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If anyone of the canucks.com people ever want to try WoW I can reference a friend and you will have a power ally already in game, and it gives me some sort of in game benefit as well. So just PM me if you want to try it.
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Lots of Updates:

New skill tree system (not completely revealed yet): seems to involve tiers (hopefully not too much like WoW, which I hear is based on tiers). Like Diablo II, each character class will have 3 skills trees (for example, the Sorc has Fire, Lightning and Cold) and all trees will have tiers (I'm guessing 3-4). To open up the Tier 2 skills, you must spend 5 points in Tier 1, but you can spend them in any tree, and mix-and-match to open up Tier 2 for all three trees. For example (using the Diablo II Sorc again) you can spend 2 skills in Cold Tier 1, 2 skills in Fire Tier 1 and 1 skill in Lightning Tier 1 to open up Tier 2 skills for all three trees (Fire, Lightning, Cold). Also (although this is not finalized yet), it seems that the skill cap will be 5 to begin with. As you "progress" (I guess that means through the storyline, quests or your character's level) it will be increased to 15 which will be the final cap (might be an interval of a 10 skill cap as well).

- There will be less synergies and prerequisites (with the tier system explained above). This is in an effort to eliminate "wasting" skill points on skills you don't want to use to open up the skills you do want to use. For example: in Diablo 2, to open up and strengthen the Sorceress' "Blizzard" skill, you would have to put points in Ice Bolt, Ice Blast and Glacial Spike, all skills that you probably won't use because Blizzard is significantly stronger.

- Runes will play a different role: they will no longer be socketed into items to make "runewords". Instead, they will power-up skills (some of these are included below in the skills section of "Character Classes").

- Blocking has a percent chance to succeed, but unlike in D2, successfully blocking won't eliminate 100% of the damage. Different shields will probably have different damage absorption values, and the various shield skills will apparently boost the amount of damage absorbed per successful block.

- Fury is built up in combat using attacks (only for melee chars like the Barb) and is used when using skills and apparently it degenerates overtime. Not sure right now if Fury is only built up with regular attacks or can be built up using skill attacks as well.

The Wizard is pretty much the Sorceress from Diablo II. The Wizard will use the elements and some magic as his/her weapons. The skills we know the Wizard will have (so far) are:

Skill Tree: Storm

Tier 1:

Charged Bolt: Similar to D2's "Charged Bolt", however it doesn't move in an arched wave in front of the Wizard. Instead, it seems like the Bolts go anywhere in an 180 degrees semi-circle in different shapes and sizes. The effect, however, is identical: lightning damage (minor as it is a lower skill). Also, any lightning damage skill that critically hits will stun the enemy.

Thunderstruck: Increases the chance of a critical hit when using a lightning spell (which will stun the enemy as explained in the skill above). Sorry, AC/DC will not start playing in the background when this skill is used.

Empowered Magic: Increases the effect of Willpower on your spell skills. The new Willpower stat increases spell damage just like Strength increases physical damage.

Lightning Speed: Increases casting speed by a certain percent. Although this skill sounds like it will be extremely useful, it is unknown how items will effect (as D2 players will call it) "Faster Cast Rate".

Tier 2:

Storm Armor: Identical to D2's "Thunder Storm", the Wizard will surround itself with an electrical energy and any nearby monster will be struck. Although it says "Armor" in the name, this skill does not offer any defense bonuses.

Frost Nova: Another one straight from D2: a ring of ice will be projected radially damaging any monsters in range and freezing any that have been critically hit (cold spells freeze upon critical hits just like lightning spells stun upon critical hits).

Deep Freeze: Increases the chance of a critical hit when using a cold spell (which will freeze the enemy as explained in the skill above).

Power Armor: Increases the damage done by "Storm Armor".

Static Charge: Similar to D2's "Energy Shield" (why do they claim this is a "Wizard" when it's clearly a Sorceress): converts a certain amount of damage into added mana.

