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Old Oct 05, 2008, 08:24 PM // 20:24   #1
Furnace Stoker
 
Join Date: Jul 2006
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Default Temerairia - I was bored ok.

So the power went out at my place for like an hour yesterday, after being out for 20 minutes, coming on for 1 minute, and going back out for the said hour. In perfect daylight. Bleh. So in my boredom (everything I do relates to needing electricity in some way), I grabbed this mythical device I believe you call "paper" and this strange thing called a "pen" (ewww, keyboards are so much easier...) and I wrote down a class idea that came to me randomly while bored! Genius! I did put a lot of effort into this, so I'd like it if you put a lot of effort into your reply.

Temerairia (Te) is derived from the word temerarious which means "reckless" and "rash". This concept is what this class is based on, and I'm going to go rather in-depth.

The Basic Stats:
Standard Hit Point level, 20 energy + 10 energy from Armor (30 total), 3 pips of energy regen, 80 Armor Level in max armor.

Their Weapon:
Dual Katars (actually hooded Katars, ie they have a shield that extends over the blade to the back of the user's hand for defenses), a weapon that in real life was used in India. Katar's are in essence a dagger blade attached to a horizontal hand grip, which means a Katar is used like a punch is, instead of a dagger which uses thrusting motions. This results in Katar use being natural for the common man, combat relying on swift punching motions. Katar's were notable as being able to penetrate armor rather easily, allowing Indians who needed to fight their more protected enemies on level ground.

A max Katar (come in pairs like daggers) has the following stats:
2-12 Piercing damage
+10% Armor Penetration
+10 Armor Level vs Physical (from the shield)
Attack Speed: 1.33 seconds.

Their Armor:
Indian fashioned armor, albeit more richly designed at the top end.

How They Play:
In design I wanted a class that was functionally unique from the other classes and could play a more unique role. This gives more fun to PvErs who can do something different from everyone else, and PvPers where having classes that overlap other roles exactly has caused balance problems.

I took the design of the Warrior and Assassin and gauged their pros and cons and reworked it into something that did not resemble either at the end.

A Temerairia is almost as armored as the Warrior is, but does pressure damage, ie: a lot less than the Assassin. Being armored, the Temerairia does not need Shadowsteps, she can easily walk up to her foes and take a beating. The Temerairia is unique in being able to channel her rage, dangerously gotten, into spells that aid her allies, making the Temerairia the first class to have Spells that use Adrenaline.

The Temerairia fixes a common Assassin design problem, that of the multiple line requirement. A primary Assassin is pretty much forced to max out Critical Strikes for energy, and Dagger Mastery for damage, leaving Shadow Arts and Deadly Arts near useless and never seen at full potential. In designing this class, I have designed a unique way to make all of its lines useful, and in essence each line is its own "playstyle".

In addition, I have decided to use the Warrior style of attacks, and designed skills in the old Prophecies way, where most skills have drawbacks besides their cost, making each skill requiring careful use by its master.

The pro's of this class are the following:
+Can play in multiple ways, and has lots of options available to them at all times.
+Their heals use Adrenaline, so e-denial does not work on them so much.
+90AL, consistent pressure, hard to take down healer.

The con's of this class are the following:
-Very very low damage, and getting higher damage is costly to survival.
-Adrenal counters ruin heals.
-Healing relies on combat, and thus is not as consistent to get out as a Monk or Rit can be.

The Attributes:

Exploitation: (Primary) Each point in Exploitation gives you a +1% chance to double strike with your Katars, and reduces the attack speed of your Katar's by 0.02 seconds by exploiting flaws in the enemy defense. (does not count as IAS, though it acts as one, so it stacks with a 33% IAS as well, does not work with non-Katar weapons, as the Temerairia is not proficient enough in them to take advantage of their double striking and increased attack speed capability). Each point in Exploitation increases the effectiveness of moves that are designed to exploit enemy defensive and offensive flaws.

Pro's:
+Forces an opportunity in battle.
+Gives you a distinct temporary advantage.

