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Party-Friendly Skills. The Monk appears to have them but who else should?
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Interview with Diablo 3's Game Director. Skills, Items, Runes, Resources & more!
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Stillman’s Slab #8: Barbarian II Posted 9th Oct 2009 03:59 PM by Flux [9]
Jay Wilson Exclusive Part I: Non-Mana Resource Systems Posted 7th Oct 2009 02:31 PM by Flux [25]
Female Monk to be revealed later Posted 30th Sep 2009 08:42 PM by Medievaldragon [6]
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0

Wizard Storm Skills in Diablo Wiki

Posted 15th Oct 2009 04:34 PM by Leord



The third and final skill tree of the Wizard is completed from Flux's Full Wizard Skill Tree guide and added to the Diablo Wiki.

The Storm Skill Tree is the tree with the most spells from the Sorceress and crowd control capabilites, with many skills having the possibility of freezing the target, or stunning it.


Storm skills

Spells that bring in the cold air from the stratosphere, or brings forth lightning bolts flung at enemies.


Tier I
  • Charged Bolt - Launch a volley of 3 electric bolts that deal X-Y lightning damage each.
  • Ice Armor - A field of ice slows movement and attack speed of enemies that attack you at close range, and causes X cold damage.


Tier II
  • Frost Nova - An explosion of ice pelts nearby enemies for X-Y cold damage. Has an additional Z% chance of a critical hit.
  • Electrocute - Lightning arcs from the Wizard’s fingertips towards an enemy, electrocuting it for X-Y lightning damage.


Tier III
  • Empowered Armor - Increases your armor by X%.
  • Energy Twister - Summon an Energy Twister that deals 10 damage per second to everything in its path.


Tier IV
  • Bonechilling Cold - Frozen targets take X% additional damage from all attacks.
  • Ray of Frost - Project a beam of cold energy that deals X cold damage per second.


Tier V
  • Blizzard - Call down shards of ice to pelt an area dealing X-Y cold damage per second for 3 seconds.
  • Storm Armor - Surround yourself in electrical energy. Electric bolts are automatically fired at attackers for X to Y damage. Armor spells affect you and all nearby allies and you can only be affected by one armor spell at a time.


Tier VI
  • Storm Power - Increase damage of all lightning and ice spells.


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7

Jay Wilson Exclusive Part V: Character Builds and Variety

Posted 13th Oct 2009 09:25 AM by Flux

This is the fifth (of six) part of our exclusive Jay Wilson interview. In today’s section Jay covers skill design concepts and character build variety, as well as touching on returning D1/D2 monsters, and letting us know how we’ll be quickly and easily making town selling trips, without Town Portal scrolls to help.

Check out parts One, Two, Three, and Four if you missed any of them, and join in the always-juicy post-interview comment conversation. Tomorrow’s installment will close things out with a bunch of miscellaneous questions, and I’ll post the full transcript on Friday,


Diii.net: The Witch Doctor build seems fairly narrow in concept. He’ll always have mongrels for tanking, some mini-mage support, and some minion attacks and a bit of mind control. Looking at his skill tree now, there doesn’t seem to be that many potential Witch Doctor builds, which isn’t true of the Wizard or Barbarian. Can you comment on that? Is it just that we don’t know enough about the Witch Doctor yet? 

Jay Wilson: The Witch Doctor is less developed than the Wizard and the Barbarian. His skills are on what we call a second round, a second revision, while the Barbarian and Wizard are firmly in their third, maybe even their fourth revision. So as every time we revisit the systems we expand the abilities. It’s based on playing them. We discover basically the same things, and we’ll say something like, “Oh, this class seems a little bit more focused than we wanted. We can’t make this kind of build the way we wanted to.”  So we end up expanding them over time.

In the game, every class is different. Some classes offer themselves up to a lot of variations. Some classes tend to have a lot more focus. We saw that in Diablo II, some classes had fewer variations and fewer possibilities than the others. That’s not really our goal though. Our goal is to make sure that every class is equally diverse in the types of builds they can be made for.

Diii.net: That’s what players hope for long term, but as you said earlier, it’s amazing the variety of things players find to use once they have the game in their hands. Look at all the weird builds in Diablo II.




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0

Wizard Arcane Skills in Diablo Wiki

Posted 10th Oct 2009 10:54 AM by Leord



We have continued to add the Full Wizard Skill Trees Flux was so kind to summarize for us after BlizzCon 2009 into the Diablo Wiki. The Conjuring skills were finished on Wednesday, and now we're done adding all the Arcane ones.