Tier 3:

Electrocute: Pretty much "Chain-Lightning" from Diablo II: shoot lightning that spreads to multiple enemies (the amount of enemies that will be hit will probably increase as more points are added to the skill).

Hydra Rune: Enables skill to strike additional enemies.

Viper Rune: If a enemy is killed with this skill, it will explode and hurt any nearby monsters.

Ray of Frost: Like the D2 Druid's "Arctic Blast", a beam of cold energy is shot forward.

Static Residue: Any enemy hit by a lightning spell will discharge lightning energy hurting any other monster around them.

Lethal Energy: Increases the chance of critical hits when using both spells and melee attacks.

Improved Charged Bolt: Increases the amount of Bolts released by the Charged Bolt skill (above).

Tier 4:

Tornado: Like the D2 Druid's "Tornado" or "Twister", wind energy (in the form of multiple natural disasters) is sent forward and will change direction slightly every time it makes contact with a monster (the path is pretty much random).

Blizzard: The classic D2 Sorc skill: shards of ice drop from the sky for a certain amount of time.

Storm Power: Increases damage of all lightning and cold spells.

Epic Storms: Increases the size of the Blizzard skill and the amount of twisters sent out when using the Tornado skill.

Shattering Ice: Enemies take damage when frozen.

Skill Tree: Arcane

Tier 1:

Magic Missile: Shoot a purple ball of Arcane (I'm guessing Magic) energy that will silence an enemy for a short period of time (I believe "silence" means that the monster will not be able to cast any spells or (re)raise any minions for that amount of time).

Arcane Power: Increases all arcane damage.

Efficient Magics: Lowers the mana cost of a spell by a certain percent.

Penetrating Spells: Lowers the resistances of the enemies to your spells by a certain percent (like the D2 Necro's "Lower Resist" curse).

Tier 2:

Disintegrate: A long, thin, red beam of Arcane energy will be shot out and can be moved radially. It can attack more than one enemy at a time as it pierces, but every time it goes through an enemy its power is reduced significantly.

Wave of Force: This skill creates a large circle of light all around the Wizard which pushes back enemies and reflects any projectiles. It also does damage, but it is very minimal.

Arcane Armor: Increases defense by a certain percent but only when other armor spells are cast.

Arcane Weakness: Enemies damaged by your arcane spells are affected with Arcane weakness, increasing damage taken by a certain percent for a short period of time.

Arcane Speed: Reduces the cooldown time for all Arcane spells by a certain percent.

Tier 3:

Arcane Orb: Similar to the D2 Sorc's Frozen Orb (without the random ice shard projectiles), an orb of Arcane energy is released which eventually explodes.

Slow Time: A large orb is created around the Wizard and any enemy or enemy projectiles that enter the orb will be greatly slowed. The Wizard itself, any allies and any ally projectiles will not be slowed. The Wizard may move around in the bubble, but if you walk outside the bubble you are vulnerable to attacks that will be at normal speed.

Arcane Distortion: Enemies damaged by Arcane spells are slowed by a certain percent.

Mana Recovery: Enemies have a chance to drop mana globes. It is not certain if mana globes drop regularly or can only drop with certain skills, items, etc.

Improved Magic Missile: Increases the number of missiles and damage when using the Magic Missile skill.

Tier 4:

Temporal Armor: A protective shell surrounds the Wizard and absorbs all damage of an attack every 6 seconds. The shield disappears after a certain amount of attacks have been absorbed (probably depending on what level the skill is on).

Teleport: Again, identical to the Sorc's "Teleport" in D2, however instead of instant teleportation, the Wizard will jump into the air and glide to its destination. This is will make it a lot slow than the previous Teleport, however it is still very speedy.

Striking Rune: Damage any enemies that are around wherever you land (like the Barb's "Leap Attack").

Hydra Rune: Create a duplicate of yourself to distract monsters while you teleport. This duplicate will fight and take damage; it doesn't just stand there (a free "Mirror Image" skill which is explained below).

