D3X Øvrige > Afsluttede
BETAKONKURRENCE #8 - Design din egen expansion-karakter
Dozz:
Jeg har lavet mit ukast i Word med tabel og hele lortet. Derfor se det på dette link:
http://dl.dropbox.com/u/20632952/D3%20konkurrence.pdf
Håber det falder i jeres smag.
Vareex:
Lore: The Pirat is among the most fearede on the seven seas.
The oldest of them all.
He have survived the most incredibel battels.
Lost he's leg to Mody Dick... but Mody got slain!
Lost he's hand to Jörmungandr, but IT got slain!
Now he is ready to slay Diablo. But what will he lose this time?...
Abbillitys Alcho Breath (generates 3 crazyness) primary
A nasty cloud of nasty breath hurts the enemies for 30% weapon damage and slow them for 40% for 1 second.
Bling Bling Hook (genreates 3 crazyness)
The pointy blow by the hook makes the enemies bleed for 85% weapon damage over 3 seconds
Svinging Saber (generates 3 crazyness) primary
The saber that have cost many lives gets a crazy swing that can hit multiply enemies infront of you for 75% weapon damage
Parrot of Randomness (cost 9 crazyness)
Sometimes it tells a joke... other times it attack enemies for 125% weapon damage. If it get a critical hit (bird crap) the enemies is also stun in 2 seconds
Magic Wooden Leg (cost 9 crazyness)
The leg is imbuede whit magic power.
The Pirat stands on one leg and fire a medium burst of Arcane energy from hes wooden leg, that deals 175% weapon damage in a small cone.
Awsome Nippel Piercing (cost 50 crazyness) defensive
When twisted, The Pirat go into crazy mode. He will get a 50% speed bonus and will get 50% less damage taken for 5 seconds. How ever it will be hard to control The Pirat the first
2 seconds, because of the amount of pain.
Super Mini Cannon (cost 85 crazyness)
Puts down the nice lookings "small" cannon. Takes target and FIRE!
Will knockback, and enemies takes 395% weapon damage.
Takes 60 seconds to reload. Because of 1 hand use only (haha!)...
Passive skills
Alchohol all around
Rom or Whisky bottels will pop from health globes.
A must have for The Pirat.
Alchohol in the Blood
When The Pirat is drunk, he takes 5% less damage.
Magic Smile
In evry town he can barging all merchant down to pirat prices (80% discount)
Nybrat:
Willbender
Overview:
Willbenders are masters of the mind. They use their telekinetic and telepathic abilities to control all around them. They can construct metalminions with weapons and armor left on the battlefield, start a landslide or even mind control the deadliest demons.
Even though Willbenders rely alot on their powers of the mind to bend the surroundings and other beings to their will, they are also well trained in the use of the staff and other 2-handed weapons.
Willbenders got alot of offensive powers and fare best in parties where they are protected by other party members but don't let that foul you. When needed the Willbenders are more than capable to protect themselves from the elements in the World of Sanctuary.
Background:
In the mountains of Khandurs there is a small settlement, hidden from outsiders. Here thrives a small group of people, specially gifted in the powers of the mind. Only one man knows the settlement precise location, a man who goes by the name "Cain the Elder". He guards this secret with his life...
The people in the settlement call themselves Willbenders and begin to study the power of the mind as soon as they reach the age of 5. By the age of 12 most Willbenders are able to perform the most basic abilities associated with Willbenders, like bending a piece of metal and mindcontrolling a small animal.
The studies of the mind never stop and Willbenders spend most of their life in their settlement. Although a small group of the most experienced Willbenders are planing to leave the secure settlement to join forces agains the returning evil.
Equipment:
Willbenders are often mistanken for possessing no melee combat skill at all but enemies of the Willbender often find out they underestimated their foe. Willbenders favor the staff but can often be seen with a slim two-handed sword, like the katana or a stave like the poleaxe. Willbenders can lack physical strengt to swing their weapon with enough force to do damage but this is where they draw on their mental powers to increase the force of the blow.
Active Skill
Bonesnap
Primary
Cost: 10 Concentration
The Willbender attempts to break bones in the body of this enemy with his mind causing 110% weapon damage as physical damage.
Telekinetic Throw
Secondary
Cost: 35 Concentration
Hurl a nearby large object into your enemies, dealing 250% weapon damage as physical damage to all enemies within 10 yards.
Passive Skill
Shield of elements
Defensive
Cooldown: 30 seconds
Creates a small shield around the target increasing elemental resistance by 50% for 10 seconds.
Metal
Metal Minion
Metal
Cost: 75 Concentration
Cooldown: 60 seconds
Target a small area on the battlefield. All metal within that area will be bent into a mindless metal minion controlled by the Willbender. The metal minion will do 20% weapon damage as physical damage per hit + 1% per metal item within the summoning area (max 10%).
