Difference between revisions of "Fanmade:Ranger"

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''Use this space to fill up with a lore background description of the class. Feel free to create subheadings if specific topics need extra attention.''
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''TODO: Background - Someone with a good grasp on Diablo Lore: Feel free to take this on!''
  
''If it starts to become pages and pages, you might want to shorten it and make a new lore article, something like [[Wizard (lore)]].''
 
  
  
 +
==Class Design==
 +
 +
Instead of trying to explain how the class is intended to function, I have instead provided some sample builds below to give you an idea of the Ranger's versatility:
 +
 +
'''Power Ranger''':  Max out either bow or xbow mastery, Projectile Mastery, and Bending, Concussing, or Stun shot (single target abilities that increase quickly in damage).  In enhancements, Max Poison Tip and Copy Self.  This is intended to be a single-target powerhouse, maxing damage dealt to one target.
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'''Chaingunner''':  Max out bow or xbow mastery and Rapid fire.  Max Preserve stamina, pierce, and Poison Tip.  Your main skill of Rapid Fire will cause you to spit out projectiles like an automatic weapon.  Stack on some poison damage and pierce, and prevent yourself from running out of stamina, and you’ve got a winning combination.
  
==Class Design==
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'''Boomeranger''':  Max Quick Throw, Chaotic Throw, Poison Tip, and Defensive Stance and Summon Barrier.  With your Chaotic Throw flying through the air for long periods of time, and lengthy delays in recast, you will need to boost your defenses and/or prevent enemies from getting near you.  Quick Throw will cause the boomerang to fly extremely fast around your area, causing more damage per cast.  Adding Poison Tip is just gravy.
''Explain the basic design of the class. Why is it made, what does it do, what motivates it, and how would you describe it best so people understand the fundamentals of the class? Adding quotes from Blizzard is ok, but better if you write your own.''
 
  
''Feel free to create subheadings if specific topics need extra attention.''
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'''Curethrower''':  There is a healer/buffer class possible (with Throw Potion and Helpful Shot being your main abilities), and of course a nice variety of area effect damagers and other fun skills (For example, finish the class with Poison Explosion, Tie-up and Pierce)
  
  
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===Attributes===
 
===Attributes===
 
====Starting Attributes====
 
====Starting Attributes====
*'''[[Strength]]:''' x
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*'''[[Strength]]:''' 10
*'''[[Dexterity]]:''' x
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*'''[[Dexterity]]:''' 15
*'''[[Vitality]]:''' x
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*'''[[Vitality]]:''' 8
*'''[[Willpower]]:''' x
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*'''[[Willpower]]:''' 8
*'''[[Life]]:''' 20
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*'''[[Life]]:''' 40
*'''[[Mana]]:''' 80
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*'''[[Mana]]:''' 20
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*'''[[Stamina]]:''' 20
  
  
 
====Attribute Increase Per Level====
 
====Attribute Increase Per Level====
*'''[[Strength]]:''' x
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*'''[[Strength]]:''' +1
*'''[[Dexterity]]:''' x
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*'''[[Dexterity]]:''' +2.5
*'''[[Vitality]]:''' x
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*'''[[Vitality]]:''' +2
*'''[[Willpower]]:''' x
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*'''[[Willpower]]:''' +1
 +
*'''[[Life]]:''' +5
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*'''[[Mana]]:''' +2.5
 +
*'''[[Stamina]]:''' +2.5
  
  
===Wizard Skills===
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===Ranger Skills===
''Replace text to fit the new class:''
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The Ranger skills are arranged into to three distinctive skill tree categories:
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* Projectile Weaponry Skill Tree
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* Thrown Weaponry Skill Tree
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* Enhancement Skill Tree
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All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.
  
The [[wizard skill]]s are arranged into to three distinctive skill tree categories:
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'''Many skills by default will drain stamina on use, and will require a specific weapon type (bow, crossbow, or thrown weapon) in order to successfully activate.  Stamina is restored simply by resting.'''
* [[Storm_Skill_Tree|Storm]]
 
* [[Arcane_Skill_Tree|Arcane]]
 
* [[Conjuration_Skill_Tree|Conjuration]].
 
