RawBanana
01-08-2008, 15:20
Diablo 3 Character Skills
- Should have same 3 trees 10 skills per tree with builds based on max of 20skill points per skill and ~80 skill points total
- Skill are listed from low level to high level with the last skills not available until higher levels
- Many previous and WOW abilities have been added to increase flexibility of characters
- Synergies are not specified but should be included
- Focus on variation of builds while maximizing flexibility vs pigeonholing builds to do 1 thing
- Skill progression are all exponential to maximize usability of skills in Hell which is ~2x harder than Nightmare which is ~2x harder than Normal
- All previous builds should remain but add new dynamics for new selection of builds/skills
Constraints: No cooldowns to slow play (used lots of % of base mana spells to limit use in game)
Key:
% = chance for something to happen
+% = chance for something to happen with increasing chance as skill level increases
+X% = 1% initial chance for a skill to happen with a 20% chance to happen at skill level 20
+50+10X% = mathematical equation, 60% initial chance for a skill to happen with a 450% chance to happen at skill level 20
1. Paladin – Paladin + Paladin (WOW)
- Playing style retains all of old Paladin’s builds with more flexibility (21 builds)
- New paladin much harder to kill at high levels due to holy tree
o Makes Hardcore much easier
- More AOE damage/abilities from Auras
- Shield throw adds new dynamic
- Builds:
o Aura
- Prayer
- Vigor
- Might
- Thorns
- Fire
- Lighting
- Cold
- Conviction
- Aura Nova
o Holy –
- Holy boly healing build
- Divine Shield
- Blessing of Reincarnation
- Martyr who wants to get killed and expects to outlife/outrevive enemies
o Combat
- Charge
- Smite
- Zeal
- Sacrifice
- Vengeance
- Avenger shield
- Blessed Hammer
- Fist of Heavens
- Best direct and aura healing ability
- Lots of anti-wipe spells
- Great character with a party, has best resistances and access to most forms of damage
- Limitation – limited ranged firepower, no pets, limited AOE, no pet, Holy builds are very defense oriented
Auras – condensed them and added my own idea
1. Prayer / Meditation – enhanced healing and mana regen, uses mana when party is injured
a. Increases regen efficiency
2. Vigor aura – speed, stamina, attack speed
3. Might/Blessed Aim – Adds damage and AR
4. Thorns -
5. Fire – fire damage + fire resist + firestorm + buff allies with fire attack
6. Lighting – lighting damage + lightning resist + thunderstorm (mage) + buff allies with lightning attack
7. Cold - cold damage + cold resist + hurricane like cold wind + buff allies with cold attack
8. Conviction – lower resist/defense of enemies
9. Salvation/Defiance – adds defense, resist all, synergy for resist in fire/lighting/cold
10. Aura Nova – spell that causes active aura to have extra effects 25% of base mana (prayer – holybolt all, might – stun all, vigor – frost nova, thorns – damage/knockback all, fire – meteor/immolate, lightning – nova/FoH, cold – frost nova/blizzard, conviction – nova/frost nova/meteor, Salvation – damage/knockback/stun )
Holy – only 1 blessing per person, can only be cast on party members
1. Holy bolt – heal + holy damage
2. Cleanse – X duration, remove curses/poison/fire, + duration increase
3. Blessing of Divine Shield– 1+.X seconds invulnerability to enemy, must be at full health and mana to cast, 4 second cast, 20% mana, activates on first enemy hit
4. Blessing of the Crusader – 5min duration, +AR, +% for critical, + critical damage, holy damage
5. Lay on Hands – restore 50+X% life (based on Paladin’s max life/mana), usable after auto-self buff when at full health and mana for 5 seconds
a. This is such a cool skill. But its hard to implement without a cooldown
6. Guardian Angel – absorbs 1+.5X enemy spell every (like Grounding Totem) every 20 seconds
a. Animation of heavens opening up with a beam of sunshine on paladin, actively has sunshine shining on him
7. Blessing of Sacrifice (WOW)– 5min duration, 50% of damage shared (good for hireling/pet preservation), +X% efficiency, + duration
8. Blessing of Safety – +defense, +resist all, 5min duration
9. Blessing of Reincarnation – upon death, resurrect with 10+X% life and heal party members 10X% life/mana, 50% base mana to cast
10. Martyrs Resurrection (Shaman) – upon dieing will revive with X% of life, upon death frost nova/nova/meteor + fist of heavens on each enemy, no duration, casting costs 90% of total mana/life, slow cast
Combat – added WOW Paladin skills
1. Charge – knockback
2. Smite – knockback/stun with shield
3. Zeal - 5 attack
4. Sacrifice
5. Vengeance – multiple elemental damage
6. Holy shield - +defense, reflects blocked projectiles, +% can block spells
7. Avengers Shield (WOW skill) – throw shield to stun/attack enemies, bounces up to X times, can attack while shield is thrown
8. Shield Mastery – +% chance to block while attacking/running, will reflect blocked spells
9. Blessed hammer – some ppl really like this skill although I think it needs to look better like bouncing off walls in addition to flying in a circle
10. Fist of Heavens – has its uses and is a signature spell
2. Witch Doctor – Necromancer + Warlock (WOW)
- Improved necromancer with better ranged flexibility (13 builds)
- Better damage spells for supporting pets
- Pets more useful and varied
- Different pets totally change gameplay
o Succubi will be ranged style lots of conversions
o Mongrels have great burst dmg ability
o Wall of zombie has great tanking ability
o Infernal is aggressive
- Builds:
o Curse focus with summons
- Exploding Mongrels
- Stationary Zombie focus
- Golem specialty
- Ranged Succubi
- Revive
- Doomsguard focus
o Nature
- Locusts
- Poison build viable with Mosquito Swarm
- Ice bomb
- Electric Eel Bomb
- Mosquito
- Death Beetles
- Limitation: low hitpoints, no melee ability, dependent on pets (limited AOE), no teleport/jump ability
Curses – Classic great curses. Not much to be changed
1. Horrify
2. Amplify Damage
3. Thorns
4. Mass Confusion
5. Attract
6. Soul Tap (replaces Life Tap) – leech life/mana
7. Dim vision
8. Decrepify – replaces weaken
9. Lower Resist
10. Disease – poisons enemies
Summons – I think I have too many types of summons. All useful in their own way though…
1. Summon mongrel (max 8) – looks different at higher levels (eg. Turn into zombies?)
2. Wall of zombies
3. Blood golem
4. Summon Mastery - +AR, +damage, +hitpoints, +defense, +speed, +defense +Resist, +health, -cost
5. Golem – earth golem if cast on floor or iron golem if cast on object
6. Zombies Prison – as in Bone prison with zombies
7. Fire Golem – explodes bigger than mongrel
8. Summon Succubi (WOW skill) (max 4)– ranged pet casts fireballs, confusion
9. Revive
10. Summon Doomsguard (Summon Doomsguard WOW) – aggressive pet, inferno, melee, slow to summon, must sacrifice another pet
Nature – Have some classic Necro spells here, its not that innovative of a tree personally
1. Firebomb
2. Locust Swarm
3. Soul Harvest – consumes corpses to regenerate mana/health
4. Wind Armor - replaces Bone armor because it sounds more nature-like
5. Mosquito swarm – poison, drain health/mana, wandering pet that just looks like a cloud that just floats over enemies, should be resistant to physical damage
6. Poison bomb – like firebomb
7. Ice bomb – like firebomb with ice
8. Electric eel bomb – like firebomb with electric eels (I don’t play necro much and I’m uninspired by this tree ok?)
9. Tranquility (AOE buff) – channeled enhanced regeneration for all nearby allies/ pets, buffs party +defense as long as he can remain in trance
10. Death Beetles – spread from caster like locusts, hangs onto enemies and deals some damage, when enemy dies, they explode like corpse explosion, like Seed of Corruption (WOW-warlock)
3. Rogue – Amazon + Assassin
- Merged Zon/Sin with more flexibility (19 builds)
- Retains a simplified system of combo points
- Has great ranged and melee abilities
- Has all elemental abilities (fire, ice, lightning, poison, physical)
- Builds: - combines melee with ranged
o Ranged – Multishot
- Strafe
- Guided Magic Arrow
- Fire
- Lightning
- Lightning Fury
- Impale
o Shadows add tanking flexibility (double tank with shadow, double ranged with shadow, tank and have ranged shadow, ranged and have tanking shadow)
- Melee Shadow
- Ranged Shadow
- Master Shadow
o Shadowstep
o Venom builds are viable with strafe, multishot, and poison/plague
- Shadow Blast
o Melee single or dual wield
- Jab
- Dual wield jab
- Blade flurry + Venom?
