />
Ranged/Melee Hybrid<br />
<br />
<b><u>Primary Attributes: </u></b><br />
DEX / STR / WILLPWOER<br />
<br />
<br />
<b><u>Background:</u></b><br />
Upon the day the wanderer passed through the desert (Diablo) the Nomad was 15 year's old living and training to be a nomadic warrior in his desert tribe, but never will he forget the day he lost all his tribe under the pressure of the demons spawns attacking it from all directions, even with no walls to protect them and no outside help to rescue them they fought bravely but in the end failed to stop the nonstop onslaught of the wicked demons the wanderer spawned, and the survivors scattered aimlessly under the burning suns of the desert..<br />
<br />
Alone, stranded and on the verge of death the Nomad thought it was all over, until he saw what he thought to be a mirage, a near-death hallucination, but it was neither, what he saw was as real as the sands of the desert around it ... a half-hidden entrance to an ancient underground temple, upon entering he found shelter, water and even fresh food, but before he overcame his surprise he heard a deep voice calling him from the inner most chamber of the temple, going there he entered the room which the deep voice was coming from .. An empty vast room it was and its huge walls had murals telling long lost tales, upon entering he clearly heard the voice saying &quot;Welcome young warrior, be at ease we mean you no harm ... but hear us well, for what you will be tasked with requires nothing less of a clear mind, a fearless heart and a strong body ... listen and know that we the spirits of the desert elders shall bestow upon you a power long lost and forgotten, for the coming years will see the rise of an evil like the world never saw before, and you shall be ready when the time comes&quot; <br />
<br />
<br />
<b><u>Class Design:</u></b><br />
After 20 years of training the 35 years old Nomad became an expert with a multitude of weapons (Bows, 1h Throwing Spears, Daggers, Swords &amp; Shields), and also gained a deep and cunning sense of observation and a vast knowledge bestowed upon him from the elders of the desert along with a long lost mystical power which he was trained to use, A power that commands the wild sand spirits of the desert to do his bidding and tear his enemies to shreds. <br />
<br />
<b><u>Excels at using:</u></b><br />
-Bows<br />
-Shield+1h swords<br />
-Shield+Daggers<br />
-Shield+Throwing Spears<br />
<br />
                           -----------------------------------------<br />
                                                                  <br />
<br />
<b><i><u>Skill Trees</u></i></b><br />
<b>-Nomadic Warrior</b> (active and passive skills specializing in various weapons)<br />
<b>-Sand Spirits </b>(magic based sand attacks and traps)  <br />
<b>-Insight</b> (Aided by the Elders and their knowledge the Nomad outperforms his enemies)<br />
<br />
<br />
<b><i><u>Nomadic Warrior</u></i></b><br />
<br />
<b><u>Tier 1</u></b><br />
<b>1-Hawk Shot:</b> Active-(requires Bows) Arrow shot with the hawk spirit, its sharp precision damages enemy internal organs.<br />
<br />
<b>2-Sharpened Edge: </b><br />
Passive-(applies to daggers and 1h swords) sharpens and increases effect of edged weapons.<br />
<br />
<b>3-Fierce Throw: </b><br />
Active-(requires Thr.Spear) A very violent but slow spear throw that skewers the enemy body and fixates it into the earth for few moments.<br />
<br />
<br />
<b>4-Shield Dash: </b><br />
Active-(requires Shield) Nomad rushes forward for a distance with his shield up knocking enemies sideways, while also stunning and damaging them.<br />
<br />
Tier 2<br />
<b>5-Shield Toss: </b><br />
Active-(requires a Shield) Nomad throws shield at enemies, it arcs in the air hitting multiple enemies before coming back to him.<br />
<br />
<b>6-Swift Strikes: </b><br />
Active-(requires daggers or 1h swords) Nomad spins one time in place damaging multiple enemies.<br />
<br />
<b>7-Spikes: </b><br />
Passive-(applies to Bows, Thr.Spears) small Spikes are added to throwing weapons making them more lethal.<br />
<br />
<b>8-Wolf Shot: </b><br />
Active-(requires a Bow) Arrow shot with the spirit of the Wolf ... pierces enemies with extreme ferocity.<br />
<br />
<br />
<b><u>Tier 3</u></b><br />
<b>9-Cripple Cut:</b><br />
 Active-(requires daggers or 1h swords) Nomad lunches an powerful attack that heavily damages the enemy legs.<br />
<br />
<b>10-Reflect Shield: </b><br />
Passive-(requires Shield) Nomad uses shield to deflect ranged attacks.<br />
<br />
<b>11-Art of Sealing:</b> <br />
Passive-(requires Bow or Thr.Spear) ranged weapons become more effective against enemy magic users.<br />
<br />
<br />
<b><u>Tier 4</u></b><br />
<b>12-Viper Shot: </b><br />
Active-(requires a Bow) Arrow shot with the spirit of the viper, strikes enemies with an extremely lethal poison.<br />
<br />
<b>13-Blades of justice:</b> <br />
