OT: help me create a new class: the thief I'm sure the notion of new classes for a theoretical D3 has been discussed ad nauseum around here, but how many of those ideas went beyond just a class name and basic description? I'd like to design a new D2 class complete with 30 skills in 3 trees, a class-specific item and other factors involved in individual classes (such as swing speeds and stamina rates, etc). Of course this has no value beyond the intellectual exercise of it but it could be fun. My class is tentatively called 'thief' but that could change. so far I have the 3 skill trees: blade skills, staff skills, and stealth skills. Blade skills, obviously, involve dagger & throwing knife skills and remedies a huge game oversight, that being that daggers are basially worthless. Here is a class that would specialize in them, being able to kill with them just as amazons kill with a bow and barbarians with a sword. Staff skills use staffs as melee weapons allowing for a more martial-arts style fighting with a blunt instrument. similar to Amazons using either bows or javalins/spears, I envision thieves using either daggers or staves (staff-weilders would be more like Monks from old D&D or a Friar Tuck-type I suppose.) Stealth skills are similar to Amazon passive/magic skils, giving the theif skills & abilities to move stealthily, see in the dark and avoid being seen and/or hit. The trick here is to not overlap with assasins too much. so far, the skills I have come up with are: Blade tree: Dagger mastery - same as barbarian mastery or 'sins claw mastery with chance of deadl strike Open wounds (passive) - like 'zons critical strike, but offering a percentage chance causing open wounds when using a dagger-class weapon Blinding (passive) - as above but % chance to blind target when using a dagger-class weapon Poison dagger timed/aura-type) - similar to Necro & Assassin skills Retrieve/Replenish - allows theives to retrieve thrown blades in effect reducing/eliminating the need to replenish thowing knives Stab - increases damage but reduces your own defense Slash - increases attack speed and damage with each successive hit Multi-throw - similar to 'zon multi-shot, but for use with throwing knives Disembowel - (lvl 30 skill) a vicious attack does increased damage and increases AR as well as having a high chance to cause open wounds 2 more skills needed staff tree: staff mastery - same as barb mastery Parry (passive) - allows a chance to block, similar to 'sins claw block skill Pummel - similar to barb's Bash skill Thrust - similar to 'zon Jab skill Spin - thief uses both ends of staff to hit same opponent multiple times or multiple adjacent opponents Stun - similar to barb skill Disarm - each successive hit reduces the AR & damage done by attacking monsters 3 more needed Stealth tree: Night vision - adds to light radius. at higher levels could even allow seeing enemies behind walls/obstructions (timed effect) Skulk :creep: - increases defense while moving, but reduces speed. can't be used with shield (passive) Conceal - Increases defense while standing still. can't be used with shield (passive) Waterwalk - allows theif to 'walk' on water or over 'gaps' (such as in the Arcane Sanctuary) similar to Barb's leap but not leaping over barriors, just for use on 'flat' surfaces. can't be used with shield Firewalk - allows the thief to walk through firewalls, firesplashes, burning rogues tied to stakes, etc, and take reduced damage Steal - allows Theif to pick up items on the ground otherwise outside of his normal range, similar to Sorcs. telekenisis but more limited Deactivate - offers %chance to not trigger traps on barrels/chests/urns, etc as well as assassin traps in PvP (passive) Resist poison (passive) - increase poison resistance an reduces poison length Shadow walk - by staying hidden in the shadows, the thif can move to any location on screen without being seen or attacked by enemies in betwen - in effect, similar to Sorc's teleport 1 more needed for class-specific item, I am debating between some kind of boots, belts or perhaps the jewlry slots as an amulet could be a good place for theives to stor their tools of the trade. I'm leaning towards belts though as it works for both dagger and staff oriented characters, could have + to skills (as would daggers/staffs in my revised game) and belts just seem like things thieves would use to store thieving tools. Theives would prefer light armor and no shield, eithe using 2-hand staves or dual weilding daggers (or dagger & thowing knife) what is clearly laking so far are elemental damage skills and skills for throwing knife thieves. I'd love to hear any ideas anyone has for other skill. once I have 30 skills, I'll make up a tree with the skills in order. If you hate my ideas or have better ones, I'd love to hear them. Sure it's pointless, but then "having a Patriarch in Diablo II" isn't exactly something to put on your resume either so just take this in the spirit of fun in which it's presented. If this simply doesn't belong in the forum, I apologize. Please don't tar & feather me.