okay so letâs get into this, and this will probably be long. So starting with what we know, 5 total classes at launch and 3 already, barb, sorc, and druid, so that leaves 2 places. Barb is a melee monster of weapons, wielding 2 2h weapons and a pair of dual wield 1h. he has shouts, dual wield skills, and 2h skills (with blunt and blade?). next is the sorc with elemental magic; cold, fire, and lighting. Pretty simple. and last is druid with; nature magic (earth and storms), pets/animals, and shape-shifting. each class can be somewhat defined by what they use and can be simplified into 3 skill categories or strengths. So i would base the 2 remaining on a similar definition system.
As an added note, from some dev interviews, they are still working on other classes and are unsure if people want new classes or returning ones remade, so Iâll be focused on a middle ground between these by making new classes that are re-imagined and redefined older classes. There are also some mechanical tidbits, such as there is an interest in a character with 2 resources to manage like the demon hunter has, and there is some thought towards âsupportâ types of things, but the classes wonât specifically be support as the focus is on being active and killing monsters.
Now the classes:
- Death general, Reaver, Dark Knight, blood knight, dread knight:
A knight like character who blends concepts from the paladin, the necromancer, and the monk. A hero struggling with the forces of evil and good, and wields both as a weapon. This class would have paladin and monk style âlight magicâ things like hammers, smite, fist of the heaven, healing spells, etc. But he/she would also have dark magic like the necromancerâs bone, spirit, and blood magic(including drain from enemies/ground and the paladinâs old sacrifice). the final part of this class is the âdead generalâ aspect, skeletal/zombie summons and summon buffs/team utility and guidance (think paladin auras, mantras from monk, and necro curses) This would be the class designed with 2 resources: purity and corruption. The player would have the option of balancing these forces, or focusing on one or the other, resulting in a âcorruptâ state and âpureâ state, where skills of that type are buffed but others weakened from the other state. While maintaining balance, nether state is active and so the player can use both light and dark equally. there would probably be both purity and corruption generators and spenders, and having the resource passed a certain point or value would active the state change. This class would have special shields as an exclusive that can vary between bone shields and large tower shields. This class could potentially work similar to the crusader in d3 and allow 2h weapons in 1h when used with a shield. (this character would be a bulky knight and is inspired by the luminous from maplestory, a character balancing light and dark magic)
- Amazon, hunter/huntress, wilder, jungle cat, ninja:
This character would be a variation of your classic rogue/archer archetype. This class would specialize in archery, martial arts, and traps. Archery obviously means raining arrows down from on high and sniping monsters from afar. Martial arts would involve athletic moves with high mobility and fast attacks, such as leaping at an enemy to deliver a powerful stab or striking the enemy then jumping off their body to create distance. lastly is traps, a mixture of d2 assassin "totem" style traps and demon hunter style caltrops, bear traps, etc. with a large focus on a set-and-kite fighting style with cc to control the flow of the fight. This class would have access to claws/katar as an exclusive weapon. This class would also have a variant of the barbs ability of multi weapons. this class would be able to equip a melee weapon set in one slot and a bow+quiver in the second, and like the barbarian, would auto swap weapons based on the skill used and the requirements. This would mean this class would be able to lunge, strike, flip for distance then rain arrows in a swift series of events. Players playing this class would be able to build into any of the three areas exclusively, making a melee, ranged, kite-er or make a hybrid. The idea of this character is to flow between ranged and melee combat. Shifting between methodical traps and arrow placements, to charging in like a wild animal with claws to fight up close. As for resource, I would want it to be similar in some ways to the barbâs fury, a character feuding between self control and wild throat-ripping-out rage/fury. I donât think this character should have a double resource like the demon hunter, but it could possibly fit. I think maybe a variant that is more similar to the monkâs spirit would work better. Maybe with generators as usual, but all spenders can be used without resource and only have their cooldown, but get stronger/bonus effects when spending resource on them.