Con's:
-This recklessness causes you to be put at a disadvantage afterwards.

Snake Stance:
Each point in Snake Stance gives you the typical +1.44% Crit chance each weapon mastery attribute does for Katars, and improves the power of skills related to pressure and degen. This line's heals are similar, focused on regen and other various heals over time. The Snake Temerairia is slow and deadly, a threat that while decidedly weak at the start, slowly causes the enemy defense to crumble from within.

Pro's:
+Focused on pressure, and can do it consistently.
+Damage over Time's can overwhelm enemy defenses...eventually.
+Condition focused.
+A lot of armor ignoring stuff here.

Con's:
-Can't kill enemies easily.
-It's offensive stuff is removed easily (Conditions)
-It's heals require time in general, and as such you are good at relieving pressure on yourself and others, but aren't so survivable against spiking.

Bull Stance:
Each point in Bull Stance gives you the typical +1.44% Crit chance each weapon mastery attribute does for Katars, and improves the power of skills related to overpowering and buffs. This line's heals are similar, focused on big heals. The Bull Temerairia is strong and mighty, overwhelming her foes with big hits that catch them off guard, at the expense of her own life.

Pro's:
+Big spike damage, can still pressure, however it can't spike consistently at all.
+Frontload's a lot of damage, can get surprise kills.
+Powerful buffs and big heals increase survivability quite a bit (but can't be used as often).

Con's:
-Damage is mopped up quickly by an alert backline.
-This overpowering force comes at an expense of your safety and well being, weakening you.

Goose Stance:
Each point in Goose Stance gives you the typical +1.44% Crit chance each weapon mastery attribute does for Katars, and improves the power of skills related to healing and defense. This line's heals are varied, and vast, and strong. The Goose Temerairia is motherly and helpful, focused on keeping the party alive while doing light damage.

Pro's:
+Strong varied heals give you options.
+Varied prots prevent damage.

Con's:
-Very terrible damage, you are a near non-existent entity on the battlefield.


Note: Each Stance has it's own set of weapons and count as their own "Mastery", but their +1.44% crit chance stacks with each other up to a max of 20 (for Katar's only).

ie:
if you had, say, 12 Bull Stance, 12 Exploitation, and 3 Goose Stance, you have the equivalent of 15 "Katar Mastery" if it existed, in Crit chance wise. (ie: ~22.1% to crit with Katar's.)

if you had say, 16 Bull Stance and 5 Goose Stance, you only have the equivalent of 20 Katar Mastery if it existed.

This is done to fix the Assassin design problem. Focusing in 2 lines doesn't matter here, since each line is designed to give you options for everything. You don't have the Shadow/Deadly arts problem here, you can focus in Exploitation and X Stance or Y stance or Z stance and be effective without having 2 dead weight stances that support you.

Of note, each stance also has a notable stance while wielding Katars, your character uses the stance of whatever your highest Stance attribute is.

The Skill Lines and Example Skills:
The best part, amirite?

Before I get into it, it's important to note the following:
*This is not an incomplete skill list, this is all the skills. A complete "campaign" worth of them, anyways.
*Each line is designed to be its own beast. They each have different options, each have possibilities, and each play different from each other. They each are their own type of "strength" each balanced by their own type of "recklessness". A Snake will strike true, but they strike weak. A Bull will strike strong but leave themselves open. A Goose will strike weakly, but is strong at defense. In essence, this class could be seen as three different classes.
*Reward and risk is something I wanted to be here. I tried to emulate OG Prophecies design, where skills could have great power at great risk (Frenzy, for example.). The Temerairia should never ever feel like she has a massive advantage they can keep pressing forever and ever, instead they mount a great advantage for themselves that winds up biting their rear end in the end.
*Keep in mind I have tried to balance around PvP and not PvE, but a lot of this was spur of the moment ideas and probably isn't too balanced in either.
*Spells that use Adrenaline as a cost work exactly like all other Spells do, besides the cost.
*0...12 attribute rank.
*Enjoy.

