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My made up WD/Barb skills (pretty good in my opinion)
I always like using my imagination and making up new skills for the D2 chars, so it should be fun doing it for D3.
Anyways, here are the made up skills I've made for the two, feel free to make your own and have constructive criticism.
cap= level limit
lvl= level requirement
Barbarian Defensive
-Wind Shield
Cap: 5
lvl: 12
Description: This skill is similar to whirlwind, but instead of slashing monsters as he spins through them, the barbarian deflects all ranged attacks back to the attacker (barbarian takes 0 damage for deflecting attacks). This skill makes an excellent defense against monsters such as skeletal archers. Use it to help break through the ranged attacker's attacks and move up close to the ranged attacker. If the barbarian gets hit by more attacks than he can deflect, the wind shield will stop. As the skill level goes up, the amount of attacks that can be deflected and the damage it deflects increases.
Stats:
Damage: Deflected attacks do 50% damage back to the attacker (+10% damage bonus per skill level).
# of attacks deflected: 5 (+2 per level).
Mana cost: 8
Cool down: 7 seconds
-Dust Shroud
cap: 10
lvl: 18
Description: The barbarian smashes the ground with tremendous force, causing debris and dust to cover himself within a set radius. While inside the debris, it increases his chance of avoiding attacks.
Stats:
Increase chance of dodging: +75% (fixed)
Debris radius: 2 yards (+.5 per level)
Duration: 3 seconds (+.5 per level)
Barbarian offensive
-Sharpen
cap: 10
lvl: 6
Description: The barbarian quickly sharpens his weapon to increase the damage it dealts, however since he has to quickly sharpen his weapon he can't be careful and have a high chance of damaging his weapon.
Stats:
Increases weapon damage: +50% (10% per level)
Chance of losing durability: 90% (fixed)
Durability lost: 3
Duration: lasts forever until your weapon is repaired (yea don't wanna repair your weapons now huh =\)
-Debris Storm
cap: 5
lvl: 18
Description: The barbarian slashes the ground with immense force, causing large, hard debris to fly forward and strike foes, stunning them for a short period.
Stats:
Damage: 10% (+2% per level)
Stun duration: 1.5 seconds (+.4 per level)
Yards: 7 yards (fixed)
Barbarian Supportive
-Ancient's call
Descriptions: Call upon the spirits of the ancient to grant power to the barbarian who has proven himself worthy, by providing him and his friends invulnerability. Must be timed very well for effectiveness.
Stats:
Cap: 2
lvl: 30
Duration: 2 seconds (+1 second per level)
Radius: 10 yards
Cool down: 20 seconds
____________________________________
WD defensive
-Tribal face paint
Cap: 6
lvl: 12
Description: WD are known to paint certain insignia's on their faces, the ability of the insignia's is Dependant upon the insignias painted on. This one increases the WD defense to magic based attacks.
Stats:
Magic defense: 40% (+5% per level)
Duration: 40 seconds (+5 per level)
WD offensive
-Voodoo curse
Cap: 10
lvl: 30
Description: A deadly curse that only the most experience WD's can learn. The curse spiritually links all foes who are effected by it, causing the to share eachother's suffering. If one foe takes damage, a small portion of the damage is dealt to all those who is affected by the same curse.
(no the damage isn't divided up among monsters, that would make the skill hurt you more than it'll help. the monsters that gets hit by an attack under the curse takes full damage, but all others will take a small portion of the damage as well.)
Stats:
Damage to other monsters affected: 15% (+2% per level)
Radius: 5 yards
Duration: 10seconds (+.5 per level)
-Spider lings
Cap: 7
lvl: 1
Description: The doctor summons a large swarm of venomous spiders. The spider lings follow the WD, biting and injecting lethal venom into nearby foes. The spider lings don't share a specific HP as a group, each individual spider has it's own HP. The spiders can only be killed by attacks that hits the ground (because they're tiny), it can also be killed just by being stepped on by enemies.
The spiders will last forever until killed.