- Elemental combos – ice
• Fire
• Lightning
- Blade Shield
- Limitations: medium armor, medium hitpoints, no shield, only 1 shadow with 1 decoy
Ranged – Amazon bow/javelin tree that works with all ranged weapons: throwing weapons, bows, crossbows, javelins
1. Guided Magic Shot – combined all magic arrows are guided, +X dmg, -X% mana cost, +X% shooting speed
2. Ice Shot – frost nova, ice nova, nova radias
3. Fire Shot – fire nova, immolation
4. Lightning Shot – lightning, lightning Fury
5. Multishot
6. Pierce and Penetrate- +X% pierce, +AR
7. Strafe
8. Plague shot – poison cloud, plague cloud
9. Ranged mastery – upgrades effects of previous shots, +AR, +ranged criticals
10. Impaling shot – 100% piercing, knockback with .5+.1Xsec stun, uses 20% of base mana
Shadow – I like this tree. But may need fewer shadows/clones if they make a better minion interface
1. Slow missiles
2. Shadow Decoy – just stands there
3. Fade – enhance resists, + defense
4. Venom – Poisons all weapon attacks, X damage over 10 seconds
5. Shadow Blast (+ mind blast) – throws a AOE cloud that stuns and poisons
6. Melee Shadow Warrior– aggressively only melees, high synergies with ranged/master shadow
7. Ranged Shadow Warrior - defensively only ranged attacks, high synergies with melee/master shadow
8. Shadowstep – teleport and attack from shadows as powerful backstab +200%+10X% damage
9. Shadow master – more powerful than other shadows
Melee – Combination of Amazon and Rogue trees
1. Burst of speed – +run speed, +attack speed
2. Blade shield – +defense and short aoe attack
3. Ice attack – frost nova, +X range increases slowly, blizzard
4. Fire attack – immolation, meteor
5. Lightning attack – nova, melee lightning fury
6. Jab – (works on everything except hammers, axes, polearms) speed not affected by normal weapon speed (favors slow heavy spears, 4/5/6th attacks will have very low AR/damage), +%AR, +%damage
7. Dual Wield mastery – double throw, +%damage, +%AR, weapon block, blocks while running
8. Evasion – dodges/evades attacks, Duration 30+X seconds
9. Blade Flurry – a dual wield double swing attack with cleave to hit extra enemies, increases attack speed +X%, +%AR
10. Elemental Mastery - each elemental attack builds generic combo points and every 3rd attack upgrades the attack (Ice=blizzard, fire=meteor, lightning=chain lightning), +AR, +damage
4. Sorceror – Sorceror + Mage (WOW)
- Has all of previous sorcerer builds with more flexibility (14 basic builds)
- Fire/Water elementals add extra dimension/pet
- Ice block adds survivability and strategize/wait and attack
- New block dynamic will be very useful to keep sorcerer alive vs ranged attackers
- Builds: - mix any 2 below
o Fire – Meteor
- Fireball
- Explosion
- Enchant
- Hydra
- Fire Elemental
- Firewall
- Dragons breath
o Lighting – Nova
- Charged Bolt
- Chain lightning
o Water – Frozen Orb
- Blizzard
- Water Elemental
- Limitations: low life, low armor, no melee, no defense, limited pets, no healing ability, weak resists
Fire – same great old tree, no need to chance
1. Fireball - +X% chance to knockback, casting time decreases by X%
2. Explosion – +% ignites ground for X seconds, ignites victims for 5 seconds dealing 50% extra damage over time, +X% chance to knockback
3. Warmth - +mana regen
4. Enchant – can cast on pet/hireling, +fire, +AR
5. Dragons Breath (WOW) (replaces inferno) – always goes maximum distance, ignites victims for 5 seconds dealing 50% extra damage over time
6. Firewall
7. Meteor – stun 0.5sec
8. Hydra (max 4) – triple fireball
9. Fire Elemental (max 1) – 1min duration, offensive, primarily melee, blaze, charge, double fireball, immolate on summon, immolate/meteor on death
10. Fire mastery – +X% chance of fire spells to ignite enemy for 50% DOT, reduce enemy fire resist, +% fire damage, + self fire resist
Lightning – same old tree, best old sorc tree. No need for WOW Mages Arcane tree
1. Charged bolts
2. Telekinesis - knockback
3. Static field
4. Lightning – mostly straight arc of lightning immediate/flashes and looks like real lightning
5. Chain lightning / lightning fury – chain lightning sucked and lightly fury looked great
6. nova
7. teleport
8. thunderstorm,
9. Energy shield (Blazing speed) - absorb damage to mana, gives X% chance on hit by melee/ranged to increase movement speed 50%
10. Lightning mastery - +X% chance for lightning to critical, reduce enemy lightning resist, +% lightning damage, + self lightning resist
Water – Same great old tree with some new WOW spells
1. Frost Bolt – synergies with cold spells to +X% cold slowness on enemies, casting time decreases by X%
2. Ice Blast – freezes target, casting time decreases by X%
3. Frozen armor – +defense, chills attacker, can cast on pets/hirelings
4. Frost nova
5. Ice block (WOW)– enchase self in indestructible ice for up to 5+X secs, removes all negative effects, can exit Ice Block at any time, 1min cooldown
6. Chilling armor (Ice Barrier) – adds buffer of ice that absorbs damage and prevent interruption while active, stacks with frozen armor
7. Blizzard,
8. Frozen Orb
9. Water elemental (WOW) (max 1) – 1min duration, defensive, protects caster, primarily ranged attack, double frost bolt, frost nova, frost nova on summon, frost nova/blizzard on death
10. Ice mastery – +% chance for cold to freeze targets, elongates slow effect +.1Xsec, reduce enemy ice resist, +% ice damage, + self ice resist
5. Barbarian – Barbarian + Warrior (WOW)
- Same builds much more flexibility (10 builds)
o Barbarian always played great without a lot of different builds
- Seismc slam gives the barb a ranged attack
- Last stand gives better tanking ability
- Furious charge makes slow builds like berserk/concentrate/hammer builds more efficient and may be a new build
- Builds
o WW
o Frenzy
o Warcry stun
o Furious Charge
o Beserk
o Last Stand – health monster
o Double Throw
o Cleave
o Double Cleave
o Remorseless attacks
- Limitations – few elemental abilities, few ranged abilities, short range AOE, no pets, limited healing ability
Warcrys – still a great tree that is classic barbarian
1. Taunt
2. Howl – fear all
3. Grim ward
4. Shout - +defense
5. Battle cry – Lowers defense of enemies, reduce damage received
6. Battle Orders – Increase all stats
7. Ground Stomp / War Cry – Stun all
8. Battle Command - +1 level
9. Last stand (WOW) – (personal buff) +50+2X% hitpoints for 5+X seconds, must have health below 50% to cast, mana cost 20% of base mana
10. Death Wish (WOW) - (personal buff) +20+10X%damage, cannot be interrupted/feared, +20% damage taken, 5+Xsec duration
Combat skills
1. Leap – knockback on landing
2. Hammer of the ancients – cannot be interrupted (replaces concentrate), cannot miss, physical damage
3. Cleave – hits 2 targets, hits more at higher levels
4. Furious Charge
5. Seismic Slam
6. Leap Attack – leap and cleave with weapons upon landing
7. Double Cleave (new)– cleave with each weapon, second weapon does 50% damage
8. Frenzy – increasing speed double weapon attack, faster run
9. Whirlwind
10. Berserk – for X seconds, deal a lot of magic damage, no defense, 5+Xsec duration
Combat Masteries – it’s a boring tree but very classic, weapon specialization just seems to pigeon holing barbarians in a way that doesn’t help gameplay though…