Mind
Mindblast
Mind
Cost: 30 Concentration
Cooldown: 15 seconds
Blasts the mind of all enemies infront of the Willbender. This stuns the enemies for 2 seconds and deals 250% weapon damage as Arcane.
Combat Meditation
Combat Meditation
Precision Strike
Generate: 80 Concentration
Cooldown: 20 seconds
The Willbender swings his weapon with outmost precision generating concentration dealing 300% weapon damage and dazing the enemy for 5 seconds.
(Not my picture)
Mbk90:
The Sentinel
Lore:
Da sanctuary og menneskeheden (nephalem) blev skabt, sendte ærkeenglen Inarius en hær af engle til jorden, med henblik på at observere og hjælpe mennesket i begyndelsen af civilisation, men ikke dets udvikling. Disse engle blev kaldt Sentinels.
Som tiden gik, og englene så på mens menneskeheden voksede, begyndte mange af dem, at udviklede følelser for mennesket, og hjalp dem defor mere end hvad de oprindeligt var blevet sat på jorden til at skulle. Deres sande form kan ikke ses af mennesker, og derfor udstår de i menneskelig form, når det er nødvendigt. De hjalp mennesket i at forstå forskellige videnskaber så som magi, astrologi, spådom, medicin og mange flere. Herefter blev det hurtigt klart for Inarius, at mennesket var i stand til at opnå større kræfter end først ventet, hvilket resulterede i Inarius ønske om at udslette dem. Eftersom disse Sentinels oprindeligt bar skylden for dette, blev de forvist i at vende tilbage til High Heavens.
De Sentinels som ikke blev dræbt efter dette, valgte at bruge deres angelic kræfter på at kæmpe for menneskeheden og prøve at opretholde civilisationen. I dag kæmper de stadig for menneskeheden, selvom de er ved at være en uddøende race i sanctuary.
Power source: Grace
Grace er en energitype, som giver dem deres kræfter – uden vil de være almindelige dødelige.
Active skills:
Dead Reckoning
Et enkelt hvirvel melee-angreb, som skader for +150% weapon damage.
Trick
Et melee-angreb, hvor man kort indtager sin oprindelige form, og derved snyder fjenden så man kan angribe dem bagfra. Herved giver man +75% weapon damage, og din modstanders attack speed nedsættes i 5sec.
Teleportation
Teleport var en vigtig evne for Sentinels, da de arbejde for Inarius, idet de dengang skulle være i stand til at våge over mange forskellige steder på samme tid. I dag besidder de stadig denne evne, og bruger den bl.a. til at hurtigt at komme menneskerne til undsætning under kamp mod det onde.
Telekinesis
Sentinels har evnen til at bevæge og påvirke objekter vha. tankens kraft. Det giver muligheden for at samle items op, udløse fælder eller stun fjenden på afstand. Stun effekten virker i 5sec.
Inflicting Harm
En form for telekinese som gør, at fjenden hurtigt begynder at degenerere indefra. Dette ses ved at fjenden kaster blod og indvolde op, indtil de til sidst dør.
Invisibility
Tidligere en af de vigtigste evner en Sentinel havde. Ved at skifte til deres oprindelige form, har de muligheden for at blive usynlige i kort tid. I denne tid kan man ikke gøre nogen skade, men kan bruges i kamp for at fjerne fjendens fokus fra en selv, så han angriber en medspiller eller forsvinder.
Resurrection
At genoplive en, kræver alt af en Sentinels grace, derfor er den Sentinel der udfører dette også hårdt svækket bagefter, og har derfor heller ikke mulighed for at genoplive et nyt gruppemedlem lang tid efter. Denne evne kan vise sig nyttig i kamp, hvor man har hårdt brug for alle gruppemedlemmer. Visuelt vil man kunne se et kraftigt lyseblåt lys når en Sentinel genopliver et gruppemedlem – dette er hans grace.
Passive skills:
Seal of High Heavens (Defensive)
Engle har muligheden for at helbrede, og som engel har en Sentinel også denne evne. De kan velsigne sig selv og sine gruppemedlemmer i kamp, hvilket langsomt vil helbrede dem.
Seal of Protection (Defensive)
Et seal som en Sentinel kan velsigne sig selv eller sine gruppemedlemmer med. Dette seal reducerer den skade du modtager fra fjenden.
Seal of Honor (Offensive)
Et seal som forbedrer Sentinels og gruppemedlemmers kampteknik i form af attack speed.
Seal of Vengeance (Offensive)
Et seal som øger en Sentinels eller dets gruppemedlemmers skade gjort til fjenden.