Exploitation:
Theme: Exploiting enemy offensive and defensive flaws to mount a temporary advantage that you recklessly use to the point of causing your own flaws afterwards...

New Skill Type:
*Exploit: They are basically Enchantments, however they can't be removed. They either last 1 attack, X attacks and X seconds. They give you an advantage, and then a disadvantage after they end (green border when giving you advantage, hex border when a disadvantage). You can only have 1 exploit up at once, and if you put up another the previous one ends and you get it's disadvantage. Using multiple Exploits in a row can make you roadkill.

Exploitation Skill List:
*A Mistimed Strike - 5/0/20 - Exploit. For 10 seconds, the next time you are hit by an attack skill, that attack skill misses and the attacker takes 4...24 Piercing damage. When this effect ends, you suffer from an effect for 10 seconds that causes your next attack skill to miss and you take 4...24 Piercing damage.
*Blowing the Castle - 10/0/20 - Exploit. For 10 seconds, your next attack skill removes 0...1 Enchantment from its target. When this effect ends, you suffer from an effect for 10 seconds that causes the next attack skill that hits you to remove 1 enchantment.
*Deadly Gains - 10/0/20 - Exploit. For 10 seconds, all damage you cause is 0...50% harder to heal (NOTE: ie if you do 90 damage, it would take a 180 point heal to heal it for 10 seconds). When this effect ends, you suffer from an effect for 10 seconds that causes all damage you take to be 0...50% harder to heal.
*A Hole in Your Armor - 5/0/20 - Exploit. For 10 seconds or 10 attacks, all your attacks act as if your target has a -0...33% chance to block. When this effect ends, you suffer from an effect for 10 seconds that gives you a -0...33% chance to block.
*"I challenge thee!" - 10/0/30 - Shout. For 10 seconds, you and target foe are under the effects of this shout. Whoever does the most damage to each other in these 10 seconds are cured of 0...2 Conditions and Hexes and receive a 0...100 Health heal.
*Someone set us up the bomb - 5/0/20 - Exploit. For 10 seconds or 10 attacks, all your attacks cause the target to set on fire for 0...2 seconds. When this effect ends, you suffer from an effect that causes all attacks against you for 10 seconds to cause you to burn for 0...2 seconds.
*Exploit Mastery - 15/0/60 - Elite Skill. For 30 seconds you may have up to 3 Exploits on you at once and Exploits do not cause a disadvantage for you upon ending. When this effect ends, all Exploits on you are removed and cause their disadvantage to you.
*Exploit Focus - 5/0/60 - Elite Skill. For 30 seconds all your Exploits cost 50% less and last twice as long. (NOTE: this includes attacks going up to 20 attacks!!!)
*Corrupted Mind - 10/0/20 - Exploit. For 10 seconds, all your Hexes cost 0...33% less Energy. When this effect ends you suffer from an effect that causes all Hexes cast on you to cost 0...33% less Energy.
*Not my Time - 3a/0/20 - Exploit. If within 3 seconds you would suffer fatal damage, that damage is negated and you are healed for 0...100 Health and the person who would have killed you takes 0...100 damage. Lose all adrenaline.
*A Stab from the Back - 5/0/20 - Exploit. For 10 seconds, the next time you are melee attacked you shadowstep behind the attacker and deal 0...105% the amount of damage he did back to him. When this effect ends, you suffer from an effect for 10 seconds that causes the next time you melee attack your attack deals 0...105% the amount of damage you did back to you.
*Double Time - 15/0/20 - Exploit. For 10 seconds, all Enchantments placed on you last 0...100% longer. When this effect ends it causes an effect for 10 seconds that makes all Hexes placed on you to last 0...100% longer.
*Doubling the Means of Production - 10/0/20 - Exploit. For 10 seconds, all heals targeting you heal for 0...100% more. When this effect ends, you suffer from an effect for 10 seconds that causes all heals that target you to heal for 0...100% less.
*Awareness - 3a/0/20 - Skill. The next Exploit you use has its disadvantage effect negated but it is disabled for an additional 20...10 seconds.
*Safety Net - 10/0/20 - Elite Skill. The next Exploit you use has its disadvantage effect negated and you are healed for 0...1000% it's Energy cost.
*Damaging Flaw - 5/0/20 - Exploit. For 10 seconds or 10 attacks, you strike for +1...10 damage with all attacks (NOTE: bonus damage, so it ignores armor). When this effect ends, you suffer from an effect for 10 seconds that causes you to deal -1...10 damage with all attacks.
*Adrenaline Rush - 5/0/20 - Exploit. For 10 seconds, you move 33% faster. When this effect ends, you suffer from an effect for 10 seconds that causes you to move 33% slower and take +0...10 damage from all attacks.
*Counter Measures - 5a/0/20 - Exploit. For 10 seconds, you have a 0...50% chance to block and whenever you block you deal 2...12 piercing damage to the attacker. When this effect ends, you suffer from an effect for 10 seconds that causes you to take 2...12 Piercing damage whenever you are blocked.
*Furious Punches - 5a/0/20 - Exploit. For 10 seconds, you have a 33% increased attack speed. When this effect ends, you suffer from an effect for 10 seconds that causes you to have -20 Armor Level and are knocked down for 3 seconds.
*Laugh in the Face of Danger - 5/0/30 - Skill. For 30 seconds you get a +1 bonus to damage with all attacks each second but lose 1 armor level each second up to a max of +15 damage and -15 Armor Level.