Greater Mana: Increases maximum mana by a certain percent.

Mana Burst: Increases the damage of a spell when cast at maximum mana by a certain percent (cool skill, in my opinion).

Runic Might: Increases the effect of all runes.

Skill Tree: Conjuring

Tier 1:

Spectral Blade: Creates magical blades that slash each enemy in front of the Wizard a certain amount of times (probably depending on skill level) dealing physical damage.

Spell Speed: Increases speed of the Magic Missiles (this is lame; this should just be a part of "Improved Magic Missile").

Damage Resistance: Increases armor and resistances by a certain percent.

Weapon Mastery: Increases physical damage done by weapons. This is odd; a Barb-type Mastery on a mostly spell-using Wizard. Maybe this opens up some specialty builds for the Wizard (like the D2 "Zeal" Sorc).

Tier 2:

Stone Skin: Shields the Wizard with rocks and stones which absorb damage (one of many armor skills).

Mirror Image: This creates an image similar to the D2 Amazon's "Decoy". However, unlike the Decoy, the Wizard's carbon copies will move around, attack and take damage.

Hydra Rune: Increases number of duplicates made when using the skill.

Force Rune: Increases duplicate health and spell duration.

Conjured Armor: Increases chance to block by a certain percent.

Conjured Health: Increases the health of the Wizard and its duplicates by a certain percent.

Duplicate Conjuring: Increases the amount of duplicates made by the "Mirror Image" skill and increases amount of Hydras made by the "Hydra" skill.

Tier 3:

Meteor Storm: Similar to the D2 Sorc's "Meteor", however highly improved: multiple meteors will drop (like Blizzard drops ice shards) instead of a single meteor. Also, this skill can be used continuously without breaks as long as mana is sufficient (it reduces mana per second).

Acid Cloud: Create a cloud of poison that does more damage by the second the longer it remains.

Conjured Power: Increases damage done by spells by 1% for every 10 points in Vitality (the numbers may change depending on the level of the skill).

Conjuring Duration: Increases the duration of the skills Stone Skin, Acid Cloud and Mirror Image.

Improved Spectral Blade: Increases damage of the "Spectral Blade" skill (above) by a certain percent.

Tier 4:

Hydra: Identical to the Hydra from the D2 Sorc: flaming, multi-headed dragons erupt from the ground and shoot fireballs.

Magic Weapon: Imbue your weapon with magical energy granting it increased damage.

Magical Impact: Increases damage of all spells by a certain percentage of your weapon damage. This may create some special builds, with some Wizards using weapons that give large damage instead of caster weapons.

Slowing Strikes: Enemies damaged by your melee attacks, Spectral Blade or Magic Weapon have their movement and attack speeds reduced by a certain percent for a short period of time.

Armor Piercing: Conjured and physical damage decreases the armor of armored enemies.

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More Updates:

- Stash will be larger. Also, there may be some sort of "shared-stash" implemented where you can share your items between other chars (this would eliminate the chance of losing your items when transferring).

- No more "unwanted PvP action". This means no longer will some douche come into a non-pk game and try to pk you because he can't kill anything in pk games. My guess is that there will be special areas where only PvP is allowed. This way, the only way you can kill and be killed by other players is if you go there manually.

- Stats in Strength will increase: melee and ranged physical damage, armor bonus and block amount.

- Stats in Dexterity will increase: critical strike chance and dodge chance. It will also lower the chances of your char being "interrupted" when hit (I'm guessing this has to do with stun or "Faster Hit Recovery").

- Stats in Vitality will increase: life (or HP) and mana regeneration per second.

- Stats in Willpower will increase: spell damage bonus and health orb bonus.

- Waypoints will probably be included. Also, there may be an option to teleport to the location of any other character (personally, I think this is a really good feature).

- Mercenaries will now be called "Followers" and it looks like you can have more than 1 at a time.

- All chests will be unlocked.

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