Conquering strength (Offensive)
Sentinels har en overnaturlig styrke, hvilket gør dem til formidable krigere. På trods af deres kraftige magiske evner, kan de have stor indflydelse i kamp, når de bruger deres styrke i at svinge sværdet og parere med deres skjold. Conquering strength øger weapon damage med +20% og crit chance med +5%.
Combat technique:
Dette er en melee-orienteret character, som også har få magiske angreb. En Sentinels kampteknik vil være baseret på en kombination af hurtighed og styrke, og i et party kan ens gruppemedlemmer nyde godt af bl.a. de forskellige seals man har, heriblandt healing og protection.
En Sentinel er dog ikke begrænset til nærkamp, og kan også sagtens bruges som en ranged character, med hans angelic kræfter, eller en kombination af de to. Med et skjold, og det rigtige passive skill, vil han være i stand til at modstå megen af den skade der gives.
Dette er en character som er virkelig god til at støtte ens party med diverse seals, og samtidigt være en fighter.
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I diablo 2 var min favorit character uden tvivl paladin, så håber lidt på at en fremtidig expansion kan give mig den character tilbage, eller en som minder lidt om. Desuden syntes jeg også vi mangler en dedikeret shield user :).
Tegningen af min character har jeg selv tegnet, men har fået lidt inspiration fra forskellige steder. Mit resource system er lavet i paint, så det ser måske ikke lige så godt ud :P
Steffenlikesmen:
Lightwhiter
Lightwhiters are the lowest ranked angels. Although very capable, they have never been the angels in combat, more guides for other warriors, although with the impending doom, the heavenly host has decided to boost the ranks with the Lightwhiters.
Mostly peaceful and inspirational to others, they have now become fierce and a force to be reckoned with.
Their combat style is based upon melee with spells to support but they are more then capable with their spells only aswell. They can eliminate foes with precise melee attacks or blast them away with powerful spells.
They wear light armor and their preferred weapon is either swords or maces.
Resource: Faith
To fight against the evil forces, they draw upon their faith in the heavenly host. A most powerful resource, when channelled into attacks or spells.
Key Features:
Teleportation:
Faith spender: 10 (if group teleportion is on, the cost is increased to 25)
Cooldown: 10 seconds
The Lightwhiter is a master of teleportation and is able to teleport himself or party members anywhere.
Runes:
Crimson: When runed, the teleport deals 150% weapon damage and knockback if any enemies are nearby.
Indigo: When runed, the teleport cost is reduced by 5 and cooldown is removed.
Alabaster: When runed, the teleport creates an illusion, from where he teleported, with 150% health and doing 50% weapon damage.
Energy Blast:
Faith generator.
Blasts his foes with the divine energies that flows through him.
Damage: 110% weapon damage within 10 yards and has a 15% knockback chance.
Runes:
Crimson: When runed, the Energy Blast damage is increased to 130% and the chance to knockback is increased to 30%.
Indigo: When runed, the Energy Blast radius is increased to 20 yards and damage increased to 120% but removes knockback.
Alabaster: When runed, the Energy Blast creates a field of energy when it lands, dealing 75% weapon damage as long as you stand in it. Lasts 10 seconds.
Prayer of Faith:
Faith spender: 20
The Lightwhiter recites a prayer of faith, surrounding himself and party members in a shroud of light dealing damage to all melee attackers. Lasts 2 minutes.
Damage: 5% of damage dealt to anyone with Prayer of Faith is reflected back to the attacker.
When used, the damage is increased to 15% for 3 seconds, but only works for the Lightwhiter.
Runes:
Crimson: When runed, the damage increase now last 6 seconds instead of 3.
Indigo: When runed, the Prayer of Faith now also grant 5% movement speed to all affected.
Alabaster: When runed, enemies taking damage from Prayer of Faith now has a 20% chance to be stunned for 2 seconds.
Strike of Faith:
Faith Generator.
Strikes a foe with divine speed and precision.
Damage: 90% weapon damage and increases attack speed by 5%.
Runes:
Crimson: When runed, the Strike of Faith deals 80% weapon damage but attack speed is increased to 10%.
Indigo: When runed, the Strike of Faith deals damage to all surrounding enemies.
Alabaster: When runed, the Strike of Faith deals 110% damage.
Dette er så mit bud, mener egentlig ikke runes har navne mere, men det var lidt den eneste måde jeg kunne skrive runes, istedet for rune 1, 2 og 3. Føles lidt som om der er et par stykker som er en form for engle, men har altid været lidt vild med den side af historien, også derfor jeg håber man ser himlen eller kæmper imod nogle engle i diablo 3 :)
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