Snake Stance:
Theme: Weakening your foe with consistent pressure and debuffs...

Snake Stance Skill List:
*Snake Bite - 5a/0/0 - Katar Attack. If this attack hits, target foe is struck for +1...10 damage and is poisoned for 1...10 seconds.
*Boa Venom - 5a/0/0 - Katar Attack. If this attack hits, target foe is struck for +1..11 damage and is weakened for 1...10 seconds.
*Crippling Grasp - 4a/0/0 - Katar Attack. If this attack hits, target foe is struck for +1..9 damage and is crippled for 1...9 seconds.
*Pierce Thy Flesh - 4a/0/0 - Katar Attack. If this attack hits, target foe is struck for +1..12 damage and bleeds for 1...10 seconds.
*Snake Jabs - 3a/0/10 - Katar Attack. Attack target foe once for every Condition on him (maximum of 3 times). Each of these attacks strike for +1...11 damage. If you attack 3 times and all 3 attacks hit, renew all Conditions on target foe. (note: a good adrenaline gain attack)
*Punch the Heart - 6a/0/0 - Elite Katar Attack. If this attack hits, target foe suffers from Deep Wound for 1...15 seconds and Dazed for 1...2 seconds.
*Snake's Reflex - 5/0/30 - Stance. For 10 seconds you have a 0...33% chance to block and your attacks have a 0...25% chance to avoid the effects of Blind.
*Ze Goggles Ze Do Nothing! - 6a/0/20 - Katar Attack. If this attack hits, target foe is struck for +2...14 damage and is Blinded for 10 seconds.
*Quick Jab - 3a/0.5/0 - Katar Attack. The person you are attacking has a -0...15% chance to block this attack.
*Methodical Slaying - 5/0/20 - Elite Katar Attack. Attack target foe once for every Temerairia Hex and every Condition on him (maximum of 5). Each of these attacks strike for +1...15 damage. If this attack attacks 5 times and all 5 attacks hit, all your skills except for this one are recharged.
*Gouge - 5/0/20 - Hex Spell. For 10 seconds, each second target foe has a 0...5% chance to miss and each time they miss an attack 1 random condition on them is renewed. (note: this stacks, so at the very last second they have a 50% chance to miss.)
*Evolutionary Poison - 5/0/20 - Exploit. For 10 seconds the next time you apply Poison to this foe, one of the following random Conditions is also applied: Weakness (10 seconds), Blind (5 seconds), Cracked Armor (10 seconds), Burning (4 seconds), Bleeding (10 seconds). When this effect ends, you suffer from an effect that for 10 seconds causes you to suffer from one of the same Conditions if you become Poisoned.
*Shed Your Skin - 3a/0.75/10 - Spell. You lose 1...2 Enchantments. For each Enchantment lost, you are cured of 0...2 Conditions, 0...1 Hexes, and are healed for 0...50 Health.
*Regrowth - 3a/0.75/12 - Enchantment Spell. For 10 seconds you gain +1...6 Health regeneration.
*Natural Defense - 3a/0.75/5 - Skill. For 4 seconds you are healed for 10...32 Health each second and are cured of 1 Condition. If a Condition is removed in this way, you lose 1 Energy. (Note: A HoT version of Natural Healing).
*Agony and Anguish - 10/2/15 - Hex Spell. For 10 seconds target foe takes 2...20 damage each second. (note: armor ignoring) If this hex lasts its full duration, the next time you cast it this life it casts instantly and recharges 50% faster.
*Snake's Hatred - 5/1/10 - Hex Spell. For 10 seconds you gain 1 extra strike of Adrenaline each time you hit this foe, but give an extra strike of adrenaline to whoever hits you.
*Spirit of the Snake - 5/1/20 - Elite Hex Spell. For 10 seconds, target foe takes 3...30 damage each second. (note: armor ignoring)
*Dead Flesh - 5/1/15 - Hex Spell. For 10 seconds, target foe takes +0...10 damage from all attacks and takes 2...8 damage each second.
*Disease Ridden Fang - 5a/0/0 - Katar Attack. If this attack hits, target foe is struck for +2...14 damage and suffers from Disease for 5...15 seconds.