All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.
 
  
''For the individual tree headlines, try to include a 150px example image to the left that shows a typical spell from that skill tree. Write a short (but not too short) description of the skill tree. Replace text as necessary.''
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''TODO: Images/Formatting''
  
  
====Storm Skills====
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====Projectile Weaponry Skills====
 
[[Image:Wiz-frost-nova1.jpg|thumb|left|150px|[[Frost Nova]]]]
 
[[Image:Wiz-frost-nova1.jpg|thumb|left|150px|[[Frost Nova]]]]
The [[Storm_Skill_Tree|Storm tree skills]] specialize in the power of the heavens, making the wizard wield electrical energy and casting forth the fierce cold of a blizzard accompanied by the harsh freezing wind. The storm elements also protect and enhance the armour and the power of a wizard.
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Tier I: 
 +
Bow Mastery:  Passive, Increase physical damage and accuracy with bow weapons
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Crossbow Mastery:  Passive, Increase physical damage and accuracy with crossbow weapons
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 +
Tier II:
 +
Shot Spray - Fires multiple projectiles in a random arrangement at the target (i.e. a shotgun blast), the number of which depends on the level of this skill.  Projectiles that miss will continue on their path.  Damage area also increases with each level.
 +
Concussing Shot - Shoots an arcing projectile that lands at the targeted area, and explodes radially from that point of impact, potentially stunning, blinding, and damaging enemies within the radius.  Stun chance and damage increase with level.
 +
Bending Shot - Shoots a magical projectile that will bend around other monsters and obsticles to reach the intended target and with 100% accuracy.  Damage and range increases with level.
 +
 
 +
Tier III: 
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Multi Shot (Requires Shot Spray) - Similar to the multiple projectile shot in D2.  Number of projectiles increases with level.  No damage penalty.
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Stun Shot (Requires Concussing Shot and Bending Shot) - Projectile will bend around and reach target with 100% accuracy, damaging and stunning them.  Chance to stun: 100%.  Damage and range increase with level.
 +
 
 +
Tier IV:
 +
Hail of Fire (Requires Multi Shot) - Shoots a massive amount of flaming projectiles into the air and rains them down on a oval-shaped area.  Fire damage and area increase with level.
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Rapid Fire (Requires Multi Shot) - Dramatically increases attack speed with bows and crossbows (Use at level 1: 100% increased speed - holding skill down at higher levels should be similar to a chain gun).  Speed increases with each level (no cap on speed)
 +
 
 +
Tier V:
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Elemental Shot (Requires Hail of Fire) - Similar to Multi Shot, but assigns Fire, Cold, or Lightning damage in sequence to each projectile - Cold Arrows will slow the targets, Fire arrows will burn the targets (Damage over time), Lightning arrows will shock (briefly stun) the targets, damage and # projectiles (slower than multi shot) and elemental effect increase with level
 +
Projectile Mastery (Requires Bow -OR- Crossbow Mastery)- Passive, increases critical hit chance and pierce chance, as well as increases damage dealt with Close Combat skill, with each level.
 +
 
 +
Tier VI:
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Suicide Shot (Requires Stun Shot) - Completely drains stamina (also has a stamina cost applied before draining):  Sends 1 projectile directly to each mob within area of effect, which damages and has a chance to stun them.  Damage is modified based on amount of Stamina drained.  Stun chance/duration and area of effect increase with level.
 +
Close Combat (Requires Projectile Mastery) - Use your projectile as a close range weapon and impale a single enemy.  Damage is based on ranged weapon damage (all modifiers applied) as well as projectile mastery level.  Damage and chance for deadly strike (instant kill) increases with level.  Instant Kill chance switches to Critical Hit chance in the case of Bosses.
 
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<div style="clear:both;"></div>
====Arcane Skills====
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====Thrown Weaponry Skills====
 
[[Image:Wiz-slow-time1.jpg|thumb|left|150px|[[Electrocute]] in a [[Slow Time]] bubble.]]
 