1. Iron Skin - +defense
2. Increase speed/stamina - +speed/stamina
3. Mace mastery - +.X% to stun
4. Sword mastery - +.X % critical, +%AR, +%DMG
5. Axe mastery - +X% critical damage, +%AR, +%DMG
6. Polearm mastery +X% critical damage, +%AR, +%DMG
7. Throwing mastery – Double Throw, +.X% critical, +%AR, +%DMG
8. Spear mastery - +.X% critical, +%AR, +%DMG
9. Remorseless attacks (WOW) – next attack deals +50+10X% damage after killing an enemy
10. Natural resistance - resist all
6. Druid – Druid + Druid (WOW)
- Lots of flexibility (19 builds) for all situations like Druid (wow)
- Has access to most elemental abilities (fire, ice, poison, physical, no lightning)
- Many builds:
o Pure wereform
o Feral charge
o Fire claws
o Feral Mastery
o Pure treeform
o Primary wereform + summons
o Primary elemental + summons
o Primary Summons with wereform
o Leader of the pack
o Heart of the wild
o Primary Summons with elemental
o Insects, birds, vines support
o Poison/vine focused build
o Melee with Wolves/bear
o Treants
o AOE – twister
• Flashfire
• Tornado
• Fissure
• Amageddon
• Hurricane
o Omen of Clarity
o Enervate
o Melee Werewolf + Natural Caster/Elemental AOE
o Tanking werebear + Natural Caster/Elemental AOE
- Limitations: medium armor, medium hitpoints, slow ranged attacks, not the strongest at anything
Shape Shifting – shows armor, paws for weapons, great tree and added a lot of great WOW Druid skills
1. Werewolf form – enhanced speed, +AR, +hitpoints
2. Werebear form (polar bear) – enhanced defense, +AR, +hitpoints
3. Feral Charge (WOW) – charge (rabies for wolf, stun for bear)
4. Feral Bloodthirst (previously Feral Hunger) +5X% damage, +AR, +2+.X% life steal, attack/eat corpse to recover 20+X% life/mana, builds up to 3 levels of lifesteal
5. Fire Claws – flaming cleave attack that hits 1+.1X enemies, +X% chance to ignite for 50% DOT, +AR
6. Feral Mastery – fury, shockwave
7. Lycanthropy – Dire wolf/bear + health, +defense, +AR, +damage
8. Natural Shapeshifter (WOW) – can cast all spells in shifted form, cheaper shift cost, longer shift duration, 2-.1X slower casting time/cost
9. Survival of the Fittest (WOW) (Passive) -, -X% to be critically hit, +X% resist all,
10. Leader of the Pack (WOW) – (passive aura), +10+.5X% chance to physical critical, +10+X% AR
Elemental – old druid elemental tree played really bad with some very hard to use skills. WOW skills help add some color
1. Twister – multiple knockback cold twisters shot from caster
2. Cyclone armor - +defense, absorb damage, +resist all
3. Flash Fire (replaces Firestorm) – wave of fire rolls away from Druid (like Blastwave(WOW)), +X% chance to knockback
4. Barkskin (WOW) – uninterruptable casting, lowers damage taken, slow melee,
5. Omen of Clarity (WOW) – +% for free spell when attacking, works with throwing weapons
6. Call Fissure – AOE fire centered at target, looks like nicer Flamstrike (WOW)
7. Tornado – slow meandering cold/physical AOE, knockback, lasts longer than blizzard
a. Behaves like Ultima Online’s Energy Vortex spell
8. Armageddon – fire AOE
9. Hurricane – Cold AOE centered on player
10. Innervate (WOW) – +200+10X% mana regeneration, Duration 5+.5Xseconds, Must have full mana to cast, slow 4 second casting time
Summoning
1. Summon Birds – changes to ravens/eagles at higher levels, make way more powerful and give synergies
2. Summon wolves – no need for Dire Wolves, just make the wolves stronger at high levels with more synergies with Grizzly
3. Summon Insect Swarm – (spreads like Locusts), poison damage, sucks mana, lower AR, slow, resistant to physical damage, 10+Xsec duration, 10% base mana
4. Natures Grasp (WOW)– when hit roots slow and poison attacker for 3+Xseconds
5. Oak sage spirit
6. Summon Grizzly
7. Summon Heart of the Wild (WOW) - +Health, +X% all stats, +%dmg, floating spirit that replaces Oak Sage
8. Grow thorns – reflects 50+5X% damage and poisons enemies who are attacked or hit your party, 5+Xmin duration, I hate vines that wander around and get killed, this looks cooler
9. Summon Mastery – summons get +damage, +resist, + health, +AR, upgrades summons to Dire wolve/bear, lowers cost to summon
10. Force of Nature (WOW) – 10+Xseconds with 3 Treants, synergies with poisons/vines, 20% of base mana, Treants are friendly but uncontrollable, animation should throw 3 seeds somewhere that grow super fast
7. Deathknight/ Black Knight/ Blackguard
- Stays true to the Deathknight of WOW of a melee with pets
- Combination of Deathknight, Warlock(WOW), and some Rogue (WOW) skills
- Changes Frost tree to Demonology tree
- Gives mores summons and some Trapsin playstyle for more builds (24 builds)
- Many abilities cost health to cast and many new death/lifesteal abilities
- Potentially the strongest pets
- Builds focus on melee with pets:
o Melee only, with or without poison
o Decapitate
o Bloody Strikes
o Obliterate
o Bloody Howl
o Blood Frenzy
o Anti-magic shell
o Dancing Blood weapon
o Pestilence
o Hysteria
o Unholy
o Unholy Army
o Deathchill
o Unholy Crusade
o Domination
o Spectral Form
o Lichform – can combine with spectral form to melee
o Demonology
o Immolate
o Imps
o Hellfire
o Gargoyle
o Marked for Hell
o Demons Breath
o Demon
o Vortex
o Demonform
o Unholy only with pet focus
o Unholy with Blood/melee support or Unholy with Demon/casting support
o Demon only with a few strong pets and strong melee
o Demon only with gargoyle traps, summons, melee
- Limitations: limited ranged and AOE attacks, limited cold/lighting attacks, many abilities cost %health
Blood (WOW) – Fun tree with skills that are either very bloody or require health to use
1. Bloody Strikes (WOW)– Passive, all physical attacks draw blood to deal bleed damage +10X% damage over 5 seconds
2. Decapitate (new) – run and attack with long slashing cleave that hits up to 2+X opponents, +AR, +Damage
3. Remorseless attacks (WOW)– (passive) next attack deals +50+10X% damage after killing an enemy
4. Bloody Howl (WOW)– poison spray, chance to stun +X%, +X range
5. Obliterate (WOW) – smash enemy/ground physical AOE attack, knockback, +AR, high mana, high damage
6. Anti-magic shell (WOW) (castable aura)- absorbs 100X amount of damage from all magic spells, Magic damage reduced by 50%, +X range, negates 1 enemy spell per 20 seconds
7. Dancing Blood Sword (WOW)– summons 50% damage dancing swords (max 2, rank 10+) that attack for you, +X% they will block for you, sacrifice 10% of health to summon, duration 1+Xmin
8. Soul Sacrifice (WOW)– sacrifice 50% health and all minions (at least 1) for 5+.2Xsec of invulnerability, no healing until after invulnerability
9. Pestilence (WOW)– Surrounds self with insects, poisons, lowers attackers AR Poison and curse all opponents with decrepify if they hit you, +5X% to poison and curse Weaken enemies if you his them, self-buff, 5min+X duration
10. Hysteria (WOW)– cannot stop attacking, cannot block, +50+10X% damage, +10% damage taken, gains +speed/ +damage/+AR after getting hit with 3 levels, 10+Xsec duration, exhaustion for 1 sec if expires
Unholy – I like the possibilities of this tree. I added some of my own ideas to fill it out though.