Bull Stance:
Theme: Overpowering your foe with strong attacks that leave you weaker and buffs.

Bull Stance Skill List:
*Bull's Ram - 6a/0/0 - Katar Attack. If this attack hits, target foe is struck for +3...23 damage and is knocked down if they are moving. While performing this attack you have -20 Armor Level.
*Bull's Rush - 5/0/20 - Stance. For 10 seconds you deal +2...10 damage with all attacks and have a 10% increased move speed but take +2...10 damage from all attacks.
*Bull's Force - 5/0/10 - Katar Attack. If this attack hits, target foe is struck for +1...3 damage for each Condition and Temerairia Hex that is on them. (max of +25)
*Reckless Destruction - 5a/0/0 - Katar Attack. If this attack hits, target foe is struck for +2...24 damage and suffers from Cracked Armor for 2...15 seconds. While performing this attack you have -20 Armor Level.
*Shatter Weapon - 10/0/5 - Katar Attack. If this attack hits, target foe is struck for +1...20 damage. If this foe has a Weapon Spell on them, it can't be blocked and they lose their Weapon Spell.
*Rampaging Force - 0/0/30 - Katar Attack. Lose all adrenaline. For each strike of Adrenaline you lost (max of 5 strikes) you attack target foe once. Each of these attacks strike for +2...20 damage. While performing this attack you have -20 Armor Level. After this attack ends you suffer from Weakness for 30...15 seconds.
*Bull's Honor - 5/0/30 - Elite Hex Spell. Target foe loses 1 Enchantment and 1 Weapon Spell. For 0...10 seconds target foe can't be the target of Weapon Spells.
*Bull Lick - 3a/0.25/0 - Spell. Heal target ally for 10...75 Health.
*Natural Cure - 5a/1/5 - Elite Spell. Heal target ally for 10...135 Health and they are cured of 1 Hex and 1 Condition.
*Bull's Rage - 6a/1/5 - Enchantment Spell. For 10 seconds you are healed for 5...20 Health each second and deal +1...10 damage with all attacks.
*Bull's Gamble - 5/0/30 - Stance. For 10 seconds you have a +0...25% chance to critical hit but your non-critical hit attacks deal -2...15 damage.
*Spirit of the Bull - 5/1/20 - Elite Hex Spell. For 15 seconds, you have a +0...50% chance to double strike versus target foe.
*Mighty Guard - 5/1/20 - Enchantment Spell. For 10 seconds you take 5...20 less damage from all sources but deal 5...25% less damage.
*Bull's Luck - 3a/0.75/3 - Enchantment Spell. Heal target ally for 0...25 Health. The next time target ally takes damage, that damage is negated and that ally is healed for 15...42 Health.
*Instill Fear - 5/0.25/20 - Hex Spell. For 5 seconds target foe moves 5...20% faster but takes 5...25% more damage from all your attacks.
*Bull's Muscle - 5/0/5 - Elite Katar Attack. If this attack hits, target foe is struck for +2...10 damage for each Condition and Temerairia Hex that is on them. (max of +50)
*Overpower - 10a/0/0 - Elite Katar Attack. Can only hit a foe who has 25% Health or below. If this attack hits, target foe suffers from Deep Wound for 1...5 seconds and is then struck for +2...80 damage. Lose all adrenaline.
*Tighten Muscles - 5/0/20 - Exploit. For 10 seconds target foe does -2...20 less damage with all attacks. When this effect ends, you suffer from an effect that for 10 seconds causes you to do -2...20 damage with all attacks.
*Struggle- 5a/1/20 - Elite Hex Spell. For 0...10 seconds target foe can only move 40%...10% (NOTE: hits 0% at 16) faster than normal and takes 2...20 damage each second they move.
*Choke - 4a/1/25 - Hex Spell. For 10 seconds target foe casts spells 0...33% slower.