Active/Buff-(requires daggers or 1h swords) Nomad focuses and draws strength from within to counter enemy attacks.<br />
<br />
-------------------------------------------<br />
<br />
<b><i><u>Sand Spirits</u></i></b><br />
<br />
<b><u>Tier 1</u></b><br />
<b>1-Drought:</b> <br />
Active/Buff - Nomad calls upon the desert spirits that follow him around and inflict drought upon his enemies.<br />
<br />
<b>2-Enchanted Sand:</b> <br />
Active/Trap - Nomad calls upon the enchanted sands of the desert to cripple his enemies.<br />
<br />
<b>3-Sand Slash:</b> <br />
Active - Nomad calls upon a powerful sand spirit that slashes his enemies in an instant.<br />
<br />
<b>4-Sand Coat:</b> <br />
Passive - A gentle vortex of sand engulfs the Nomad and protects him all the time.<br />
<br />
<br />
<b><u>Tier 2</u></b><br />
<b>5-Quick Sand:</b> <br />
Active/Trap - Nomad calls upon the quick sands of the desert to stop and devour his enemies.<br />
<br />
<b>6-Blessed Dunes:</b> <br />
Active/stationary buff - Nomad creates a patch of sand that increases the Attack and defense of himself and his allies.<br />
<br />
<b>7-Burning Sand:</b> <br />
Active/Trap - Nomad calls upon the scorching sands of the desert to burn and weaken his enemies.<br />
<br />
<b>8-Sand Spikes:</b> <br />
Active - Spikes of sand erupts violently from below the enemies to shred them apart.<br />
<br />
<b><u>Tier 3</u></b><br />
<b>9-Deadly Mirage:</b> <br />
Active/buff - With help from the desert spirits the Nomad tricks his enemies and vanquishes them.<br />
<br />
<b>10-Oasis:</b> <br />
Active/stationary buff - Nomad creates a large patch of sand that heals and invigorates him and his allies.<br />
<br />
<b>11-Sand Tornado:</b> <br />
Active - The Nomad calls upon a very violent sand tornado that lifts the enemies up and damages them.<br />
<br />
<b><u>Tier 4</u></b><br />
<b>12-Wrath of the Desert:</b> <br />
Passive - When Nomad is in Mortal Danger that spirits of the desert surround him and become even more fierce.<br />
<br />
<b>13-Sand warriors:</b> <br />
Active - Nomad calls upon the desert warrior spirits themselves to fight by his side.<br />
<br />
---------------------------------------------<br />
<br />
<b><i><u>Insight</u></i></b><br />
<br />
<b><u>Tier 1</u></b><br />
<b>1-Quicker Steps:</b><br />
Passive - Nomad uses his agility to gain the upper hand in combat.<br />
<br />
<b>2-Focus:</b> <br />
Active/buff - Nomad focuses to invigorate his mind and Body.<br />
<br />
<b>3-Elder of Bestowal:</b> <br />
Active - Nomad calls upon the Elder of Bestowal which aids the Nomad.<br />
<br />
<b>4-Trickster:</b> <br />
Passive/Buff - Nomad uses his reflexes and flexibility to avoid further damage.<br />
<br />
<b><u>Tier 2</u></b><br />
<b>5-Chemist: </b><br />
Passive - Knowledge about Potions and alchemy make the Nomad able to maximize their potential to survive.<br />
<br />
<b>6-Elder of Wisdom:</b> <br />
Active/Buff - the Nomad calls the Elder of knowledge who taught him, maximizes his magic potential.<br />
<br />
<b>7-Rapid Power:</b> <br />
Passive - Using his power the Nomad gains the even more raw speed.<br />
<br />
<b>8-Songs of Bravery:</b> <br />
Active/buff - Nomad recalls the bravery songs of his tribe and raises his and his allies combat spirit greatly.<br />
<br />
<b><u>Tier 3</u></b><br />
<b>9-Total Control:</b> <br />
Active/Buff - the Nomad focused deeply to Gain full control of his body and spirit.<br />
<br />
<b>10-Elder of Isolation:</b> <br />
Active - Nomad calls upon an Elder spirit to seal away a group of enemies in a sphere of light temporarily.<br />
<br />
<b>11-Elder of War:</b> <br />
Active - Nomad calls for the Elder of war who helps him damage his enemies much more effectively<br />
<br />
<br />
<b><u>Tier 4</u></b><br />
<b>-12-Survivor:</b> <br />
Active/buff - Using the his sharp senses and survival experience the Nomad survives against unbelievable odds.<br />
<br />
<b>13-The Elders:</b> <br />
Active - Nomad calls upon the spirits of the Elders that accompany and protect him.<br />
	<br />
<br />
<b><u>Skill trees page:</u></b><br />
<img src="http://diablowiki.net/images/thumb/3/33/Skill_Tree.jpg/562px-Skill_Tree.jpg" border="0" alt="" /><br />
<br />
<br />
-----------------------------------------------------------------<br />
<br />
There is still lots of room for updates and modification ... so if you feel like giving any pointers .. or liked something and want me to expand it ... or dislike something for a <u>specific logical reason</u> .. or .. etc etc .. just go ahead and say it. :yes:</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Knight_Wolf</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=748019</guid>
		</item>
		<item>
			<title>The d3 website hints to what the 5th class will be</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=747782&amp;goto=newpost</link>
			<pubDate>Mon, 09 Nov 2009 01:03:00 GMT</pubDate>
			<description>http://us.blizzard.com/diablo3/_images/artwork/ss46-hires.jpg 
 