[[Image:Wiz-slow-time1.jpg|thumb|left|150px|[[Electrocute]] in a [[Slow Time]] bubble.]]
The [[Arcane_Skill_Tree|Arcane tree skills]] consists of many classical pen and paper RPGs, including time distortions, [[Disintegrate]], and other magical forces that are not related to elements like Fire, Ice, Lightning. This tree is also good at enhancing or manipulating other spells known by the Wizard.
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Tier I:
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Throwing Mastery:  Passive, Increases physical damage and accuracy with thrown weapons
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Recoup:  Passive - resupplies your stacks of equipped thrown weapons over time, Increases your chance to find magical throwing weapons (in addition to your normal loot).
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Tier II:
 +
 
 +
Double-throw:  Passive - Allows you to dual-wield throwing weapons.  Active - Throws two weapons as a 1-2 punch.  Attack speed and damage increase with level
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Retrieve (requires equipped boomerang):  Allows you to send a boomerang-class weapon to retrieve otherwise-unreachable items (such as health orbs that dropped down to a lower level) and toggle switches.  Range increases with level.
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 +
Tier III:
 +
Quick Throw (Requires throwing mastery):  Passive - Thrown weapons fly through the air quicker (and boomerangs return just as quick) so they can be thrown again.  Flight speed increases with level (higher levels are nearly instant)
 +
Leech Stamina (Requires Throwing Mastery):  Passive - Thrown weapons drain stamina from the target.  Stamina drained is added to your stamina pool.  Amount of stamina drain increases with level. 
 +
 
 +
Tier IV:
 +
Tie up (Requires Retrieve, equipped boomerang):  Magical boomerang with trailing rope will travel around a group of enemies (nearest the target) and tie them together, slightly damaging them and rendering them temporarily immobile, and grants you a temporary increase in run speed.  Damage, Duration of immobility and run speed increases with level.
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Throw Potion:  Allows you to throw beneficial magical potions at party members, which will cause the party member to "use" them.  (click the spell, click the target, then click the potion from the list). The types of potions available increases with each level.
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 +
Tier V:
 +
Strafe (Requires Double-Throw):  Sends Magical versions of your thrown weapon quickly to nearby targets with 100% accuracy.  Num of targets increases with level.
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Static Throw (Requires Quick Throw):  In addition to the damage from the thrown weapon, a static field is cast around the target, dealing lightning damage that drains 25% of each monster's life.  Range and area of effect increases with level.
 +
 
 +
Tier VI:
 +
Chaotic Throw (Requires Tie up, equipped boomerang):  Throws magical versions of your boomerang that hit the target, then randomly turn and veer around in the area, piercing and hitting everything in its path - party members regenerate stamina and hit points if the boomerang passes near them.  Length of flight and damage increases with level.
 +
Charged Throw (Requires Quick Throw):  Adds large amounts of lightning damage to each throw (throws look like lightning bolts).  Holding the mouse down charges the skill instead of repeating the attack, adding more damage when released.  Base and charge damage increase with level.
 
<div style="clear:both;"></div>
 
<div style="clear:both;"></div>
====Conjuring Skills====
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====Enhancement Skills====
 
[[Image:Wiz-spectral-blade1.jpg|thumb|left|150px|[[Spectral Blade]]]]
 
[[Image:Wiz-spectral-blade1.jpg|thumb|left|150px|[[Spectral Blade]]]]
The [[Conjuring_Skill_Tree|Conjuring tree skills]] summons in protection or offence from other planes of existence. This is where the classic [[Hydra]] spell is located, as well as the powerful [[meteor]]. The tree can also be used to increase or modify other spells, similarly to the Arcane tree.
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Tier I:
 +
Preserve Stamina:  Passive - Decreases amount of stamina used by each skill by a certain percentage
 +
 