Goose Stance:
Theme: Rather weak but able to defend the party aptly.

Goose Stance Skill List:
*Feather Fist - 5/0.75/8 - Katar Attack. If this attack hits, you strike for +1...4 damage. This attack gives you two strikes of Adrenaline if it hits.
*Flying Jab - 5/0/12 - Katar Attack. If this attack hits, you strike for +1...6 damage. This attack is unblockable.
*Goose's Love - 5/0/30 - Stance. For 10 seconds you heal for +0...25% more but deal 0...25% less damage.
*Spirit of the Goose - 5/1/20 - Elite Hex Spell. For 15 seconds, target foe gets healed for 0...33% less and all your heals heal for 0...33% more.
*Tears of Life - 0/2/20 - Spell. All party members in the area are healed for 60...122 Health. Lose all adrenaline. This spell has an additional 2 seconds to recharge for each person it heals.
*Make Love, Not War - 10/0/30 - Stance. For 15 seconds all your Spells that cost Adrenaline cost 0...1 less strikes, but you take 0...25% more damage from all sources. Ends if you do damage.
*Justice For All - 5/0/20 - Elite Enchantment Spell. For 20 seconds you gain 0...1 strikes of Adrenaline every time you cast a Spell that costs Adrenaline. You lose all Adrenaline and this spell ends if you use a skill that costs Energy.
*Siphon - 5/2/15 - Hex Spell. For 10 seconds every time target foe casts uses a skill, you gain 0...1 strikes of Adrenaline. Ends after you gain 0...5 strikes of Adrenaline in this way.
*Goose Hug - 2a/0.75/3 - Spell. Heal target ally 30...80 Health.
*Goose's Kiss - 3a/1/4 - Enchantment Spell. For 3 seconds, target ally is enchanted with Goose's Kiss. When this enchantment ends, that ally is healed for 25...98 Health.
*Goose's Boon - 5a/0/0 - Elite Enchantment Spell. For 10 seconds, all your healing spells heal for 0...50% more but cost an additional strike of Adrenaline. When this effect ends, you lose all Adrenaline.
*Goose's Spirit - 5a/1/5 - Enchantment Spell. For 5...20 seconds, target ally can't lose more than 40...20% due to damage from a single attack or Spell. When this effect ends, that ally is healed for 20...70 Health.
*Guard - 3a/1/6 - Enchantment Spell. For 1...8 seconds target ally has a 0...45% chance to block.
*Pacify - 5a/0/15 - Hex Spell. For 0...10 seconds target foe deals 0...50% less damage with all attacks. Ends if they attack you 3 times.
*Goose's Breath - 6a/2/10 - Spell. All party members in the area are cured of 0...2 Conditions. If a Condition is removed from a party member, they are also cured of a Hex.
*Last Chance - 5a/0/20 - Spell. Target other ally is healed for 25...100% of your current Health. Lose all Adrenaline.
*Goose's Cry - 6a/0/6 - Spell. Target other ally is healed for 30...102 Health. Up to 2 additional allies near target ally are healed for 0...72 Health
*Goose Remedy - 5a/1/10 - Elite Spell. Target ally is cured of 0...2 Hexes and for each one removed is healed for 25...73 Health. If 2 hexes are removed, 1 condition is cured.
*Restore Normality - 4a/0.75/2 - Elite Spell. Remove all Conditions from target ally. For each Condition removed, that ally is healed for 5...30 Health.
*Last Stand - 10a/0/0 - Elite Enchantment Spell. For 3 seconds you are enchanted with Last Stand. If you die while enchanted with Last Stand, for 30 seconds you become a spirit monk, with 500 health, 30 energy, but are unable to move. While in this form, all abilities that use Adrenaline use an equal amount of energy instead. If you run out of energy or lose all your Health this effect ends. When this effect ends, you become dead again.