Thats right. 
Cornman. 
Straight out of the fields of tristram, this misunderstood underdog rises up to challenge the prime evils. Equipped with deadly kernels that explode on impact, and his stalk to whack fallen over the heads, hes...</description>
			<content:encoded><![CDATA[<div><a href="http://us.blizzard.com/diablo3/_images/artwork/ss46-hires.jpg" target="_blank">http://us.blizzard.com/diablo3/_imag...ss46-hires.jpg</a><br />
<br />
Thats right.<br />
Cornman.<br />
Straight out of the fields of tristram, this misunderstood underdog rises up to challenge the prime evils. Equipped with deadly kernels that explode on impact, and his stalk to whack fallen over the heads, hes a force to be reckoned with.</div>

]]></content:encoded>
			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Lucryd</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=747782</guid>
		</item>
		<item>
			<title>D3: Warrior/Pally/DeathKnight Vs. Ranger/Zon</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=746772&amp;goto=newpost</link>
			<pubDate>Sat, 31 Oct 2009 07:54:01 GMT</pubDate>
			<description>Personally my favorite two classes are the nec and the pally. I like demonic things but I like playing as the pally/warrior type class. 
I would like a death knight. maybe not evil himself but like the necromancer has dark powers, perhaps like illidan out of Wc3 hes not evil but he turns to dark...</description>
			<content:encoded><![CDATA[<div>Personally my favorite two classes are the nec and the pally. I like demonic things but I like playing as the pally/warrior type class.<br />
I would like a death knight. maybe not evil himself but like the necromancer has dark powers, perhaps like illidan out of Wc3 hes not evil but he turns to dark forces out of a lust for power, which puts a big hole in everybodys OMFG NO DEATHKNIGHT NO EVIL PLAYERS IN D3 idea.<br />
plus he could want to kill diablo to gain his power, or because he doesn't want something to be more powerful than him. <br />
<br />
<br />
ANYWAY.<br />
<br />
what would you rather be the 5th class?<br />
<br />
A. Warrior/Paladin/Deathknight - Melee sword and sheild fighter with possible magics<br />
<br />
or<br />
<br />
B. Ranger/Amazon/Hunter character - Ranged phsyical attacks, such as bows spears, whatever (although I'd say the witch doctors probably already taken your spears.)</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>DownfallX</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=746772</guid>
		</item>
		<item>
			<title>The Puppeteer (D3 fan class)</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745922&amp;goto=newpost</link>
			<pubDate>Fri, 23 Oct 2009 13:48:26 GMT</pubDate>
			<description>This is a fan(tasy) character for Diablo 3, based on the very popular Necromancer Summoner of Diablo 2. It should give players a whole new experience of playing Diablo, focusing on constructing and commanding a small army. Comments are welcome. 
 
 
 
