D & DII Chars relative magical abilities
#7
D&D Has nothing to do with it. This is Diablo. Diablo is not D&D.

In the world of Sanctuary if you can create a 20 foot long wall of flame using nothing but sheer brainpower, that would be magic. If you can go from a 6'0" tall mountain man to a 7'4" grizzly bear that can attack with flame powered claws, that would be magic. If you can call down a massive bolt of lightning that in turn launches a dozen holy projectiles, that would be magic.

If you swing your sword really fast, that is not magic. If you can jump, that is not magic.

If you can launch 6 projectiles from your bow in rapid succession, that is not magic.
If you can launch 6 projectiles from your bow simultaneously, that is probably magic.

If you can swear at your enemy and make them angry with you, that is not magic.
If you can swear at your enemy and he goes blind, that is magic.

If you can run really fast for short periods of time, that is not magic.
If you can make others run really fast for long periods of time, that is magic.


Does this help Y/N?

Also, even though the Warrior and Sorcerer can both learn the same spells to the same level, you'll notice that one of them can cast more spells, that have improved effects, more rapidly than the other.

Note: The fact that most skills use mana is of lesser importance, as it is partially just a convienient game mechanic. Blizz sort of fixed this with the "Rage Bar" for warrior types in World of Warcraft.
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Messages In This Thread
D & DII Chars relative magical abilities - by aaa - 04-30-2004, 04:49 PM
D & DII Chars relative magical abilities - by aaa - 05-03-2004, 07:57 PM
D & DII Chars relative magical abilities - by Tim - 05-05-2004, 11:25 PM
D & DII Chars relative magical abilities - by aaa - 05-15-2004, 04:41 AM

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