yay for boredom and power outages. i had nothing better to do so ye. questions/comments/etc all welcome ofc, i'll try to pay attention to this, I guess. (off to bedz)

Last edited by DarkNecrid; Oct 29, 2008 at 07:05 PM // 19:05.. Reason: updatin
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Old Oct 06, 2008, 02:53 AM // 02:53   #2
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i'd have to say this is very well thought out and might actually be rather fun to play. The only problem is that I would see the "exploits" never being used. The only time they would be useful would be at the very end of a battle, otherwise using them as they stand is a wash in most cases. When the same effect you apply to them is applied to you for the same duration it makes the skill less than useful. In my head a draw back isn't a bad idea, in fact I think its a great idea that you have to give something up to reap a benefit, but the draw back should be a lesser form, after all you've trained with these skills you should be able to use them with some proficciency.

A suggestion to fix that might be to make the "after effect" for all of them something like:

"when this exploit ends you suffer -1 energy regen for 10...2 seconds"

or maybe as an example:

A Hole in Your Armor - 5/0/20 - Exploit. For 10 seconds or 10 attacks, all your attacks act as if your target has a -0...33% chance to block. When this effect ends you cannot block the next 5...1 attacks against you


otherwise I think its actually a pretty sound concept.
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Old Oct 29, 2008, 07:06 PM // 19:06   #3
Furnace Stoker
 
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Updated it a bit (balancing):
-Made it more apparent that the weapons give you +10AL vs Physical only, meaning they have the same armor as a Warrior, but 10 less vs Physical damage.
-Exploit Mastery no longer causes the disadvantages to be removed when it ends but it no longer disables Exploits.
-Disease Ridden Fang is now 5a from 6a.
-Punch Thy Heart is now 6a from 4a. (too broken at 4a for sure.)
-Spirit of the Snake is now 3...30 and lasts 10 seconds.
-Bull's Charge changed to Bull's Rush cause Bull's Charge already exists.
-Reckless Destruction damage from +18 to +24 at 12.
-Rampaging Force damage upped from +15 to +20 at 12.
-Instill Fear down from 10...40% to 5...25%.
-Siphon changed to 15s recharge, 10s duration, and every time target foe uses a skill.

I might post build examples if I'm bored later.
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Old Oct 31, 2008, 06:07 AM // 06:07   #4
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I think that putting in drawbacks for most of the skills is a good idea, and three different playstyles a great idea. But w/ Vesio I'd have agree in setting the drawbacks lower a bit.
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Old Nov 12, 2008, 02:56 AM // 02:56   #5
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So it's kinda like warrior in that you don't spec in more than one Stance, vs not speccing in more than one Weapon Mastery...Then again, the BB sin...lol
VERY nice and original concept, the 3 play styles is very interesting, I also like the weapon's inherent armor penetration
I don't really see what most of the exploit skills do though, since it's basically you gain bonus first then suffer the same thing later...
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