*The Puppeteer* 
 
Growing up in the slums of a...</description>
			<content:encoded><![CDATA[<div><i>This is a fan(tasy) character for Diablo 3, based on the very popular Necromancer Summoner of Diablo 2. It should give players a whole new experience of playing Diablo, focusing on constructing and commanding a small army. Comments are welcome.</i><br />
<br />
<br />
<br />
<b>The Puppeteer</b><br />
<br />
Growing up in the slums of a big city in the West, the Puppeteer learned to command respect at an early age. In his early teens he led a gang of thugs and pickpockets and he went on to become the Thief Master of the city harbor district at the age of 15. In a city where different clans sought each other out to fight over territory, the Puppeteer soon developed a wide knowledge of tricks and tactics to defeat his opponents. <br />
     <br />
But then fate turned on him. He was betrayed by one of his most trusted friends, and ambushed by a rival gang.  He was left for dead, but managed to crawl through a crack in the wall, into the basement of a house at the edge of the city&#8217;s Magic Quarter. Here he slowly recovered, stealing food and drink at nighttime to regain his full health. He also vowed never to trust a human being again.<br />
     <br />
One night he went upstairs to discover that the house belonged to an old Sorceress who spent a lot of time traveling. He soon found an interest in the magic books and items scattered around the house, and took them with him into the basement to study during daytime. He had a particular interest in necromancy and mind control and soon managed to revive a dead cat and use his first minion to stand watch while he broke into houses in the area to find food. <br />
     <br />
Living in this basement for several months, he started planning his revenge. He worked day and night to perfect his summoning skills and was soon able to summon and control three Golems; huge creatures made of clay that could crush a man&#8217;s skull with a single hit. He led them into the thief&#8217;s den, his former command post, killing everyone in sight. He found his friend there, the one who betrayed him, and for the last time he used his own hands to kill an enemy. <br />
     <br />
Without a reason to stay in the city, the Puppeteer ventured to the outreaches of Sanctuary, looking for adventure and constantly improving his summoning skills. Soon he was able to create minions out of all the elements; earth, water, air and fire. And he could bend them to his will.<br />
<br />
<b>Introduction</b><br />
The Puppeteer is a summoning class par excellence. He can create a wide variety of minions, and assign and control them to suit his preferred play style. <br />
<br />
<br />
<b>Regulars and Elites</b><br />
The Puppeteer can control 8 regular minions and 3 Elites. Regulars can be infantry or ranged attackers, and follow simple orders. Elites can be berserkers, bodyguards or ranged attackers and can perform more elaborate tasks. He can combine them any way he likes. Regular minions do physical damage, while Elite troops do a form of elemental damage, depending on the type of elemental chosen.<br />
<br />
<br />
<b>4 different elementals</b><br />
The Puppeteer can summon 4 different types of elementals: earth, water, air and fire. Each has its own abilities and looks, as well as a powerful skill that makes their game play unique.<br />
<br />
<br />
<i>Earth Elementals</i> are large, bulky creatures made of clay. They can fight melee or throw mud from a distance. They slow enemies that hit them or are hit by them. Elite Earth Elements deal poison damage. The special skill that Earth Elementals have is called <i>Pushback</i>, and is applied to regular troops. When the Puppeteer activates this skill he sets a direction. Earth Elementals (both melee and ranged) will for a short period gain knockback and will push their opponents in the chosen direction. It also gives knockback to ranged (regular) attackers<br />
<br />
<br />
<i>Air Elementals</i> are thin, vaporous summons. They fight melee or shoot arrows. They are resistant to elemental damage. Elite Air Elementals deal lightning damage. The special skill that they have applies only to the Elites and is called <i>Glide</i>: the Elites can disappear in thin air and reappear a moment later at another location (teleport with a small delay), to surround and attack a monster or secure a location. <br />
<br />
<br />
<i>Water Elementals</i> are large, fast minions. They fight melee or throw spears. They are resistant to physical damage. Elite Water Elementals deal cold damage. The special skills they have if <i>Freeze</i> and is applied to regular troops: for a short period all Water Elementals will turn to ice. This means that they will stay in one place and stop attacking, and they will no longer take any damage except for Fire.  They will still keep monsters distracted though. <br />
<br />
<br />
<i>Fire Elementals</i> are small and very fast creatures. They fight melee or spit fire. They deal thorns damage to anyone attacking them. Elite Fire Elementals deal fire damage. The special skill they have is <i>Fire Bomb</i> and applies only to elites: all three elites will erupt, leaving a circle of fire for 5-second duration. <br />
<br />
<br />
<b>Summoning and assigning minions</b><br />
Creating a soldier is a two-step process. First you need to summon a minion (e.g. summon air elemental). Next you need to assign him with a task (e.g. assign elite berserker). An unassigned minion will stand in place awaiting your order. In the meantime he can be attacked and he is significantly weaker than once he&#8217;s assigned a role. You can summon (at max skill level) 11 minions, and assign 8 regular and 3 elite roles to them. <br />
<br />
These roles are:<br />
- <i>Regular, light infantr</i>y &#8211; fast melee fighters<br />
- <i>Regular, heavy infantry</i> &#8211; slower melee fighter, equipped with shield<br />
- <i>Regular, ranged fighter</i><br />
- <i>Elite, berserker</i> &#8211; very fast, high-damage fighters, but very vulnerable. Elemental damage.<br />
- <i>Elite, ranged fighter</i> &#8211; does elemental damage<br />
- <i>Elite, bodyguard</i> &#8211; can stay close to Puppeteer or other character they are assigned to guard. Carries shield and has high defense.<br />
<br />
<br />
<b>Controlling your army</b><br />
Two main factors in controlling your army are distance and discipline. When a minion&#8217;s health is getting low (less than 10%) he may give up his task, returning to the unassigned state (unable to fight, weakened). This chance is bigger the greater the distance is between you and your minions. The skill <i>Discipline</i> lowers the chance that this happens. There is also a maximum distance that your regular minions can be from you, which can be increased with the skill <i>Control Distance</i>.<br />
<br />
<br />
<b>Battle Tactics</b><br />
After your army has been created you have a range of tactics to use on them. <br />
<br />
At the most basic level you can choose between the skills <i>Attack</i> and <i>Defend</i>. Attack means they will attack the nearest enemy. Defense means they stay close to you, attacking only enemies who come within range. <br />
<br />
Regular troops can form a number of formations:<br />
- <i>Defensive line</i> makes them form a line in one place and hold their ground. Since this greatly increases their defense and damage, ranged attackers should always form a defensive line. <br />
- <i>Defensive circle</i> makes Regular minions form a circle around you, protecting you from all sides<br />
- <i>Attacking formation</i> &#8211; makes them form an arrow formation that moves when you move (in walk mode they will keep up). <br />
- <i>Target area/enemy</i> &#8211; troops will fight their way to a target location, or to an enemy (which they will then attack). <br />
<br />
Elite troups can take following tasks:<br />
- <i>Target enemy</i> &#8211; they will attack a specific enemy, fighting their way there or using a ranged attack.<br />
- <i>Circle to target</i> &#8211; they will avoid monsters to reach a certain target &#8211; a location or enemy. They will attack the enemy. <br />
- <i>Guard character</i> &#8211; they will form a bodyguard of the Puppeteer or of another character / player. <br />
<br />
<br />
<b>Skill trees</b><br />
I won&#8217;t give a complete layout but here is an idea: <br />
<br />
<i>Summoning</i> has the skills to summon each elemental as well as their special skills, and skills to boost defense and resistance of minions.<br />
<br />
<i>Task Assignment</i> has all 6 assignments (3 regular and 3 elites), as well as skills for increased Attack Rating and run/walk speed. <br />
<br />
<i>Battle Tactics</i> has the tasks I described, as well as the skills <i>Control Distance </i>and <i>Discipline</i>. <br />
<br />
<br />
<b>The Puppeteer himself</b><br />
He fights through his army, and needs to make sure he is safe. He wears defensive and mana-increasing gear. But since his army doesn&#8217;t move without him, he cannot stay behind the lines. Brave Puppeteers will become Battle Commanders and lead the charge.<br />
<br />
<br />
<b>Variants</b><br />
Players can choose from 4 elementals, 3 regular assignments and 3 elite assignments to create the army they like. There are certain obvious combinations that would work well:<br />
- Ranged regulars can be defended by bodyguard elites, or ranged elites can be defended by heavy infantry<br />
- Light infantry can freely attack monsters while Elite bodyguard look after the Puppeteer, or Berzerkers can attack monsters while the Puppeteer stays behind a line of Heavy Infantry Regulars.<br />
- Earth elementals with heavy infantry regulars and ranged elites. Pushback will let you push your army forward and the ranged attackers will stay behind it.<br />
- Air Elemental Elites make great Berzerkers because they can Glide to attack bosses and ranged attackers behind the lines. <br />
- Fire Elementals Elite Berzerkers can run into groups of monsters and use Fire Bomb to take out whole groups of monsters. <br />
- Water Elemental regulars with Freeze can hold monsters in place while ranged elites take them out. <br />
<br />
Another path to take is to go with a single group, either regulars or elites. This gives the player a lot of skill points to make this group mega-strong by investing in skills that boost their AR, defense, r/w speed and discipline. <br />
<br />
<br />
<b>Conclusion</b><br />
This should be a fun character to play if you liked the Necromancer Summoner in D2. You&#8217;ll have no curses or direct damage (Corpse Explosion), but you have complete control over your minions&#8217; actions. The number of possible variants is huge: 4 elementals x 3 elite assignments x 3 regular assignments = 36 combinations, with more variation in the tactics you use. <br />
<br />
<br />
<b>To Blizzard &#8230;</b><br />
A nice idea? Send me a PM and we&#8217;ll discuss.</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Ed from Russia</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745922</guid>
		</item>
		<item>
			<title>Wizard and Monk Resource Ideas</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745634&amp;goto=newpost</link>
			<pubDate>Wed, 21 Oct 2009 04:08:11 GMT</pubDate>
			<description>Here are my ideas for the wizard and monk resources! 
 