These are some of the coolest skills in the game, including Slow Time and Disintegrate. Here are the ten Arcane skills:


Arcane skills
Spells that warp time, and brings out ancient arcane energy goes into this tree.

Tier I
  • Magic Missile - Fire X missile(s) of energy at your enemies causing Y-Z arcane damage to them.
  • Expanded Mind - Expands the Wizard's knowledge increasing the Wizard's mana by X%.


Tier II
  • Wave of Force - Project a wave of force outwards, repelling enemies and projectiles and dealing X-Y damage.


Tier III
  • Arcane Orb - An orb of pure energy deals X-Y on contact and an additional Z-Q arcane damage to all enemies in the blast area.
  • Energy Shield - A protective barrier absorbs incoming damage using mana. Every point of damage costs 2 mana. Damage absorbed: 75. Duration: 120 seconds.


Tier IV
  • Disintegrate - Emanate a beam of pure energy dealing X arcane damage per second. Damage is modified to 80% each time the beam passes through a target.
  • Slow Time - Warp space and time, slowing nearby monsters and projectiles. Cooldown: 20 seconds. Enemy cooldown increase: 1 seconds.


Tier V
  • Arcane Torrent - Meteorites pelt the targeted region dealing X to Y damage per second.
  • Arcane Weakness - Enemies damaged by your arcane spells are affected with Arcane Weakness, increasing damage taken by 20% for 5 seconds.


Tier VI
  • Teleport Teleport to the selected location up to 100 feet away. Teleport can only be used every 9 seconds.


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2

Blizzcon Monk Hands-On

Posted 10th Oct 2009 01:00 AM by Flux

It’s been a while since Blizzcon, and a while since we saw any reports from that event, but there’s a “new” one up on Game Shark. The write up is fairly brief, but if you crave all known Diablo 3 reportage, then you’ll want to check it out. A quote from page two:

A strong defense is important for a vulnerable melee class. The monk has this covered with its Impenetrable Defense, a force field of sorts that rebounds ranged attacks. During my trek through the desert I encountered a few bug-like creatures that tried to assault me from afar. They failed since their attacks bounced harmlessly off my giant purple glowy ball and ricocheted back toward them.

Hordes of enemies rushing towards you at once may strike fear in the hearts of normal folk, but not for the monk. The Seven-sided Strike is a powerful area of effect attack that can take out clusters of mobs with ease. A few times I found myself surrounded by nasties, but I disposed of them quickly. I rarely made it out unscathed though and usually found myself at half health. Then again, that might just be due to my lack of skill as a player and not the fault of the game mechanic.

The Diablo III playable demo was very short but left a positive impression. It left me thirsting for more, which is obviously a good sign. Sadly, being that this is a Blizzard game, we’ll likely have to wait a significantly long time before we can get this long anticipated three-quel into our hands.



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9

Stillman’s Slab #8: Barbarian II

Posted 9th Oct 2009 03:59 PM by Flux

Stillman returns with another victim for his character-devouring slab. This time it’s…. the Barbarian. Again.  Yes, the corpse so nice he’s carving it twice. Gruesome. It’s like Halloween in… October? At any rate, this column speaks lovingly of the Barbarian’s slightly less than original elements. He’s a cool character, and aside from his hair, face, beard, arms, legs, tattoos, muscles, weapons, and armor, he’s totally original to the Diablo series!

Here’s the start of the column, click through to read the whole thing, and let the author know what you think in the comments.

Barbarism, Part II

Haven’t I seen the Diablo Barbarians somewhere before? We’re back with another bone to pick with the Barbarian. Part 2 of Barbarism is about how borrowed the Barbarian is. It’s not that using good ideas from our mainstream culture is bad, but what is overbearing sometimes is when there is so much copying that not a trace of originality shines through. The result of borrowing too much is what you get with the Diablo 2 Barbarian, but this column will explore aspects of the Diablo 3 Barbarian as well. Are Blizzard’s Barbarians too cliché and copied? It’s time for him to meet his maker.

The Diablo 3 Barbarian stole the most from this guy (who is probably not too happy about it):




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17

Jay Wilson Exclusive Part II: The Monk

Posted 8th Oct 2009 08:53 AM by Flux

Today’s section of our Jay Wilson interview focuses entirely on the Monk. These were the first questions I asked of Jay, and the answers were among the most interesting he gave during our interview. Read on to learn more about the Monk’s unrevealed skills, and share my surprise that they are probably going to include Auras. There’s also some info weapon-specific skills, the Monk’s un-monkish ability to wear heavy plate, and even a bit on the Monk’s lore and appearance. Enjoy.