Stats:
# of spiders summon: 6 (+2 per level)
spider HP: 1 (fixed)
Poison damage: 6-10 (+ 5 per level) over 2 seconds
WD supportive:
-Tribal Ward
Cap: 3
lvl: 24
Description: Summons an imobile ward that sends off magical buffers to nearby to nearby friends. This one reduces mana cost of all skills used by the WD and party members.
Ward HP: 30 (fixed, it's HP automatically increases per difficulty, much like Bonewall/bone prison).
Radius: 8 yards (+1 per level)
Mana cost reduced by: 20% (+5% per level)
Re: My made up WD/Barb skills (pretty good in my opinion)
Quote:
Originally Posted by visom
-Spider lings
Cap: 7
lvl: 1
Description: The doctor summons a large swarm of venomous spiders. The spider lings follow the WD, biting and injecting lethal venom into nearby foes. The spider lings don't share a specific HP as a group, each individual spider has it's own HP. The spiders can only be killed by attacks that hits the ground (because they're tiny), it can also be killed just by being stepped on by enemies.
The spiders will last forever until killed.
Stats:
# of spiders summon: 6 (+2 per level)
spider HP: 1 (fixed)
Poison damage: 6-10 (+ 5 per level) over 2 seconds
I can just picture a party of 8 WD's with level 7 spider lings...144 spiders! That would be awesome...
Re: My made up WD/Barb skills (pretty good in my opinion)
Quote:
Originally Posted by visom
I always like using my imagination and making up new skills for the D2 chars, so it should be fun doing it for D3.
thats genius dude, you know Blizz is hiring right?
anyway here are my made up skills for em, even though they aren't quite as indepth as yours, because i haven't thought up level caps or requirements, and I only thought of a few skills.
Barbarian
-Call of The Warlord
Calls 1-4 Barbarian brethren to your aid for a period of time that can be increased by 2-3 seconds per level, base time is 20 seconds, base Barbarians is 1
-Hatred
Before I start, this would be one of those incredibly fun skills like corpse explosion that has limited effectiveness(not saying corpse explosion wasn't effective), and I would never expect this in Diablo 3
The Barbarian goes ape on one enemy and beats all life out of it.
Witch Doctor
-Death Sentence
The Witch Doctor uses a chemical smoke/gas that makes his enemy tear itself apart.
-Possession
The Witch Doctor calls a spirit from the other realm(the one that Witch Doctors believe is the only true realm) to possess an enemy while distorting its form to make it stronger, while still keeping somewhat its original form, this is a type of summon for the Witch Doctor, and the strength of the spirit increases per level, making the monster more distorted, and the.
-Incense
Witch Doctor drugs him/herself to be stronger and faster, and able to cast faster, would be a timed skill, and the potency of the drug increases with each level, as does the time limit.
Hope you like those skills, I do.
Also accepting complete and total ridicule cause that stuff makes me laugh.
Last edited by JDHBase; 20-08-2008 at 12:18..
Reason: forgot to tell skills
Re: My made up WD/Barb skills (pretty good in my opinion)
Quote:
Originally Posted by rolandk10
I can just picture a party of 8 WD's with level 7 spider lings...144 spiders! That would be awesome...
Great ideas. I like em all.
thx , i thought no on was gonna like ancient's call
Quote:
Originally Posted by JDHBase
thats genius dude, you know Blizz is hiring right?
anyway here are my made up skills for em, even though they aren't quite as indepth as yours, because i haven't thought up level caps or requirements, and I only thought of a few skills.
Barbarian
-Call of The Warlord
Calls 1-4 Barbarian brethren to your aid for a period of time that can be increased by 2-3 seconds per level, base time is 20 seconds, base Barbarians is 1
-Hatred
Before I start, this would be one of those incredibly fun skills like corpse explosion that has limited effectiveness(not saying corpse explosion wasn't effective), and I would never expect this in Diablo 3
The Barbarian goes ape on one enemy and beats all life out of it.
Witch Doctor
-Death Sentence
The Witch Doctor uses a chemical smoke/gas that makes his enemy tear itself apart.