_*Wizard*_*: Engraving* 
 
The resource orb will look like a pentagram with 5 symbols between/at each point. 
The wizard will have two types of spells: *engraving spells* and *consuming spells*. 
 
*Engraving spells* will activate a symbol (or...</description>
			<content:encoded><![CDATA[<div>Here are my ideas for the wizard and monk resources!<br />
<br />
<u><b>Wizard</b></u><b>: Engraving</b><br />
<br />
The resource orb will look like a pentagram with 5 symbols between/at each point.<br />
The wizard will have two types of spells: <b>engraving spells</b> and <b>consuming spells</b>.<br />
<br />
<b>Engraving spells</b> will activate a symbol (or possibly more than one depending on the spell/talents) when used. Each activated symbol will increase damage done but will also add a chance of damaging the wizard when spells are used. The chance of self damage is low with one symbol activated and the chance of happening and damage done increases dramatically with more symbols activated.<br />
<br />
<b>Consuming spells</b> will &quot;deactivate&quot; symbols depending on how long the wizard charges the spell (hold down button and then release or tap button to consume no symbols). Consuming the symbols will grant a bonus effect depending on the spell used. Consuming more than one symbol will increase the effect or possibly cause a different effect depending on the number of symbols consumed. Consuming spells have a really low chance of activating the first symbol if used when no symbols are currently activated.<br />
<br />
<br />
<b><u>Monk</u>: Chi</b><br />
<br />
The resource will have two types: <b>Yin</b> and <b>Yang</b>. The monk will have 3 of each type and recharge at a fixed rate (which both could be altered by talents). Similar to a Death Knight's rune system.<br />
<br />
The monk could have various possibly combos: a <b>Yin combo</b>, <b>Yang combo</b>, or a mix <b>Yin-Yang combo</b>.<br />
<br />
<b>Yin combo:</b> using two Yin attacks in a row enabling a Yin finisher to be used.<br />
<b>Yang combo:</b> using two Yang attacks in a row enabling a Yang finisher to be used.<br />
<b>Yin-Yang combo:</b> using a Yin and then a Yang attack enabling a Yin-Yang finisher to be used which consumes one Yin and one Yang chi.</div>

]]></content:encoded>
			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>JumpyMonkey</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745634</guid>
		</item>
		<item>
			<title>Ultimate skills..</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745566&amp;goto=newpost</link>
			<pubDate>Tue, 20 Oct 2009 18:25:32 GMT</pubDate>
			<description><![CDATA[Yeah like the name suggest 
Yup im thinking like those super big moves you can do not so often.. have consequences 
and draw backs.. and super meter bars.. 
 