Friday’s interview excerpt will cover items, and next week we’ll dive much deeper into character skill issues, the planned varieties of character builds, and much more. Here’s the first Monk question; click through to read the whole piece.


Diii.net: We saw 8 Monk skills at BlizzCon (all detailed in Diablo Wiki). All were melee offensive or defensive. Can you give us some idea of what other skills the character will have at his disposal?

Jay Wilson: Most of the Monk’s skills will focus on combat skills and attacks, along with his various escape skills. And we talked at Blizzcon that we’re likely to put some defensive and supportive abilities on him. Possibly Auras. We’ve not done the next round of skills on him yet so we’re not exactly sure.


Diii.net: Really? That’s handy, since I was also going to ask if he’d have any co-op or party-boosting skills.

Jay Wilson: We definitely want to do that with one class.  Whether or not it’s the Monk hasn’t yet been decided. The Monk does seem to be the logical choice. The only reason we might not do with him is that he’s too logical.


Diii.net: You want to mix it up?

Jay Wilson: Exactly.


Diii.net: There was talk of the Monk’s lore, that the Monks have 1001 gods and they give themselves tattoos to honor their gods and celebrate their glorious achievements in life. Are any of his skills going to be representative of those gods? Say there’s a fire god, and the Monk would have a fire attack in His name?




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0

Wizard Conjuring Skills in Diablo Wiki

Posted 7th Oct 2009 04:55 PM by Leord


A lot of work went in to Flux's guides of skills, like the Full Wizard Skill Trees, and they have been an invaluable source for the Diablo Wiki entries of all the new Skills. Muldric has also been a great help in visualizing the skill trees for all of us, and now it's time to add the "lost" Wizard skill trees to the rest.

First out is the Conjuring Skill Tree's 9 skills:


Tier I
  • Spectral Blade - Summons a spectral blade that strikes each enemy in front of the Wizard 3 times causing physical damage with each hit.


Tier II

Tier III
  • Explosive Blast - A blast of energy explodes at the target causing arcane damage in a small radius.
  • Stone Skin - Shield yourself with rock and stone, absorbing damage during an 8 second period.


Tier IV
  • Hydra - Creates a hydra that attacks your enemies with bolts of fire. Hydra deals 6-10 damage per attack.
  • Intensify - When you pick up a health globe, your critical hit chance increases for 7 seconds.


Tier V
  • Mighty Impact - Increases critical hit damage by 10%.
  • Magic Weapon - Imbue your weapon with magical energy granting it increased damage. From 25-35 damage and up, for 2 minutes.


Also, don't forget to check out the latest wiki updates on the top of the Diablo 3 news page, as this is just one of many updates in the last few weeks. Among the updates you might want to check out the Wizard skill archive, that we started with the creation of new ones and the archiving of the outdated articles.

Thanks Holyknight3000, Midoxp, DxAxxxTyriel, Veskin7 Bukito, Vipermagi, TheWanderer, Flux, Fronkenstein, Fighterbitsj, Dragonhelmuk, Krunkest404 and Bran Maniac for the last 2000 edits in the last 2 weeks! smile

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25

Jay Wilson Exclusive Part I: Non-Mana Resource Systems

Posted 7th Oct 2009 02:31 PM by Flux

Our Tuesday morning interview with Diablo III Game Designer Jay Wilson went off smoothly (thanks to all who submitted questions), and despite scheduling issues resulting in our interview lasting a bit less than the anticipated 30 minutes, we were able to get off a lot of questions. Fifty-six, by my count, and having just finished transcribing them all, I should know. We’re not going to be posting them all at once just yet, and will instead put up a thematically-related chunk each day, before posting the full transcript next week. All the better for you guys to sink your teeth into the new info. And yes, there’s a lot of new info, and some very debate-worthy stuff. I’m personally itching to rip into Blizzard’s plans regarding one aspect of the game controls, but that will have to wait until another day.

For today, we’re starting off with some additional info on something we just found out about at BlizzCon, and that we’ve heard almost no details about yet. The non-mana resource system that the Wizard and Monk will be using. If you missed the Blizzcon headlines, let me explain. Only the Witch Doctor will have “mana,” in Diablo 3. The Barbarian has Fury, which is fairly well understood, but we don’t yet know anything about what the Wizard and Monk (or the secret 5th character) will use. Jay wasn’t about to spill all the beans, but he was quite forthcoming about how the various mana-like resource systems are designed to work, and what sort of play style they are meant to encourage. Here’s the quote; click through to see the equally-informative follow up.