1. Unholy Army(WOW) – Animates 1-4 nearby corpses into skeletons, type of corpse determines ranged/melee/caster skeleton
2. Unholy Chill (WOW)– chills weapon converting X% damage to cold damage, +1+.X% lifesteal, lasts 5+Xmin
3. Unholy Crusade (new)– summons 2+.5X ghosts to attack random targets, each disappears when its target dies, no overlap in castings of crusade, ghosts resistant to physical, duration 5+.5Xseconds
4. Death Coil (WOW)– fast flying bone spirit that jumps to next enemy if the first enemy dies
5. Death Pact (WOW)– Undead minions +AR, +damage, +defense, +resist, +health
6. Unholy Hunger (new)– instructs pets to eat corpses to upgrade and heal themselves, 3 upgrades to +health, +defense, +damage
7. Spectral Form (new)– +20+X% physical/magic immunity, +AR%, cannot cast Demon spells or drink potions, can use blood/unholy abilities, walks through enemies/doors, +1+.X% life/manasteal, Duration 1min+.1Xmin
a. Should have a white outline and look like a ghost, have ghostly mist emanating from him, great tank skill
8. Unholy Blight (WOW) – static 5+5(X^.5)% all and 5X cold damage all, costs 5% life, screenwide range
9. Unholy Presence (WOW) - steal souls of enemies killed to heal self/minions for X health, duration 5+X min, +Resist, +crit for undead
10. Lichform (WOW)– become lich, -1% health per second, +X resist all, +all stats, spells cost 20+X% less to cast, Mana regen +50+X%, +AR, +cold Dmg, +fly/speed, duration 10+Xseconds, 20% physical immunity, automatically assume Lichform at 10+X% minimum health
a. Should glow with a black aura with clothing whipping around like a ghost, periodically does a ghostly cackle/muahahhaa
Demonology – Primarily Warlock tree, works well with the unholy Deathknight theme, Blackguard makes more sense though, seems like it’d be fun to play with the Blood Tree
1. Demon Skin (WOW) - +defense, +regeneration
2. Immolate (WOW) - fire ignites target, +X% chance to spread, lasts 5+.5X seconds, can immolate minions to increase damage
3. Summon Imps (WOW) – Summon 1-3 imps (max 4) that shoot fireballs and teleport, +X fireball dmg, synergy with immolate/ hellfire/ demons breath/ gargoyle, demon
4. Hellfire (WOW) - create AOE fire nova to ignite ground centered on caster, costs 5% health
5. Marked for Hell (new) – Upgrades immolate to mark an enemy to explode into hellfire when it dies, seems like a cool idea
6. Summon Gargoyle (WOW) – stationary pet blows lightning/fire infernos at nearest enemies (max 4), shoots X times before disappearing, no-delay in casting
7. Demon’s Breath (WOW) – blow lightning/fire inferno that ignites enemies/ground
8. Chaos Vortex (UO spell) - wandering AOE whirlwind that curses, Fire/Lighting/Cold damage, and stuns opponents, may animate dead
9. Summon Demon (WOW) – summons 1 wild uncontrolled demon to fight, will attack you too. Can dismiss demon.
10. Demonform (new) – Invite a demon to morph with you, cast demon spells at -30% mana, new summoned demons do not need to be dominated (will attack you if you revert to normal form), cannot cast unholy spells, + a 100% strength, +all stats, +resistance, + health, +defense, fly, Demon minions become more powerful,
a. Looks like a red, bigger, glowing version of regular Deathknight, exhales fire when breathing
NOTES
- I wrote this because I had a slow week and I was having fun daydreaming about stuff
- This is pasted from Word so the formatting sucks...
- No damage numbers have been provided
- If there is sufficient interest, I can make a spreadsheet to determine maximum DPS of each character, adjust skills, and limitations to give damage/mana estimates for each skill
o Blizzard will do this anyways
- Mana Costs
o Will be based on expected mana at the level you get the skill
o Efficiency of killing will be adjusted so indiscriminant casting (of most spells) will not be possible
o Typically allows 10 nonstop castings before exhausting base mana
o Few spells should allow for non-stop casting or only 1-2 castings unless specified
- DPS factors
o Crowd control skills like Cold/stun/knockback have less DPS
o Poison has lower DPS due to duration of effects and relative mana efficiency
o DPS is lower for AOE spells
o Higher DPS can be created by sacrificing usability like Berserk/Sacrifice
- I believe fun PVP comes from not knowing what build you face and adapting
o PVP is a rock/paper/scissors game
o Given a huge variety of builds and lots of build flexibility (like Druid Werewolf/Werebear Shapeshifting tree) PVP will be about who can adapt/counter the fastest
o Personally I don’t play pvp but I think this would work
- Items: I hope blizzard stays away from skills that are useless unless u find a specific item/set
o It is very bad to have items that +1000% poison damage because it means poison is balanced to be useless without that item
o It is better for items/set/runewords to give new skills, (eg. Aura to non-paladins) which make the game fun to play
- New features?
