Pale_Horse
Member!
I thought it would be interesting to see what everyone could come up with for new mercenary in Diablo 3.
So this is my idea for one. First off, I think having a merc with full gear (rings, amulet, armor, helm, belt, gloves, boots, weapon & shield, or weapon & weapon) would be more benificial to game play. Have them able to use their own pots when need be would cut down on alot of them dying. Also in Diablo 3 they can carry a limited supply of gear as well.
Cleric
Range attack/Caster
Will have one of 3 auras for the party.
Cleansing, Prayer, Meditation
Would attack with Fist of Heaven to kill and heal
Cleasing - cuts down on poison time (same as skil)
Prayer - life regeneration for you and party (same as skill)
Meditation - Mana regeneration for you and party (same as skill)
Summoner
Range attack/Caster
Will have one of 3 Elementals to summon in combat
Poison, Water, Air
Summoner itself would not attack only curse enemies
Poison Elemental - same as Fire golem from the Necromancer, but would have a Poison aura, and chance to cause Poison Nova on striking (same as BotD)
Water Elemental - Immune to any and all Elements (includeing Poison, and Magical) but is a bit weak against physical melee/ranged damage
Air Elemental - Immune to Physical damage and curses (great against Iron Madien maybe) but is weak against elemental/magical damage
Doppleganger
Same as player character
Will have one of 3 versions to use
Defensive, Offensive, Mirrored
A silloette of your player character (same as shadows for Assassins)
Defensive - Would have damage cut in half to enemies, but would double in dex and life.
Offensive - Would have Dex and Life cut in half, but would do double your damage.
Mirrored - Would be strong in whatever you are weak in, and weaker in what your strong in. So if you die often before getting this merc, it will have alot more life, or if you don't die, it will have more damage to enemies then you.
Mage
Range attack/Caster
Will have one of 3 Elements to attack with
Earth, Water, Air
Same as a Sorc, but with different elements
Earth - Will do massive physical damage as well as magical. As a bonus it will cast a spell on party to increase Defense, adding to block rate, and life
Water - Will do water elemental damage that slows, as well as magical damage. As a bonus it will cast a spell that increases damage to enemies.
Air - Will do air elemental damage that knocks back, as well as magical damage. As a bonus it will cast a spell that adds to attack/casting rate.
Ranger
Range attack/Melee
Will have one of 3 types to choose from
Multishot, Guided Arror, Rapidfire
Same as act 1 D2 Rouges, but with skills
Multishot - Multiple arrows to single, or multiple targets (same as skill) Spectral damage.
Guided Arrow - A arrow that hunts for a enemy to hit (same as skill) Magical damage.
Rapidfire - Shoots one arrow after another extremely fast 50% crital damage.
Each merc will gain exp, levels, damage, life, ect. same as it is for Diablo 2, but, to revive them you must pay gold that doubles everytime they are revived. To fight this, you can gear them with anything possible.
So this is my idea for one. First off, I think having a merc with full gear (rings, amulet, armor, helm, belt, gloves, boots, weapon & shield, or weapon & weapon) would be more benificial to game play. Have them able to use their own pots when need be would cut down on alot of them dying. Also in Diablo 3 they can carry a limited supply of gear as well.
Cleric
Range attack/Caster
Will have one of 3 auras for the party.
Cleansing, Prayer, Meditation
Would attack with Fist of Heaven to kill and heal
Cleasing - cuts down on poison time (same as skil)
Prayer - life regeneration for you and party (same as skill)
Meditation - Mana regeneration for you and party (same as skill)
Summoner
Range attack/Caster
Will have one of 3 Elementals to summon in combat
Poison, Water, Air
Summoner itself would not attack only curse enemies
Poison Elemental - same as Fire golem from the Necromancer, but would have a Poison aura, and chance to cause Poison Nova on striking (same as BotD)
Water Elemental - Immune to any and all Elements (includeing Poison, and Magical) but is a bit weak against physical melee/ranged damage
Air Elemental - Immune to Physical damage and curses (great against Iron Madien maybe) but is weak against elemental/magical damage
Doppleganger
Same as player character
Will have one of 3 versions to use
Defensive, Offensive, Mirrored
A silloette of your player character (same as shadows for Assassins)
Defensive - Would have damage cut in half to enemies, but would double in dex and life.
Offensive - Would have Dex and Life cut in half, but would do double your damage.
Mirrored - Would be strong in whatever you are weak in, and weaker in what your strong in. So if you die often before getting this merc, it will have alot more life, or if you don't die, it will have more damage to enemies then you.
Mage
Range attack/Caster
Will have one of 3 Elements to attack with
Earth, Water, Air
Same as a Sorc, but with different elements
Earth - Will do massive physical damage as well as magical. As a bonus it will cast a spell on party to increase Defense, adding to block rate, and life
Water - Will do water elemental damage that slows, as well as magical damage. As a bonus it will cast a spell that increases damage to enemies.
Air - Will do air elemental damage that knocks back, as well as magical damage. As a bonus it will cast a spell that adds to attack/casting rate.
Ranger
Range attack/Melee
Will have one of 3 types to choose from
Multishot, Guided Arror, Rapidfire
Same as act 1 D2 Rouges, but with skills
Multishot - Multiple arrows to single, or multiple targets (same as skill) Spectral damage.
Guided Arrow - A arrow that hunts for a enemy to hit (same as skill) Magical damage.
Rapidfire - Shoots one arrow after another extremely fast 50% crital damage.
Each merc will gain exp, levels, damage, life, ect. same as it is for Diablo 2, but, to revive them you must pay gold that doubles everytime they are revived. To fight this, you can gear them with anything possible.