Diablo® III

Suggestions & Proposals

With this thread I want to gather all your Suggestions and Proposals.

This should not be a flame thread!

You can mention talents you like or don´t like.
Are there any talents you would like to see changed? How would you change them and why?
Or do you have special talents in mind you wished to be added in future?
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Armors:
Armors and Magic Weapon should be permanent buffs.

With this, Galvanizing Ward could be changed like follows:

As long as an Armor Spell is active, you gain X% of your total Life per second.
In addition to that yous damage done, your armor and your resistance to all elements is increased by 10% each.

Diamond Skin:
... absorbing 10853 damage plus additional 0,25% of your total Life. Also removes all crowed control effects.

As with this, Crystall Shell will become useless here some ideas for Runes:

Rune I:
The Wizard is healed for 10% of the damage absorbed.

Rune II:
While active, the Wizard is healed for 10% of damage done.

Rune III:
Increases the movement speed by 25%. While moving the Wizard leaves crystals on his way for 7 seconds, that continously deals 120% weapon damage as Arcane.

Rune IV:
Increases the movement speed by 25%. While active the Wizard can also move through enemies and magic barriers. While activ, it makes immune against all crowed control effects.

Teleport:
Also removes all crowed control effects.

Safe Passage:
Also makes immune against all crowed control effects for 4 seconds.

New Archon:
I really would love to see an additional talent like Archon. But morphing into another shape should not exchange the talents but giving the Wizard himself more Power.

Also see:
New Class: The Illusionist

http://us.battle.net/d3/en/forum/topic/7978878590

02/24/2013 06:02 AMPosted by Azathoth
Climax: Masks

http://www.youtube.com/watch?v=XKeqge6cm3I

http://www.youtube.com/watch?v=KWDSiiEQCNc

http://www.youtube.com/watch?v=sPehP5ZPPms&feature=fvw

Masks:
Passive:
Increases your Armor and all of your resistence by 15% each.
Increases damage done by the Illusionist and his movement speed by 10% each.
Attacks recover 2% of damage caused as Life.

Runes:

Transformation: Joker

http://blog.ellusionist.com/images/arcane-joker.jpg

Cooldown: 90 secods
Active:
The Illusionist transforms himself into a Joker for 20 seconds. Every enemy killed while in this form adds 1 second to the duration of Joker.
Joker in addition increases your damage done by 10% and your spell haste by 25%.
Damage taken is decreased by 10%.
The Illusionist restores back 3 Mental-Power per second.

Transformation: Lightning-Shape
Cooldown: 90 secods
Active:
The Illusionist transforms himself into a Lightning-Shape for 20 seconds. Every enemy killed while in this form adds 1 second to the duration of Lightning-Shape.
Lightning-Shape in addition increases your damage done by 15% and your spell haste by 15%.
Damage taken is decreased by 10%.
The Illusionist restores back 3 Mental-Power per second.

Transformation: Reptile
Cooldown: 90 secods
Active:
The Illusionist transforms himself into a Reptile for 20 seconds. Every enemy killed while in this form adds 1 second to the duration of Reptile.
Reptile in addition increases your damage done by 10% and your spell haste by 10%.
Damage taken is decreased by 15%.
The Illusionist restores back 2 Mental-Power per second.
While moving in Reptile form the Illusionists for 10 seconds leaves poison on the ground, continiously causing 45% weapon damage as Poison to all enemies in the affected area. Affected enemies are slowed by 75% for 3 seconds.

Transformation: Pure-Smoke
Cooldown: 90 secods
Active:
The Illusionist transforms himself into a Smoke-Shape for 20 seconds. Every enemy killed while in this form adds 1 second to the duration of Pure-Smoke.
Pure-Smoke in addition increases your damage done by 10%, your spell haste by 10% and your movement speed by 10%.
Damage taken is decreased by 15%.
The Illusionist restores back 2 Mental-Power per second.
While moving in Pure-Smoke the Illusionists for 10 seconds leaves black smoke on the ground, continiously causing 55% weapon damage as Fire to all enemies in the affected area.
All enemies nearby the Illusionist continiously suffer 25% weapon damage as Fire.

Everlasting-Power:
Passive:
In addition permanently increases damage done by the Illusionist and his spell haste by 5% each. Damage taken by the Illusionist is decreased by 5%. The Illusionist restores back 1 Mental-Power per second.

Edited by Azathoth#2974 on 2/27/2013 7:09 AM PST
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