o Blocking – players stationary with shields facing attacks should automatically block most/all attacks from that direction
- Stationary - Tower shields block all with no damage taken
- While moving – best tower shields block 50% while moving
- 0% blocked while running
- Need ability to strafe and run sideways
o Flanking – easier to hit enemies from sides (-25% defense) and behind (-50% defense)
o Rogue should have +X% damage attacking from behind
Special Levels
- There is no need to stress that a cow level is expected
- They should have a level/ battleground to take out a raid by both Horde/Alliance side (5 D3 characters vs 40 WOW players) all at level 70
- Would each Diablo character at level 70 be able to take out a balanced group of 5 level 70 on mounts
- Barbarian – death wish/concentrate, charge, stun all, whirlwind,
- Witchdoctor – pets, Thorns, zombie prison self, AOE
- Druid – pets, AOE, werebear stun all
- Paladin – thorns aura, divine shield, avengers shield, charge
- Sorc – teleport, aoe, pet, static, iceblock
Zeal/sacrifice/vengeance/ charge
- Rogue – pet, Shadowstep Assasination, Poison blast/multishot, melee/ranged-kite
- stunlock(rogue, warrior, shaman, paladin), sheep/Banish(mage/warlock), counterspell/silence, dispel buffs (priest), roots, dots
- kill priest, rogue/warrior/bears (for stuns)
- Should have same 3 trees 10 skills per tree with builds based on max of 20skill points per skill and ~80 skill points total
- Skill are listed from low level to high level with the last skills not available until higher levels
- Many previous and WOW abilities have been added to increase flexibility of characters
- Synergies are not specified but should be included
- Focus on variation of builds while maximizing flexibility vs pigeonholing builds to do 1 thing
- Skill progression are all exponential to maximize usability of skills in Hell which is ~2x harder than Nightmare which is ~2x harder than Normal
- All previous builds should remain but add new dynamics for new selection of builds/skills
Constraints: No cooldowns to slow play (used lots of % of base mana spells to limit use in game)
Key:
% = chance for something to happen
+% = chance for something to happen with increasing chance as skill level increases
+X% = 1% initial chance for a skill to happen with a 20% chance to happen at skill level 20
+50+10X% = mathematical equation, 60% initial chance for a skill to happen with a 450% chance to happen at skill level 20
1. Paladin – Paladin + Paladin (WOW)
- Playing style retains all of old Paladin’s builds with more flexibility (21 builds)
- New paladin much harder to kill at high levels due to holy tree
o Makes Hardcore much easier
- More AOE damage/abilities from Auras
- Shield throw adds new dynamic
- Builds:
o Aura
- Prayer
- Vigor
- Might
- Thorns
- Fire
- Lighting
- Cold
- Conviction
- Aura Nova
o Holy –
- Holy boly healing build
- Divine Shield
- Blessing of Reincarnation
- Martyr who wants to get killed and expects to outlife/outrevive enemies
o Combat
- Charge
- Smite
- Zeal
- Sacrifice
- Vengeance
- Avenger shield
- Blessed Hammer
- Fist of Heavens
- Best direct and aura healing ability
- Lots of anti-wipe spells
- Great character with a party, has best resistances and access to most forms of damage
- Limitation – limited ranged firepower, no pets, limited AOE, no pet, Holy builds are very defense oriented
Auras – condensed them and added my own idea
1. Prayer / Meditation – enhanced healing and mana regen, uses mana when party is injured
a. Increases regen efficiency
2. Vigor aura – speed, stamina, attack speed
3. Might/Blessed Aim – Adds damage and AR
4. Thorns -
5. Fire – fire damage + fire resist + firestorm + buff allies with fire attack
6. Lighting – lighting damage + lightning resist + thunderstorm (mage) + buff allies with lightning attack
7. Cold - cold damage + cold resist + hurricane like cold wind + buff allies with cold attack
8. Conviction – lower resist/defense of enemies
9. Salvation/Defiance – adds defense, resist all, synergy for resist in fire/lighting/cold
10. Aura Nova – spell that causes active aura to have extra effects 25% of base mana (prayer – holybolt all, might – stun all, vigor – frost nova, thorns – damage/knockback all, fire – meteor/immolate, lightning – nova/FoH, cold – frost nova/blizzard, conviction – nova/frost nova/meteor, Salvation – damage/knockback/stun )
Holy – only 1 blessing per person, can only be cast on party members
1. Holy bolt – heal + holy damage
2. Cleanse – X duration, remove curses/poison/fire, + duration increase
3. Blessing of Divine Shield– 1+.X seconds invulnerability to enemy, must be at full health and mana to cast, 4 second cast, 20% mana, activates on first enemy hit
4. Blessing of the Crusader – 5min duration, +AR, +% for critical, + critical damage, holy damage
5. Lay on Hands – restore 50+X% life (based on Paladin’s max life/mana), usable after auto-self buff when at full health and mana for 5 seconds
a. This is such a cool skill. But its hard to implement without a cooldown
6. Guardian Angel – absorbs 1+.5X enemy spell every (like Grounding Totem) every 20 seconds
a. Animation of heavens opening up with a beam of sunshine on paladin, actively has sunshine shining on him
7. Blessing of Sacrifice (WOW)– 5min duration, 50% of damage shared (good for hireling/pet preservation), +X% efficiency, + duration
8. Blessing of Safety – +defense, +resist all, 5min duration
9. Blessing of Reincarnation – upon death, resurrect with 10+X% life and heal party members 10X% life/mana, 50% base mana to cast
10. Martyrs Resurrection (Shaman) – upon dieing will revive with X% of life, upon death frost nova/nova/meteor + fist of heavens on each enemy, no duration, casting costs 90% of total mana/life, slow cast
Combat – added WOW Paladin skills
1. Charge – knockback
2. Smite – knockback/stun with shield
3. Zeal - 5 attack
4. Sacrifice
5. Vengeance – multiple elemental damage
6. Holy shield - +defense, reflects blocked projectiles, +% can block spells
7. Avengers Shield (WOW skill) – throw shield to stun/attack enemies, bounces up to X times, can attack while shield is thrown
8. Shield Mastery – +% chance to block while attacking/running, will reflect blocked spells
9. Blessed hammer – some ppl really like this skill although I think it needs to look better like bouncing off walls in addition to flying in a circle
10. Fist of Heavens – has its uses and is a signature spell
2. Witch Doctor – Necromancer + Warlock (WOW)
- Improved necromancer with better ranged flexibility (13 builds)
- Better damage spells for supporting pets
- Pets more useful and varied
- Different pets totally change gameplay
o Succubi will be ranged style lots of conversions
o Mongrels have great burst dmg ability
o Wall of zombie has great tanking ability
o Infernal is aggressive
- Builds:
o Curse focus with summons
- Exploding Mongrels
- Stationary Zombie focus
- Golem specialty
- Ranged Succubi
- Revive
- Doomsguard focus
o Nature
- Locusts
- Poison build viable with Mosquito Swarm
- Ice bomb
- Electric Eel Bomb
- Mosquito
- Death Beetles
- Limitation: low hitpoints, no melee ability, dependent on pets (limited AOE), no teleport/jump ability
Curses – Classic great curses. Not much to be changed
1. Horrify
2. Amplify Damage
3. Thorns
4. Mass Confusion
5. Attract
6. Soul Tap (replaces Life Tap) – leech life/mana
7. Dim vision
8. Decrepify – replaces weaken
9. Lower Resist
10. Disease – poisons enemies
Summons – I think I have too many types of summons. All useful in their own way though…
1. Summon mongrel (max 8) – looks different at higher levels (eg. Turn into zombies?)
2. Wall of zombies
3. Blood golem
4. Summon Mastery - +AR, +damage, +hitpoints, +defense, +speed, +defense +Resist, +health, -cost
5. Golem – earth golem if cast on floor or iron golem if cast on object
6. Zombies Prison – as in Bone prison with zombies
7. Fire Golem – explodes bigger than mongrel
8. Summon Succubi (WOW skill) (max 4)– ranged pet casts fireballs, confusion
9. Revive
10. Summon Doomsguard (Summon Doomsguard WOW) – aggressive pet, inferno, melee, slow to summon, must sacrifice another pet
Nature – Have some classic Necro spells here, its not that innovative of a tree personally
1. Firebomb
2. Locust Swarm
3. Soul Harvest – consumes corpses to regenerate mana/health
4. Wind Armor - replaces Bone armor because it sounds more nature-like
5. Mosquito swarm – poison, drain health/mana, wandering pet that just looks like a cloud that just floats over enemies, should be resistant to physical damage
6. Poison bomb – like firebomb
7. Ice bomb – like firebomb with ice
8. Electric eel bomb – like firebomb with electric eels (I don’t play necro much and I’m uninspired by this tree ok?)
9. Tranquility (AOE buff) – channeled enhanced regeneration for all nearby allies/ pets, buffs party +defense as long as he can remain in trance
10. Death Beetles – spread from caster like locusts, hangs onto enemies and deals some damage, when enemy dies, they explode like corpse explosion, like Seed of Corruption (WOW-warlock)
3. Rogue – Amazon + Assassin
- Merged Zon/Sin with more flexibility (19 builds)
- Retains a simplified system of combo points
- Has great ranged and melee abilities
- Has all elemental abilities (fire, ice, lightning, poison, physical)
- Builds: - combines melee with ranged
o Ranged – Multishot
- Strafe
- Guided Magic Arrow
- Fire
- Lightning
- Lightning Fury
- Impale
o Shadows add tanking flexibility (double tank with shadow, double ranged with shadow, tank and have ranged shadow, ranged and have tanking shadow)
- Melee Shadow
- Ranged Shadow
- Master Shadow
o Shadowstep
o Venom builds are viable with strafe, multishot, and poison/plague
- Shadow Blast
o Melee single or dual wield
- Jab
- Dual wield jab
- Blade flurry + Venom?