 +
Tier II:
 +
Defensive Stance (Requires preserve Stamina):  Passive - Increases the chance to evade melee, ranged, and magical attacks. Chance increases with level
 +
Pierce:  Passive - Increases the chance that your ranged attacks will pierce through your enemies (Stacks with Projectile Mastery)
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 +
Tier III:
 +
Dexterity Conversion (Requires Defensive Stance):  Passive - Adds a percentage of your Dexterity to your overall strength, allowing you to equip heavier armor
 +
Poison Tip:  Passive - Adds poison damage to all ranged attacks, amount of which increases with level
 +
 
 +
Tier IV:
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Summon Barrier (Requires Defensive Stance, Consumes Mana):  Summons a wall that your ranged attacks will go over, but ground-based enemies cannot cross.  Size and strength of wall increase with level
 +
Disappear (Requires Defensive Stance, Consumes mana):  All enemies lose sight of you for a moment and begin to attack a different target, and an amount of hate is shed.  Length of invisibility and amount of hate increase with level.
 +
 
 +
Tier V:
 +
Poison Explosion (Requires Poison Tip) - Passive - Upon impact with ranged weapon, a burst of poison spreads within area. Damage and area of effect increase with level.
 +
Helpful Shot (Consumes Mana):  Enchants your weapon with healing power that heals party members, and heals wounds, removes curses, cures poison - enemies hit by this are damaged and blinded.  Amount of healing power increases with level.
 +
 
 +
Tier VI:
 +
Copy Self (Requires Summon Barrier, Consumes Mana):  Summon a copy of yourself that mimics all of your ranged attacks, but is very weak defensively and is immobile.
 +
Soul Enchant (Requires Helpful Shot, Consumes Hit Points):  Drains 10% of your current hit points, and adds a large amount of physical damage to any ranged attack based on the amount of hit points drained.  Damage modifier increases with level.
 
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<div style="clear:both;"></div>
  

Revision as of 14:17, 12 June 2009

The Ranger excels in ranged weaponry, with quite a few updates on the Amazon from [Diablo 2]. With a tree for projectiles (bows and crossbows), a tree for thrown weapons (javelins and boomerangs), and an enhancement tree that will enhance both of the other two trees, this character class allows quite a variety of builds centered around a well-rounded ranged attacker.


Background

Diablo III Class [e]
Wizards.jpg
Ranger
Bosshead.png Fan-made Class Bosshead.png
Role: Ranged Attacker
Primary Attributes: Willpower
Class Skills

Skills and Traits

Background
Origin: Unknown
Affiliation: Unknown
Friends: Unknown
Foes: Unknown


TODO: Background - Someone with a good grasp on Diablo Lore: Feel free to take this on!


Class Design

Instead of trying to explain how the class is intended to function, I have instead provided some sample builds below to give you an idea of the Ranger's versatility:

Power Ranger: Max out either bow or xbow mastery, Projectile Mastery, and Bending, Concussing, or Stun shot (single target abilities that increase quickly in damage). In enhancements, Max Poison Tip and Copy Self. This is intended to be a single-target powerhouse, maxing damage dealt to one target.

Chaingunner: Max out bow or xbow mastery and Rapid fire. Max Preserve stamina, pierce, and Poison Tip. Your main skill of Rapid Fire will cause you to spit out projectiles like an automatic weapon. Stack on some poison damage and pierce, and prevent yourself from running out of stamina, and you’ve got a winning combination.

Boomeranger: Max Quick Throw, Chaotic Throw, Poison Tip, and Defensive Stance and Summon Barrier. With your Chaotic Throw flying through the air for long periods of time, and lengthy delays in recast, you will need to boost your defenses and/or prevent enemies from getting near you. Quick Throw will cause the boomerang to fly extremely fast around your area, causing more damage per cast. Adding Poison Tip is just gravy.

Curethrower: There is a healer/buffer class possible (with Throw Potion and Helpful Shot being your main abilities), and of course a nice variety of area effect damagers and other fun skills (For example, finish the class with Poison Explosion, Tie-up and Pierce)


Attributes and Skills

No text is really needed here. Fill these out if you can. If not, then hide it with an html comment until we get more info from Blizzard.