-Possession
The Witch Doctor calls a spirit from the other realm(the one that Witch Doctors believe is the only true realm) to possess an enemy while distorting its form to make it stronger, while still keeping somewhat its original form, this is a type of summon for the Witch Doctor, and the strength of the spirit increases per level, making the monster more distorted, and the.
-Incense
Witch Doctor drugs him/herself to be stronger and faster, and able to cast faster, would be a timed skill, and the potency of the drug increases with each level, as does the time limit.
Hope you like those skills, I do.
Also accepting complete and total ridicule cause that stuff makes me laugh.
well blizzard is hiring, but i dont think its for d3 lol, i heard they're making a new game, anyways i dont have a game designer's license so i really can't do anything
as for the skills, i especially liked "possession" when you used the wD's history to think of that, i've never seen a skill of a character summoning himself while keeping his spirit intact, as for the summon barbarian thing, barbarian's don't know magic attacks lol, he comes close to it by super human strength though
Re: My made up WD/Barb skills (pretty good in my opinion)
I really like this kind of threads, (what happened to that make-your-own-class thread?)
Some curses of mine then.
Witch Doctor
- Leukemia (curse)
Curses a group of enemies, if an enemy is damaged by an attack that deals physical damage while under the affect of this curse, he starts to bleed losing X hit points per second. This bleed state remains until the curse effect is lost.
comments: quite a tactical curse, working well with minions or preferably other players, damage directly benefits from further spending, the WD has to be active both to curse new targets and renew curses on already bleeding monsters.
- Soul Eater (curse)
When a cursed enemy is killed the witch doctor gains some mana and a temporary increase in spell damage.
Required level: 12
Maximum points: 5
Radius: 4 yards (+0.2 / level )
Duration: 15 seconds (fixed)
Mana gain per kill: 10 (+10 / level )
Damage boost per kill: 5% (+3% / level) stacks up to 10 times!
Damage boost duration: 15 seconds (fixed)
Mana Cost: 15 (fixed)
Comments: An excellent ability in big fights against packs of monsters, keeps your mana up while greatly boosting your spell power. Might be worth some skill points and some microing in combat don't you say?
Re: My made up WD/Barb skills (pretty good in my opinion)
Cool ideas. I really like some.
Hope you don't mind some comments. I don't mean to spoil anyones fun but some skills don't look like they would work. I personally like spells that are fun and useful at all levels from low to high. I dislike spells that only work at low level and are useless at high levels. Limited use spells in certain situations are cool for those wierd builds. Also, I think all scaling should be exponential to work in NM/Hell.
Wind Shield - cool idea. It sounds like too magical an effect for the barbarian though. It also overlaps with Dust Shroud too much. You can't give characters too much defensive skills or they would never get hit. Unless u wanted to make them almost immune to ranged attacks...
Dust Shroud - Cool idea. its very Natural feel and it adds defense without giving the barbarian too much mobility. Giving him a huge +doge while moving will be way overpowered considering he does fine with no dodge right now. But +75% dodge is way too high. With a decent armor, Even Diablo would only be able to him him 10-15% of the time. And because the skill is spammable, this is a perfect skill for berserk/frenzy builds that just stand there and attack. Even with no +duration at rank 1, they could permanently have this up for all fights.
Does look like fun though. A frenzy barb running around putting up a dust shroud every time he engages an enemy. Its just too powerful in its current form
Ancients Call - is fun but way too powerful. I thought about how to make a "HOly Shield" type invulnerability effect for the Paladin in another thread http://diablo.incgamers.com/forums/s...d.php?t=679899 , but it is so hard. Because the D3 team specified no cooldowns. Its easily overpowered because ur 2+1second duration overlaps with its 20second cooldown. Therefore, put 18ranks and u have permanent invulnerability for you and your team.
Sharpen - sounds like a self-buff version of impale. No one will use it at high levels because it costs so much to repair items. But a cool low level spell.
Debris Storm - sounds exactly like seismic slam. Except it stuns? Kinda sounds like a Hulk kind of move that is too "over the top" personally anyways.