- Elemental combos – ice
• Fire
• Lightning
- Blade Shield
- Limitations: medium armor, medium hitpoints, no shield, only 1 shadow with 1 decoy
Ranged – Amazon bow/javelin tree that works with all ranged weapons: throwing weapons, bows, crossbows, javelins
1. Guided Magic Shot – combined all magic arrows are guided, +X dmg, -X% mana cost, +X% shooting speed
2. Ice Shot – frost nova, ice nova, nova radias
3. Fire Shot – fire nova, immolation
4. Lightning Shot – lightning, lightning Fury
5. Multishot
6. Pierce and Penetrate- +X% pierce, +AR
7. Strafe
8. Plague shot – poison cloud, plague cloud
9. Ranged mastery – upgrades effects of previous shots, +AR, +ranged criticals
10. Impaling shot – 100% piercing, knockback with .5+.1Xsec stun, uses 20% of base mana
Shadow – I like this tree. But may need fewer shadows/clones if they make a better minion interface
1. Slow missiles
2. Shadow Decoy – just stands there
3. Fade – enhance resists, + defense
4. Venom – Poisons all weapon attacks, X damage over 10 seconds
5. Shadow Blast (+ mind blast) – throws a AOE cloud that stuns and poisons
6. Melee Shadow Warrior– aggressively only melees, high synergies with ranged/master shadow
7. Ranged Shadow Warrior - defensively only ranged attacks, high synergies with melee/master shadow
8. Shadowstep – teleport and attack from shadows as powerful backstab +200%+10X% damage
9. Shadow master – more powerful than other shadows
Melee – Combination of Amazon and Rogue trees
1. Burst of speed – +run speed, +attack speed
2. Blade shield – +defense and short aoe attack
3. Ice attack – frost nova, +X range increases slowly, blizzard
4. Fire attack – immolation, meteor
5. Lightning attack – nova, melee lightning fury
6. Jab – (works on everything except hammers, axes, polearms) speed not affected by normal weapon speed (favors slow heavy spears, 4/5/6th attacks will have very low AR/damage), +%AR, +%damage
7. Dual Wield mastery – double throw, +%damage, +%AR, weapon block, blocks while running
8. Evasion – dodges/evades attacks, Duration 30+X seconds
9. Blade Flurry – a dual wield double swing attack with cleave to hit extra enemies, increases attack speed +X%, +%AR
10. Elemental Mastery - each elemental attack builds generic combo points and every 3rd attack upgrades the attack (Ice=blizzard, fire=meteor, lightning=chain lightning), +AR, +damage
4. Sorceror – Sorceror + Mage (WOW)
- Has all of previous sorcerer builds with more flexibility (14 basic builds)
- Fire/Water elementals add extra dimension/pet
- Ice block adds survivability and strategize/wait and attack
- New block dynamic will be very useful to keep sorcerer alive vs ranged attackers
- Builds: - mix any 2 below
o Fire – Meteor
- Fireball
- Explosion
- Enchant
- Hydra
- Fire Elemental
- Firewall
- Dragons breath
o Lighting – Nova
- Charged Bolt
- Chain lightning
o Water – Frozen Orb
- Blizzard
- Water Elemental
- Limitations: low life, low armor, no melee, no defense, limited pets, no healing ability, weak resists
Fire – same great old tree, no need to chance
1. Fireball - +X% chance to knockback, casting time decreases by X%
2. Explosion – +% ignites ground for X seconds, ignites victims for 5 seconds dealing 50% extra damage over time, +X% chance to knockback
3. Warmth - +mana regen
4. Enchant – can cast on pet/hireling, +fire, +AR
5. Dragons Breath (WOW) (replaces inferno) – always goes maximum distance, ignites victims for 5 seconds dealing 50% extra damage over time
6. Firewall
7. Meteor – stun 0.5sec
8. Hydra (max 4) – triple fireball
9. Fire Elemental (max 1) – 1min duration, offensive, primarily melee, blaze, charge, double fireball, immolate on summon, immolate/meteor on death
10. Fire mastery – +X% chance of fire spells to ignite enemy for 50% DOT, reduce enemy fire resist, +% fire damage, + self fire resist
Lightning – same old tree, best old sorc tree. No need for WOW Mages Arcane tree
1. Charged bolts
2. Telekinesis - knockback
3. Static field
4. Lightning – mostly straight arc of lightning immediate/flashes and looks like real lightning
5. Chain lightning / lightning fury – chain lightning sucked and lightly fury looked great
6. nova
7. teleport
8. thunderstorm,
9. Energy shield (Blazing speed) - absorb damage to mana, gives X% chance on hit by melee/ranged to increase movement speed 50%
10. Lightning mastery - +X% chance for lightning to critical, reduce enemy lightning resist, +% lightning damage, + self lightning resist
Water – Same great old tree with some new WOW spells
1. Frost Bolt – synergies with cold spells to +X% cold slowness on enemies, casting time decreases by X%
2. Ice Blast – freezes target, casting time decreases by X%
3. Frozen armor – +defense, chills attacker, can cast on pets/hirelings
4. Frost nova
5. Ice block (WOW)– enchase self in indestructible ice for up to 5+X secs, removes all negative effects, can exit Ice Block at any time, 1min cooldown
6. Chilling armor (Ice Barrier) – adds buffer of ice that absorbs damage and prevent interruption while active, stacks with frozen armor
7. Blizzard,
8. Frozen Orb
9. Water elemental (WOW) (max 1) – 1min duration, defensive, protects caster, primarily ranged attack, double frost bolt, frost nova, frost nova on summon, frost nova/blizzard on death
10. Ice mastery – +% chance for cold to freeze targets, elongates slow effect +.1Xsec, reduce enemy ice resist, +% ice damage, + self ice resist
5. Barbarian – Barbarian + Warrior (WOW)
- Same builds much more flexibility (10 builds)
o Barbarian always played great without a lot of different builds
- Seismc slam gives the barb a ranged attack
- Last stand gives better tanking ability
- Furious charge makes slow builds like berserk/concentrate/hammer builds more efficient and may be a new build
- Builds
o WW
o Frenzy
o Warcry stun
o Furious Charge
o Beserk
o Last Stand – health monster
o Double Throw
o Cleave
o Double Cleave
o Remorseless attacks
- Limitations – few elemental abilities, few ranged abilities, short range AOE, no pets, limited healing ability
Warcrys – still a great tree that is classic barbarian
1. Taunt
2. Howl – fear all
3. Grim ward
4. Shout - +defense
5. Battle cry – Lowers defense of enemies, reduce damage received
6. Battle Orders – Increase all stats
7. Ground Stomp / War Cry – Stun all
8. Battle Command - +1 level
9. Last stand (WOW) – (personal buff) +50+2X% hitpoints for 5+X seconds, must have health below 50% to cast, mana cost 20% of base mana
10. Death Wish (WOW) - (personal buff) +20+10X%damage, cannot be interrupted/feared, +20% damage taken, 5+Xsec duration
Combat skills
1. Leap – knockback on landing
2. Hammer of the ancients – cannot be interrupted (replaces concentrate), cannot miss, physical damage
3. Cleave – hits 2 targets, hits more at higher levels
4. Furious Charge
5. Seismic Slam
6. Leap Attack – leap and cleave with weapons upon landing
7. Double Cleave (new)– cleave with each weapon, second weapon does 50% damage
8. Frenzy – increasing speed double weapon attack, faster run
9. Whirlwind
10. Berserk – for X seconds, deal a lot of magic damage, no defense, 5+Xsec duration
Combat Masteries – it’s a boring tree but very classic, weapon specialization just seems to pigeon holing barbarians in a way that doesn’t help gameplay though…