Attributes

Starting Attributes


Attribute Increase Per Level


Ranger Skills

The Ranger skills are arranged into to three distinctive skill tree categories:

  • Projectile Weaponry Skill Tree
  • Thrown Weaponry Skill Tree
  • Enhancement Skill Tree

All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills.

Many skills by default will drain stamina on use, and will require a specific weapon type (bow, crossbow, or thrown weapon) in order to successfully activate. Stamina is restored simply by resting.

TODO: Images/Formatting


Projectile Weaponry Skills

Tier I: Bow Mastery: Passive, Increase physical damage and accuracy with bow weapons Crossbow Mastery: Passive, Increase physical damage and accuracy with crossbow weapons

Tier II: Shot Spray - Fires multiple projectiles in a random arrangement at the target (i.e. a shotgun blast), the number of which depends on the level of this skill. Projectiles that miss will continue on their path. Damage area also increases with each level. Concussing Shot - Shoots an arcing projectile that lands at the targeted area, and explodes radially from that point of impact, potentially stunning, blinding, and damaging enemies within the radius. Stun chance and damage increase with level. Bending Shot - Shoots a magical projectile that will bend around other monsters and obsticles to reach the intended target and with 100% accuracy. Damage and range increases with level.

Tier III: Multi Shot (Requires Shot Spray) - Similar to the multiple projectile shot in D2. Number of projectiles increases with level. No damage penalty. Stun Shot (Requires Concussing Shot and Bending Shot) - Projectile will bend around and reach target with 100% accuracy, damaging and stunning them. Chance to stun: 100%. Damage and range increase with level.

Tier IV: Hail of Fire (Requires Multi Shot) - Shoots a massive amount of flaming projectiles into the air and rains them down on a oval-shaped area. Fire damage and area increase with level. Rapid Fire (Requires Multi Shot) - Dramatically increases attack speed with bows and crossbows (Use at level 1: 100% increased speed - holding skill down at higher levels should be similar to a chain gun). Speed increases with each level (no cap on speed)

Tier V: Elemental Shot (Requires Hail of Fire) - Similar to Multi Shot, but assigns Fire, Cold, or Lightning damage in sequence to each projectile - Cold Arrows will slow the targets, Fire arrows will burn the targets (Damage over time), Lightning arrows will shock (briefly stun) the targets, damage and # projectiles (slower than multi shot) and elemental effect increase with level Projectile Mastery (Requires Bow -OR- Crossbow Mastery)- Passive, increases critical hit chance and pierce chance, as well as increases damage dealt with Close Combat skill, with each level.

Tier VI: Suicide Shot (Requires Stun Shot) - Completely drains stamina (also has a stamina cost applied before draining): Sends 1 projectile directly to each mob within area of effect, which damages and has a chance to stun them. Damage is modified based on amount of Stamina drained. Stun chance/duration and area of effect increase with level. Close Combat (Requires Projectile Mastery) - Use your projectile as a close range weapon and impale a single enemy. Damage is based on ranged weapon damage (all modifiers applied) as well as projectile mastery level. Damage and chance for deadly strike (instant kill) increases with level. Instant Kill chance switches to Critical Hit chance in the case of Bosses.

Thrown Weaponry Skills

Electrocute in a Slow Time bubble.

Tier I: Throwing Mastery: Passive, Increases physical damage and accuracy with thrown weapons Recoup: Passive - resupplies your stacks of equipped thrown weapons over time, Increases your chance to find magical throwing weapons (in addition to your normal loot).

Tier II:

Double-throw: Passive - Allows you to dual-wield throwing weapons. Active - Throws two weapons as a 1-2 punch. Attack speed and damage increase with level Retrieve (requires equipped boomerang): Allows you to send a boomerang-class weapon to retrieve otherwise-unreachable items (such as health orbs that dropped down to a lower level) and toggle switches. Range increases with level.