or Desperation moves..  
or Chanelling Ultimate aka warcraft 
 
just what i've been thinking lazying around on a tuesday 
 
1.Suffering...]]></description>
			<content:encoded><![CDATA[<div>Yeah like the name suggest<br />
Yup im thinking like those super big moves you can do not so often.. have consequences<br />
and draw backs.. and super meter bars..<br />
<br />
or Desperation moves.. <br />
or Chanelling Ultimate aka warcraft<br />
<br />
just what i've been thinking lazying around on a tuesday<br />
<br />
1.Suffering God's Strength (paladin, just for fun!!)<br />
Level 68<br />
The paladin turn glowing white.. all enemy will be force to attack him or he's the number 1 priority to kill<br />
(cause they are disgusted by the holiness)<br />
<br />
Effect:<br />
 Priority 1 to kill<br />
+100 hp regeneration<br />
can't be stun, will not flinch at dmg taken<br />
<br />
2.Galaxy Cannon (wizard)<br />
the wizard points at a target or area, cant change direction<br />
channeling 3 seconds.<br />
open ups a space worm hole at the finger tips<br />
then shoots an unbelievable huge red energy blast<br />
ultra damaging<br />
<br />
3.Artic wind (wizard)<br />
channeling <br />
the wizard must maintain the spell and it drains mana<br />
effect every enemy is slowed down almost to a stand still<br />
and taking low frost damage<br />
<br />
4.Lightning god (paladin.haha i always have a thing lightning)<br />
the paladin turn white.. ethereal.. he change form to lightning and shots upwards into the sky.. thunder bolts rain down on the enemies.. he returns as the last powerfull lightning bolt<br />
materialize to normal.. with zero mana and 5% of max hp left. lol too much imagination<br />
<br />
haha just a thought.. would be kinda cool i guess.</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>storm temple</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745566</guid>
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			<title>Merc Speculation</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745375&amp;goto=newpost</link>
			<pubDate>Mon, 19 Oct 2009 06:04:34 GMT</pubDate>
			<description><![CDATA[Well, the announcement of the Monk pretty much killed the class speculation on here! At least compared to the way it was before. Having 2 classes left seemed to provide endless possibilities. Anyway, one class-based discussion that hasn't been talked about too much is mercs!! I wonder what kinda of...]]></description>
			<content:encoded><![CDATA[<div>Well, the announcement of the Monk pretty much killed the class speculation on here! At least compared to the way it was before. Having 2 classes left seemed to provide endless possibilities. Anyway, one class-based discussion that hasn't been talked about too much is mercs!! I wonder what kinda of mercs we'll see? There seems to be so much room that the possibilities are pretty endless. I've been thinking about it some, and thought I'd recap some data on D2 mercs and how that may impact D3.<br />
<br />
In D2, the mercs seemed to be either watered down versions of the classes or a cross between D1 classes and D2 classes. The first 3 are obvious crosses, but could be either. I'll go through each:<br />
<ul><li>Rogue: A cross between D1 Rogue and Amazon or just a watered down Amazon.</li>
<li>Desert Warrior: A cross between D1 Warrior and Paladin or just a watered down Paladin.</li>
<li>Iron Wolf: A cross between D1 Sorcerer and Sorceress or just a watered down Sorceress.</li>
<li>Barbarian: A watered down D2 Barb, couldn't really be a cross since Hellfire doesn't count.</li>
</ul>(On a side note, I'm hoping for a Act 4 Merc in the patch that's a watered down Necro, or as someone else put it, an Oblivion Knight merc!!)<br />
<br />
So, if a similar model is followed for D3 mercs, I suppose the obvious choices would be:<br />
<ul><li>Watered down Barb - which I kind of doubt since that was done in D2, and Barbs are just getting overdone IMO.</li>
<li> Watered down Wizard - I think this is a good chance.</li>
<li> Watered down Witch Doctor - This could be possible. Flayer merc anyone?! lol!</li>
<li> Watered down Monk - ...?</li>
<li> Watered down ??? 5th class - Ranger seems to be the most likely.</li>
</ul><br />
I don't know if there is enough difference between most D3 classes and their closest D2 equivalents to make many crosses, but:<br />
<ul><li>Cross between Monk and Paladin - Melee/support like a souped-up Sword'n'Board A2 Desert Merc.</li>
<li> Cross between WD and Necro - Debuff support and general creepiness! ;)</li>
</ul>Could also see some returning classes directly from D2. I don't really see Barb or Sorc, but the rest watered down a bit could be great:<br />
<ul><li>Paladin</li>
<li> Necromancer</li>
<li> Amazon</li>
<li> Druid</li>
<li> Assassin</li>
</ul>Now for the fun part, I think a lot of ideas people have talked about on here may not have made the absolute best playable characters (or could have but weren't), but could make FANTASTIC mercs!! Let's see:<br />
<ul><li>Mentalist - Could be from a Monk-ish background, but more of a caster merc.</li>
<li> Ranger - I think a Ranger would make an excellent merc. I'd personally like a merc Ranger more than as a core character.</li>
<li> Mymidon - Could be a great replacement for an Amazon in merc form.</li>
<li> Bard - (!) Fantastic support unit and ranged attacker. Could have all kinds of interesting skills!</li>
<li> Cleric - I'm still not thinking a dedicated healer, but more like a Holy Wrath offensive/defensive caster.</li>
<li> Hollow Man - Could make a great, creepy ;), warrior that could use some Necro-style skills too.</li>
</ul>I don't know if the story would allow for, I have a sneaking suspicion that it would, but there could also be an Angelic merc. I think an angelic &quot;class&quot; would be a bit cheesy, but as a merc, maybe not so much...<br />
<br />
Anyway, what do you guys think about the future of D3 mercs?</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Technomancer</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745375</guid>
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			<title>Different 5th Character Idea</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745361&amp;goto=newpost</link>
			<pubDate>Mon, 19 Oct 2009 02:59:23 GMT</pubDate>
			<description>I am not sure if this has already been said but I believe I have a different idea. 
 
What about an African Warrior who channels animal spirits.  
 
An example of a power would be elephant charge. This would be similar to the pally charge ability. 
As for animation is concerned there could be an...</description>
			<content:encoded><![CDATA[<div>I am not sure if this has already been said but I believe I have a different idea.<br />
<br />
What about an African Warrior who channels animal spirits. <br />
<br />
An example of a power would be elephant charge. This would be similar to the pally charge ability.<br />
As for animation is concerned there could be an aura of the animal surrounding the character when the skill is used. <br />
<br />
They could use chanting based magic to summon nature effects. (Similar to Druid elemental skill tree)<br />
<br />
This would allow for two different play types for one to focus specialize in. There could also be a pet tree also to assist in fighting. <br />
<br />
They could specialize in spears and javs.</div>

]]></content:encoded>
			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>MajorPain</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745361</guid>
		</item>
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			<title>Chain reactions</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745028&amp;goto=newpost</link>
			<pubDate>Fri, 16 Oct 2009 12:53:27 GMT</pubDate>
			<description><![CDATA[I'd like to see some setup of skills/items that have a 'limited' chain reaction but it seems a shame its such a bad thing for online play that you wont see anything like it.I suppose to an extent skills like Death sentry/Corpse explosion have it and I think if skills had it to this level that would...]]></description>
			<content:encoded><![CDATA[<div>I'd like to see some setup of skills/items that have a 'limited' chain reaction but it seems a shame its such a bad thing for online play that you wont see anything like it.I suppose to an extent skills like Death sentry/Corpse explosion have it and I think if skills had it to this level that would be ok.<br />
<br />
Sacred with the Orla set would be a bad example of how to do it where the skill procs itself and causes severe lag,imagine 20% chance of casting charged bolt on 'attack' where each bolt is classed as an 'attack' and you get the picture of what the problem was.In D2 I think chain reactions that were bad were Rabies and maybe Lightening fury except with LF you got a good kill count just too much in one go but I dare say bnet 2 will cope with that level ok.</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>kavlor</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745028</guid>
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			<title>Summoning Class for expansion - Golem Lord</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=745023&amp;goto=newpost</link>
			<pubDate>Fri, 16 Oct 2009 11:43:07 GMT</pubDate>
			<description><![CDATA[*THE GOLEM LORD* 
 
*Introduction* 
 
I don't want to discuss the 5th class because based on the known 4 it needs to fit in a certain slot, which the Golem Lord doesn't. 
 