Voodoo Curse - sounds too powerful. I'd just curse everything including minibosses, find the weakest nearby imps and kill them. All enemies in the area die. Maybe a less powerful version where all cursed enemies take 1+X per level damage everytime an cursed enemy takes damage? It would already be powerful when u have lots of hirelings and AOEs doing damage to lots of enemies...
Spider lings - sounds super cool but would be limited in use. It would work against low level enemies but all bosses/minibosses have AOe attacks that would kill them all off. Against players, everyone has AOE attacks in the game.
Call of the Warlords - Great! I love these kind of summon spells. No need to have decent AI, just summon a bunch of guys to help tank for you. I'm not sure it really fits with the Barbarian abilities though. Are these ghosts or does he have a lot of town portals scrolls to summon friends? It'd fit more with a caster/summon character.
Hatred - sounds cool! a high powered attack mode where you can't switch enemies to attack until he dies. Great for bosses. Limited use on other monsters especially annoying running away monsters.
Possession - sounds like a focused "confuse" spell with elements of Revive in it. Choose an enemy and possess him while super imbueing it with extra defense/attack power. Sounds like a useful spell at all levels! Have the possessed explode with a spirit escape when it dies for effect! I think the distorted look will be too hard to implement for all characters for blizzard though.
Incense - is a cool idea. It kind of sounds like a totem (from WOW) where if you stand nearby you cast faster.
Leukemia - The effect is cool. But it doesn't sound very politically correct. Blizzard wouldn't want kids with leukemia to think they are cursed...
Soul eater - I think this is in the game already isn't it? Its in some screen shots although not in the demo...
Re: My made up WD/Barb skills (pretty good in my opinion)
Quote:
Originally Posted by RawBanana
Ancients Call - is fun but way too powerful. I thought about how to make a "HOly Shield" type invulnerability effect for the Paladin in another thread http://diablo.incgamers.com/forums/s...d.php?t=679899 , but it is so hard. Because the D3 team specified no cooldowns. Its easily overpowered because ur 2+1second duration overlaps with its 20second cooldown. Therefore, put 18ranks and u have permanent invulnerability for you and your team.
Might be worth pointing out that he said maximum rank = 2 (3 seconds)
But still, it wouldn't be long until some folks makes a 8 barbarian party to get teh same effect.
Didn't know they said no cooldowns, but sounds good enough to me. Did they say anything about cast delays? getting rid of those yes?
Quote:
Originally Posted by RawBanana
Leukemia - The effect is cool. But it doesn't sound very politically correct. Blizzard wouldn't want kids with leukemia to think they are cursed...
Heh, good point. wouldn't want that to happen
Could be renamed to Blood Curse or whatever...
Quote:
Originally Posted by RawBanana
Soul eater - I think this is in the game already isn't it? Its in some screen shots although not in the demo...
The name sounds familiar, but I am not sure what the Blizzard version does.
Re: My made up WD/Barb skills (pretty good in my opinion)
Quote:
Originally Posted by RawBanana
Call of the Warlords - Great! I love these kind of summon spells. No need to have decent AI, just summon a bunch of guys to help tank for you. I'm not sure it really fits with the Barbarian abilities though. Are these ghosts or does he have a lot of town portals scrolls to summon friends? It'd fit more with a caster/summon character.
Ghosts would be great, like that ghost army in lord of the rings movie, but only a few, of course. maybe attacking in a "moving wall" form, from behind the barbarian.
Perhaps this would work better in another character, a ranged character needs tanks more than a melee. Maybe the archer could summon spirits of the wild?
Re: My made up WD/Barb skills (pretty good in my opinion)
I think that WD's should be able to summon a voodoo doll and select an enemy, then have things happen to the voodoo doll happen to the selected enemy. Additional levels could make it effect more than one enemy. You could target a ranged attacker with a voodoo doll placed next to a group of melees and cast swarm on them and it would attack the voodoo doll and do damage to the ranged guy too. It would be especially useful against bosses.