Diii.net: Everyone seems pretty happy with the function and form of the Barbarian’s Fury resource, but nothing has been revealed about the non-mana resources that the Wizard and Monk will use. Can you give us some insight into what kind of play style their resources are meant to encourage?

Jay Wilson: Well for the Wizard we want to enforce the fact that she’s a glass cannon. I don’t think it’s fun to ever run out of mana. I’m not really interested in an extended resource for her. For the WD we’re okay with mana, since he’s got some pretty good skills to recover mana that also double as attacks. And he’s not defenseless when he’s out of mana. He’s got pets and ways to attack with them that aren’t mana intensive. For him that makes mana fairly interesting.

For the wizard, when she’s out of mana she just dies. And that’s not fun.  So if anything, we want to encourage how she plays. So she’s the kind of character that blasts first and asks questions later.  Very vulnerable. So we want to implement a system that makes her more blasty, but even more vulnerable. We want to make that a choice for the player. “Do I want to make myself more vulnerable in exchange for being more blasty.” And that’s a cool gameplay pull there.

For the Monk um… I’m not ready to talk about him yet since he’s just too early. We still haven’t decided exactly what we want to do with him. We’re still playing around with his resource system.


Diii.net: Do you envision the health globes will boost those other resources in the way that the Wizard and Witch Doctor were gaining mana from them at Blizzcon?




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6

Female Monk to be revealed later

Posted 30th Sep 2009 08:42 PM by Medievaldragon

Many fans wondered why the female Monk was not available in the Diablo III demo at Blizzcon 2009.  There have been a few speculations that there would be only a monk male.  We do know that a female monk was planned.  Ever since Diablo III was announced the developers said there would be two genders per class, but Jay Wilson reinstated what was obvious and confirmed at the press-only Q&A in room 208a that there would be a female monk.

At that point they were still discussing how they would handle her.  The monk is bald, so one of the questions among the team was if the female monk would be bald.  The night after the Monk class announcement, Flux and I were talking a bit about the monk class, and he laughed while joking ... how’s the female monk going to be called? A nun?

Next day at the press-only Q&A, I asked the same to Jay Wilson, is the female monk going to be known as the Nun?.  The whole room laughed.

Don’t worry guys. The female monk will be unveiled at some point. It’s not just a matter of putting together a model and some textures. There is much more to it. Months of work.  Bashiok mentions some of the process to create a custom female class. The female monk was not ready for the demo, thus we only saw the male Monk.

Blizzard Quote:

  • Bashiok: It requires a new model and new texture. And our class models/textures are very carefully crafted.
  • It requires a new rigging and all new animations. Everything from idle animations to a complex skill to how they hold a sword.
  • It requires custom armor sets and alterations to fit weapons and other item types.
  • Skills may be the same in general appearance but all of them have to be altered or customized in some way to fit each gender. Sometimes dramatically.
  • Every gender requires it’s own voice actor and full dialogue recording.

Those could potentially sound trivial until you realize that any one of those things would be weeks to months of work. In some cases the work never stops on ensuring things adapt to fit all classes, and then separately each gender.

To answer the OP, the only big question I think we ever had on creating genders for all classes was how to best handle the female monk. And that’s been solved.

Sooooo…..enlighten us! smile

Bashiok: Pixie haircuts are hot.
That is all.



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11

Wizard’s Teleport Cooldown May Be Reduced With Runes and in Skill Tree

Posted 28th Sep 2009 08:14 PM by Medievaldragon

It seems to me from what Bashiok posted, that It would be best not to post threads debating class skill stats.  It is pointless to do so when the developers haven’t yet started to balance each class.  It can’t be done without the last class, which hasn’t been announced yet.  Once that’s done, and beta has started, they can tweak around the skill tree and some abilities/spells.  What we see in its current form is a placeholder, so to speak.

Regardless, this response adds some info that wasn’t known before.  Though the Wizard’s teleport is set in the present with a 9 sec cooldown, that’s a placeholder and that can be reduced with runes and skill points.  I think everyone will agree that teleport isn’t much of a problem at low level.  As Bashiok says, the cooldown can be lowered through the skill tree.  On another topic, all classes will have their own way to leap like the Barbarian, though in different ways. The Barbarian can leap, the Wizard can teleport.  It remains to be seen what the analog to other classes will be. Speculating, surely the Witch Doctor has a Wall of Zombies ... I guess the Witch Doctor might summon a bridge of bones or catapult himself across a bridge by casting Wall of Zombies below his feet? Why not? What do you think? What about the Monk? Join the discussion.

Blizzard’s lengthy post on this after the break.




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