So this is just an idea for a new class, for a future expansion. It's (obviously) based on the Necromancer Summoner and will...]]></description>
			<content:encoded><![CDATA[<div><b>THE GOLEM LORD</b><br />
<br />
<b>Introduction</b><br />
<br />
I don't want to discuss the 5th class because based on the known 4 it needs to fit in a certain slot, which the Golem Lord doesn't.<br />
<br />
So this is just an idea for a new class, for a future expansion. It's (obviously) based on the Necromancer Summoner and will appeal to players who like to control an army. The Golem Lord doesn't have curses though and doesn't have direct-damage skills (bone&amp;poison). His skills are solely focused on creating and controling an army. But this control is high. He can order his golems to create a defensive line and he has elite troups that he can use to defend himself or to take out a group of ranged attackers. The Golem Lord himself is vulnerable (like the Necromancer) and getting too far behind or being hit may cause him to lose control of his army. <br />
<br />
<b>Why Golems?</b><br />
Partly as a tribute to the <i>Lozhinge the Unhinged</i> who finished Hell in D2 with a Golemancer (playing solo and not using bone/poison skills or other summons. (see: <a href="http://diablo.incgamers.com/forums/showthread.php?t=563493&amp;highlight=golemancer" target="_blank">attempt 1</a> and <a href="http://diablo.incgamers.com/forums/showthread.php?t=576654&amp;highlight=golemancer" target="_blank">attempt 2</a>)<br />
<br />
We need a theme for the army. Skeletons have been done and zombies have been reserved by the Witch Doctor. Wolves, cats and other animals cannot be controlled as well as is needed for this character to work. I considered robots (in which case the class would be 'engineer') but that seems off-theme for Diablo. So Golems it is.<br />
<br />
<b>Skills</b><br />
<br />
<b>Tree 1 - Golem Mastery</b><br />
The first skill tree defines how each golem in his army will look and how strong they are. You can invest in different kinds of golems based on the elements (air, water, fire, earth and maybe metal). You can boost their damage, defense and resistances. <br />
<br />
You can also invest in greater control (advanced skills). At the most basic level your golems are likely to break rank and attack the nearest target (like D2 skellies), and if you lose a lot of life they may flee. The more you invest, the more willing they will be to follow your command and to stay with you. <br />
<br />
Getting closer to your golems will increase their AR and attack speed while getting too far makes them disappear. By investing in certain skills you can increase the distance you can be away from your army.<br />
<br />
<b>Tree 2 - Army composition</b><br />
In this tree you can define how your army is built up. You can have at most 8 regular soldiers and 3 elites (available at higher levels). At any point you can have only one type of regular troop and only one kind of elite. And each can play different role. Regular soldiers can be infantry or archers. Elites can be bodyguards, ranged attackers or berzerkers.<br />
<br />
<b>Tree 3 - Battle Command</b><br />
Once his army is created you can control them with this skill tree. The most basic skills are whether your army is agressive or passive, attacking or defensive. Next you can invest in different formations (defensive line, circle around the Golem Lord). More advanced skills are for elite troups (which have a much greater control): they may be taught to defend a certain player (not just the golemlord but also team members), penetrate or circle to reach a certain point or enemy or always attack certain types of monsters (e.g. only bosses or ranged attackers).<br />
<br />
<b>Items</b><br />
<br />
The Golemlord is weak so you want to focus on survival most of the time. Most of the time he will use caster weapons (staffs or wands). Players who want a challenge can equip the Golemlord with melee equipment and lead their army into battle. Conversely they can equip their character with a ranged weapon that weakens or immobilizes their enemy.<br />
<br />
<b>Gameplay</b><br />
<br />
The Golem Lord is like an American Football quarterback. The regular troops are his defensive or attacking line. The elites are his receivers and runners. He needs to be close enough to them to have control but he needs to worry about his own safety as well. His regular army follows basic instructions. His elites can perform complex tasks that can be a deciding factor in battle by taking out certain enemies.<br />
<br />
<b>Variation</b><br />
<br />
Because you have 2 groups (regulars and elites) you have a lot of control. For example, you can use your regulars as tanks and put your elites behind it as ranged attackers. Or you can let your regulars go wild and let your elites guard your character to keep you safe. Different types of golems can change the look of your army and change it in a significant way (fire golems will have thorns so need to fight melee, earth/clay golems will slow the enemy so are great ranged attackers, air golems may be resistant to physical damage, water golems may move 50% faster). <br />
<br />
The Golem Lord will have to invest his skill points to find the right balance between the two groups, the amount of control he has over them and the power/survivability of his golems.<br />
<br />
The Golem Lord can also decide to invest all his skill points in a single group (either 3 skilled and controlable elites or 8 more basic regulars). This will give him enough points to make his minions ultrastrong and/or give his huge control over their actions.<br />
<br />
<b>Conclusion</b><br />
<br />
This is the type of class I would like to play. It won't appeal to players who favor melee combat or direct-damage casters (which I do also, but I like variation). It's ultra-focused on summons but within that focus it has a lot of flexibility. And it brings a new element to D3; strategically controling different groups of minions.<br />
<br />
<b>To Blizzard...</b><br />
<br />
You guys can steal this idea in exchange for a free copy of D3 and a lifetime subscription to online play. And I'd like the sole right to use the name 'Golem Lord' in the game. And I'd like to become a beta-version tester.</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Ed from Russia</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=745023</guid>
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			<title>My idea for 5th Class: Witchhunter</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=744664&amp;goto=newpost</link>
			<pubDate>Tue, 13 Oct 2009 13:48:15 GMT</pubDate>
			<description>I have talked about this in some other threads. I also were extremely bored, so here is bit more of this Idea which I think could work as a 5th class. 
 