1. Iron Skin - +defense
2. Increase speed/stamina - +speed/stamina
3. Mace mastery - +.X% to stun
4. Sword mastery - +.X % critical, +%AR, +%DMG
5. Axe mastery - +X% critical damage, +%AR, +%DMG
6. Polearm mastery +X% critical damage, +%AR, +%DMG
7. Throwing mastery – Double Throw, +.X% critical, +%AR, +%DMG
8. Spear mastery - +.X% critical, +%AR, +%DMG
9. Remorseless attacks (WOW) – next attack deals +50+10X% damage after killing an enemy
10. Natural resistance - resist all
6. Druid – Druid + Druid (WOW)
- Lots of flexibility (19 builds) for all situations like Druid (wow)
- Has access to most elemental abilities (fire, ice, poison, physical, no lightning)
- Many builds:
o Pure wereform
o Feral charge
o Fire claws
o Feral Mastery
o Pure treeform
o Primary wereform + summons
o Primary elemental + summons
o Primary Summons with wereform
o Leader of the pack
o Heart of the wild
o Primary Summons with elemental
o Insects, birds, vines support
o Poison/vine focused build
o Melee with Wolves/bear
o Treants
o AOE – twister
• Flashfire
• Tornado
• Fissure
• Amageddon
• Hurricane
o Omen of Clarity
o Enervate
o Melee Werewolf + Natural Caster/Elemental AOE
o Tanking werebear + Natural Caster/Elemental AOE
- Limitations: medium armor, medium hitpoints, slow ranged attacks, not the strongest at anything
Shape Shifting – shows armor, paws for weapons, great tree and added a lot of great WOW Druid skills
1. Werewolf form – enhanced speed, +AR, +hitpoints
2. Werebear form (polar bear) – enhanced defense, +AR, +hitpoints
3. Feral Charge (WOW) – charge (rabies for wolf, stun for bear)
4. Feral Bloodthirst (previously Feral Hunger) +5X% damage, +AR, +2+.X% life steal, attack/eat corpse to recover 20+X% life/mana, builds up to 3 levels of lifesteal
5. Fire Claws – flaming cleave attack that hits 1+.1X enemies, +X% chance to ignite for 50% DOT, +AR
6. Feral Mastery – fury, shockwave
7. Lycanthropy – Dire wolf/bear + health, +defense, +AR, +damage
8. Natural Shapeshifter (WOW) – can cast all spells in shifted form, cheaper shift cost, longer shift duration, 2-.1X slower casting time/cost
9. Survival of the Fittest (WOW) (Passive) -, -X% to be critically hit, +X% resist all,
10. Leader of the Pack (WOW) – (passive aura), +10+.5X% chance to physical critical, +10+X% AR
Elemental – old druid elemental tree played really bad with some very hard to use skills. WOW skills help add some color
1. Twister – multiple knockback cold twisters shot from caster
2. Cyclone armor - +defense, absorb damage, +resist all
3. Flash Fire (replaces Firestorm) – wave of fire rolls away from Druid (like Blastwave(WOW)), +X% chance to knockback
4. Barkskin (WOW) – uninterruptable casting, lowers damage taken, slow melee,
5. Omen of Clarity (WOW) – +% for free spell when attacking, works with throwing weapons
6. Call Fissure – AOE fire centered at target, looks like nicer Flamstrike (WOW)
7. Tornado – slow meandering cold/physical AOE, knockback, lasts longer than blizzard
a. Behaves like Ultima Online’s Energy Vortex spell
8. Armageddon – fire AOE
9. Hurricane – Cold AOE centered on player
10. Innervate (WOW) – +200+10X% mana regeneration, Duration 5+.5Xseconds, Must have full mana to cast, slow 4 second casting time
Summoning
1. Summon Birds – changes to ravens/eagles at higher levels, make way more powerful and give synergies
2. Summon wolves – no need for Dire Wolves, just make the wolves stronger at high levels with more synergies with Grizzly
3. Summon Insect Swarm – (spreads like Locusts), poison damage, sucks mana, lower AR, slow, resistant to physical damage, 10+Xsec duration, 10% base mana
4. Natures Grasp (WOW)– when hit roots slow and poison attacker for 3+Xseconds
5. Oak sage spirit
6. Summon Grizzly
7. Summon Heart of the Wild (WOW) - +Health, +X% all stats, +%dmg, floating spirit that replaces Oak Sage
8. Grow thorns – reflects 50+5X% damage and poisons enemies who are attacked or hit your party, 5+Xmin duration, I hate vines that wander around and get killed, this looks cooler
9. Summon Mastery – summons get +damage, +resist, + health, +AR, upgrades summons to Dire wolve/bear, lowers cost to summon
10. Force of Nature (WOW) – 10+Xseconds with 3 Treants, synergies with poisons/vines, 20% of base mana, Treants are friendly but uncontrollable, animation should throw 3 seeds somewhere that grow super fast
7. Deathknight/ Black Knight/ Blackguard
- Stays true to the Deathknight of WOW of a melee with pets
- Combination of Deathknight, Warlock(WOW), and some Rogue (WOW) skills
- Changes Frost tree to Demonology tree
- Gives mores summons and some Trapsin playstyle for more builds (24 builds)
- Many abilities cost health to cast and many new death/lifesteal abilities
- Potentially the strongest pets
- Builds focus on melee with pets:
o Melee only, with or without poison
o Decapitate
o Bloody Strikes
o Obliterate
o Bloody Howl
o Blood Frenzy
o Anti-magic shell
o Dancing Blood weapon
o Pestilence
o Hysteria
o Unholy
o Unholy Army
o Deathchill
o Unholy Crusade
o Domination
o Spectral Form
o Lichform – can combine with spectral form to melee
o Demonology
o Immolate
o Imps
o Hellfire
o Gargoyle
o Marked for Hell
o Demons Breath
o Demon
o Vortex
o Demonform
o Unholy only with pet focus
o Unholy with Blood/melee support or Unholy with Demon/casting support
o Demon only with a few strong pets and strong melee
o Demon only with gargoyle traps, summons, melee
- Limitations: limited ranged and AOE attacks, limited cold/lighting attacks, many abilities cost %health
Blood (WOW) – Fun tree with skills that are either very bloody or require health to use
1. Bloody Strikes (WOW)– Passive, all physical attacks draw blood to deal bleed damage +10X% damage over 5 seconds
2. Decapitate (new) – run and attack with long slashing cleave that hits up to 2+X opponents, +AR, +Damage
3. Remorseless attacks (WOW)– (passive) next attack deals +50+10X% damage after killing an enemy
4. Bloody Howl (WOW)– poison spray, chance to stun +X%, +X range
5. Obliterate (WOW) – smash enemy/ground physical AOE attack, knockback, +AR, high mana, high damage
6. Anti-magic shell (WOW) (castable aura)- absorbs 100X amount of damage from all magic spells, Magic damage reduced by 50%, +X range, negates 1 enemy spell per 20 seconds
7. Dancing Blood Sword (WOW)– summons 50% damage dancing swords (max 2, rank 10+) that attack for you, +X% they will block for you, sacrifice 10% of health to summon, duration 1+Xmin
8. Soul Sacrifice (WOW)– sacrifice 50% health and all minions (at least 1) for 5+.2Xsec of invulnerability, no healing until after invulnerability
9. Pestilence (WOW)– Surrounds self with insects, poisons, lowers attackers AR Poison and curse all opponents with decrepify if they hit you, +5X% to poison and curse Weaken enemies if you his them, self-buff, 5min+X duration
10. Hysteria (WOW)– cannot stop attacking, cannot block, +50+10X% damage, +10% damage taken, gains +speed/ +damage/+AR after getting hit with 3 levels, 10+Xsec duration, exhaustion for 1 sec if expires
Unholy – I like the possibilities of this tree. I added some of my own ideas to fill it out though.