Tier III: Quick Throw (Requires throwing mastery): Passive - Thrown weapons fly through the air quicker (and boomerangs return just as quick) so they can be thrown again. Flight speed increases with level (higher levels are nearly instant) Leech Stamina (Requires Throwing Mastery): Passive - Thrown weapons drain stamina from the target. Stamina drained is added to your stamina pool. Amount of stamina drain increases with level.

Tier IV: Tie up (Requires Retrieve, equipped boomerang): Magical boomerang with trailing rope will travel around a group of enemies (nearest the target) and tie them together, slightly damaging them and rendering them temporarily immobile, and grants you a temporary increase in run speed. Damage, Duration of immobility and run speed increases with level. Throw Potion: Allows you to throw beneficial magical potions at party members, which will cause the party member to "use" them. (click the spell, click the target, then click the potion from the list). The types of potions available increases with each level.

Tier V: Strafe (Requires Double-Throw): Sends Magical versions of your thrown weapon quickly to nearby targets with 100% accuracy. Num of targets increases with level. Static Throw (Requires Quick Throw): In addition to the damage from the thrown weapon, a static field is cast around the target, dealing lightning damage that drains 25% of each monster's life. Range and area of effect increases with level.

Tier VI: Chaotic Throw (Requires Tie up, equipped boomerang): Throws magical versions of your boomerang that hit the target, then randomly turn and veer around in the area, piercing and hitting everything in its path - party members regenerate stamina and hit points if the boomerang passes near them. Length of flight and damage increases with level. Charged Throw (Requires Quick Throw): Adds large amounts of lightning damage to each throw (throws look like lightning bolts). Holding the mouse down charges the skill instead of repeating the attack, adding more damage when released. Base and charge damage increase with level.

Enhancement Skills

Tier I: Preserve Stamina: Passive - Decreases amount of stamina used by each skill by a certain percentage

Tier II: Defensive Stance (Requires preserve Stamina): Passive - Increases the chance to evade melee, ranged, and magical attacks. Chance increases with level Pierce: Passive - Increases the chance that your ranged attacks will pierce through your enemies (Stacks with Projectile Mastery)

Tier III: Dexterity Conversion (Requires Defensive Stance): Passive - Adds a percentage of your Dexterity to your overall strength, allowing you to equip heavier armor Poison Tip: Passive - Adds poison damage to all ranged attacks, amount of which increases with level

Tier IV: Summon Barrier (Requires Defensive Stance, Consumes Mana): Summons a wall that your ranged attacks will go over, but ground-based enemies cannot cross. Size and strength of wall increase with level Disappear (Requires Defensive Stance, Consumes mana): All enemies lose sight of you for a moment and begin to attack a different target, and an amount of hate is shed. Length of invisibility and amount of hate increase with level.

Tier V: Poison Explosion (Requires Poison Tip) - Passive - Upon impact with ranged weapon, a burst of poison spreads within area. Damage and area of effect increase with level. Helpful Shot (Consumes Mana): Enchants your weapon with healing power that heals party members, and heals wounds, removes curses, cures poison - enemies hit by this are damaged and blinded. Amount of healing power increases with level.

Tier VI: Copy Self (Requires Summon Barrier, Consumes Mana): Summon a copy of yourself that mimics all of your ranged attacks, but is very weak defensively and is immobile. Soul Enchant (Requires Helpful Shot, Consumes Hit Points): Drains 10% of your current hit points, and adds a large amount of physical damage to any ranged attack based on the amount of hit points drained. Damage modifier increases with level.


Development

Mention when the class was revealed, and any other changes that has been made to the class during development. Any general changes to all classes you can add to the skills article.


Trivia

Hide this section unless there really is some trivia about the class. Add the class to the Category:Trivia category as well if you add info here.


Media

Use this as-is, but replace appropriate text. Just change "Wizard" to the class name below to update the gallery links. If the class has no images in gallery, just hide this entire section.

You can find pictures in the Diablo 3 screenshot and picture gallery:



References

Link to the Abd al-Hazir entry here, and/or other sources used to write the article.


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