Witchhunters would be dedicated good guys hunting down monsters, undead and corrupted persons in the world of Sanctuary.  
They are extremely...</description>
			<content:encoded><![CDATA[<div>I have talked about this in some other threads. I also were extremely bored, so here is bit more of this Idea which I think could work as a 5th class.<br />
<br />
Witchhunters would be dedicated good guys hunting down monsters, undead and corrupted persons in the world of Sanctuary. <br />
They are extremely skilled and versatile fighters, being able to use bows and melee weapons well with an array of special weapons of their own. They would be an intelligent physical class relying on weapons and their wits and latest achievments of what technology has to offer to kill their enemies. They would also possess some skills which would be extremely effective against certain spesific targets.<br />
<br />
<br />
<u>Some skill ideas:</u><br />
<br />
<b>Special weapon attacks:</b><br />
(Usable with any weapon)<br />
<br />
<i>Whip Slash</i><br />
Slashes the target from medium distance with a bladed whip, which witchhunter carries with him, for X damage.<br />
<br />
<i>Razor Blade</i><br />
Throws a spinning razor sharp blade at the target for X damage.<br />
<br />
<i>Spiked Bola</i><br />
Throws a spiked bola which deals damage and stuns the target for X time.<br />
<br />
<i>Silver Stake</i><br />
Stabs the target from close range with a silver stake, dealing X damage. Deals 3x damage to undead with flesh and shapeshifter type targets.<br />
<br />
<i>Pistol Blast<br />
</i>Shoots a projectile from tube filled with explosive powder for high damage. <br />
(This would be a end skill of a some tree, with cooldown. Think some very early medieval gunpowder pistol and smoke cloud. Feel free to not consider this if you think firearms should be absolutely banned at DIII. It would just be this lone cooldown skill though. :) )<br />
<br />
<br />
<b>Bow attacks:</b><br />
(With bow &gt;.&gt;)<br />
<br />
<i>Roped Arrow</i><br />
Shoots an arrow with a rope attached to it. Target can then be dragged to the Witchhunter. Can also be used for crossing gaps. GET OVER HERE! <br />
<br />
<i>Impact Arrow</i><br />
Stuns and knockbacks the target.<br />
<br />
<i>Multi Shot</i><br />
...<br />
<br />
<i>Guided Arrow</i><br />
...<br />
<br />
<i>Exploding Arrow</i><br />
Yes these three are straight ripoffs from Amazon, but you cannot make a bow using class without these, can you?<br />
<br />
<br />
<b>Melee skills:</b><br />
(With melee weapons)<br />
<br />
<i>Spinning Slash</i><br />
The Witchhunter does a short jump to the target and spins in the air striking with his both weapons or with his 2h weapon for 120% damage.<br />
<br />
<i>Z Slash</i><br />
Does three quick attacks with his weapon. Slashes forming the Z figure. Each attack deals 75% weapon damage.<br />
<br />
<i>Decapitate</i><br />
Attempts to decapitate the target with his weapon. Deals extremely large damage. Has -75% miss chance unless the target is stunned or blinded. Does 2x damage to living targets (with head).<br />
<br />
<i>Roll</i><br />
Does a quick defensive roll to target direction. +50% dodge chance when rolling.<br />
<br />
<br />
<b>Other skills:</b><br />
<br />
<i>Toxic Vial</i><br />
Throws an aciddic and toxic vial to target location, Leaving poisonous cloud which deals X damage and X damage over time. Deals 2x damage to living and breathing targets.<br />
<br />
<i>Exploding Vial</i><br />
Throws an exploding vial at target location, exploding for large radius for X damage<br />
<br />
<i>Blessed Vial</i><br />
Throws a vial filled with blessed oils to the gound which start burning, dealing X holy damage to targets which enter the area. Deals 3x damage to undead and 2x damage to demons. Also removes any positive magic effects from the target and dispels existing magic effects from the target location.<br />
<br />
<i>Flash Bomb</i><br />
Throws a bomb at target location exploding with bright flash, blinding everyone on radius.<br />
<br />
<i>Anatomy</i><br />
Passive skill. Increases the critical chance of all attacks.<br />
<br />
<i>Alchemy lore</i><br />
Passive skill. Increases the damage of vials and explosive attacks.<br />
<br />
<i>Efficiency</i><br />
Passive skill. Reduces the resource cost of skills.<br />
<br />
<i>Resoucefullness</i><br />
Passive skill. Reduces the cooldowns of all skills.<br />
<br />
<br />
<br />
<br />
Concept picture, which I think would fit quite well.<br />
<br />
<img src="http://img62.imageshack.us/img62/5223/figure.jpg" border="0" alt="" /></div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>Atech</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=744664</guid>
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			<title>hmm non archer idea?</title>
			<link>http://diablo.incgamers.com/forums/showthread.php?t=744644&amp;goto=newpost</link>
			<pubDate>Tue, 13 Oct 2009 07:06:19 GMT</pubDate>
			<description><![CDATA[How about a physical brute fighter, like a boxer?  Most of us aren't born with huge swords as arms, so why not use what were given? OUR HANDS AND FEET.  I guess it would kinda be like a MA assasin, but have more strength moves.  Just an idea, give feedback]]></description>
			<content:encoded><![CDATA[<div>How about a physical brute fighter, like a boxer?  Most of us aren't born with huge swords as arms, so why not use what were given? OUR HANDS AND FEET.  I guess it would kinda be like a MA assasin, but have more strength moves.  Just an idea, give feedback</div>

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			<category domain="http://diablo.incgamers.com/forums/forumdisplay.php?f=134">Diablo 3 Characters and Skills</category>
			<dc:creator>possom16</dc:creator>
			<guid isPermaLink="true">http://diablo.incgamers.com/forums/showthread.php?t=744644</guid>
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