1. Unholy Army(WOW) – Animates 1-4 nearby corpses into skeletons, type of corpse determines ranged/melee/caster skeleton
2. Unholy Chill (WOW)– chills weapon converting X% damage to cold damage, +1+.X% lifesteal, lasts 5+Xmin
3. Unholy Crusade (new)– summons 2+.5X ghosts to attack random targets, each disappears when its target dies, no overlap in castings of crusade, ghosts resistant to physical, duration 5+.5Xseconds
4. Death Coil (WOW)– fast flying bone spirit that jumps to next enemy if the first enemy dies
5. Death Pact (WOW)– Undead minions +AR, +damage, +defense, +resist, +health
6. Unholy Hunger (new)– instructs pets to eat corpses to upgrade and heal themselves, 3 upgrades to +health, +defense, +damage
7. Spectral Form (new)– +20+X% physical/magic immunity, +AR%, cannot cast Demon spells or drink potions, can use blood/unholy abilities, walks through enemies/doors, +1+.X% life/manasteal, Duration 1min+.1Xmin
a. Should have a white outline and look like a ghost, have ghostly mist emanating from him, great tank skill
8. Unholy Blight (WOW) – static 5+5(X^.5)% all and 5X cold damage all, costs 5% life, screenwide range
9. Unholy Presence (WOW) - steal souls of enemies killed to heal self/minions for X health, duration 5+X min, +Resist, +crit for undead
10. Lichform (WOW)– become lich, -1% health per second, +X resist all, +all stats, spells cost 20+X% less to cast, Mana regen +50+X%, +AR, +cold Dmg, +fly/speed, duration 10+Xseconds, 20% physical immunity, automatically assume Lichform at 10+X% minimum health
a. Should glow with a black aura with clothing whipping around like a ghost, periodically does a ghostly cackle/muahahhaa
Demonology – Primarily Warlock tree, works well with the unholy Deathknight theme, Blackguard makes more sense though, seems like it’d be fun to play with the Blood Tree
1. Demon Skin (WOW) - +defense, +regeneration
2. Immolate (WOW) - fire ignites target, +X% chance to spread, lasts 5+.5X seconds, can immolate minions to increase damage
3. Summon Imps (WOW) – Summon 1-3 imps (max 4) that shoot fireballs and teleport, +X fireball dmg, synergy with immolate/ hellfire/ demons breath/ gargoyle, demon
4. Hellfire (WOW) - create AOE fire nova to ignite ground centered on caster, costs 5% health
5. Marked for Hell (new) – Upgrades immolate to mark an enemy to explode into hellfire when it dies, seems like a cool idea
6. Summon Gargoyle (WOW) – stationary pet blows lightning/fire infernos at nearest enemies (max 4), shoots X times before disappearing, no-delay in casting
7. Demon’s Breath (WOW) – blow lightning/fire inferno that ignites enemies/ground
8. Chaos Vortex (UO spell) - wandering AOE whirlwind that curses, Fire/Lighting/Cold damage, and stuns opponents, may animate dead
9. Summon Demon (WOW) – summons 1 wild uncontrolled demon to fight, will attack you too. Can dismiss demon.
10. Demonform (new) – Invite a demon to morph with you, cast demon spells at -30% mana, new summoned demons do not need to be dominated (will attack you if you revert to normal form), cannot cast unholy spells, + a 100% strength, +all stats, +resistance, + health, +defense, fly, Demon minions become more powerful,
a. Looks like a red, bigger, glowing version of regular Deathknight, exhales fire when breathing
NOTES
- I wrote this because I had a slow week and I was having fun daydreaming about stuff
- This is pasted from Word so the formatting sucks...
- No damage numbers have been provided
- If there is sufficient interest, I can make a spreadsheet to determine maximum DPS of each character, adjust skills, and limitations to give damage/mana estimates for each skill
o Blizzard will do this anyways
- Mana Costs
o Will be based on expected mana at the level you get the skill
o Efficiency of killing will be adjusted so indiscriminant casting (of most spells) will not be possible
o Typically allows 10 nonstop castings before exhausting base mana
o Few spells should allow for non-stop casting or only 1-2 castings unless specified
- DPS factors
o Crowd control skills like Cold/stun/knockback have less DPS
o Poison has lower DPS due to duration of effects and relative mana efficiency
o DPS is lower for AOE spells
o Higher DPS can be created by sacrificing usability like Berserk/Sacrifice
- I believe fun PVP comes from not knowing what build you face and adapting
o PVP is a rock/paper/scissors game
o Given a huge variety of builds and lots of build flexibility (like Druid Werewolf/Werebear Shapeshifting tree) PVP will be about who can adapt/counter the fastest
o Personally I don’t play pvp but I think this would work
- Items: I hope blizzard stays away from skills that are useless unless u find a specific item/set
o It is very bad to have items that +1000% poison damage because it means poison is balanced to be useless without that item
o It is better for items/set/runewords to give new skills, (eg. Aura to non-paladins) which make the game fun to play
- New features?
o Blocking – players stationary with shields facing attacks should automatically block most/all attacks from that direction
- Stationary - Tower shields block all with no damage taken
- While moving – best tower shields block 50% while moving
- 0% blocked while running
- Need ability to strafe and run sideways
o Flanking – easier to hit enemies from sides (-25% defense) and behind (-50% defense)
o Rogue should have +X% damage attacking from behind
Special Levels
- There is no need to stress that a cow level is expected
- They should have a level/ battleground to take out a raid by both Horde/Alliance side (5 D3 characters vs 40 WOW players) all at level 70
- Would each Diablo character at level 70 be able to take out a balanced group of 5 level 70 on mounts
- Barbarian – death wish/concentrate, charge, stun all, whirlwind,
- Witchdoctor – pets, Thorns, zombie prison self, AOE
- Druid – pets, AOE, werebear stun all
- Paladin – thorns aura, divine shield, avengers shield, charge
- Sorc – teleport, aoe, pet, static, iceblock
Zeal/sacrifice/vengeance/ charge
- Rogue – pet, Shadowstep Assasination, Poison blast/multishot, melee/ranged-kite
- stunlock(rogue, warrior, shaman, paladin), sheep/Banish(mage/warlock), counterspell/silence, dispel buffs (priest), roots, dots
- kill priest, rogue/warrior/bears (for stuns)