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Old Apr 09, 2008, 01:46 AM // 01:46   #1
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Arrow A uniquely different type of Summoner - The Blood Summoner

General
I know that summoners are generally not very welcomed, but I am offering a totally different way at which a summoner can be looked at. Up till now, all summons are only limited by either mobility (Ritualist) or by dead bodies (Necromancers).

I wanted a way to bypass these, yet still ensure that it becomes NOT too overpowered. This is why this idea came into the fore.

Explanation

The blood Summoner, aptly named, uses his OWN blood to create his minions. Thus, every minion he creates, is actually STILL a part of himself. Whenever a minion takes damage, or certain statues, the Blood Summoner CAN also be affected by the same status, and WILL feel the pain the minion feels.

Also, since minions created are made out of the Summoner's own Blood, his Maximum amount of HP will also decrease proportionally with every minion he creates

Thus, this acts as a self serving control mechanism for this particular Concept Class, if you have alot of minions, you will probably deal great dps (damage per Second), but the more minions you have out, the higher chance you have of being wiped out if your minions are wiped out.

Class Role
Versatility: Either acting as a meat shield, or as a long range artillery team.

Armor Level
Caster Armor, 60 AL

Energy Level
High Energy, 30 Energy, 4 Energy Regen (Caster Energy)

Range Type
Staves, Wands

Attributes

Blood Management [Primary]: Reduces pain aka damage felt by the blood summoner everytime a blood minion takes damage. Also reduces the HP reduction per blood minion summoned.

Skills within this field are primarily to deal with handling the physical pain as well as status removal.

Blood Summons: Creates different type of blood minions. This includes golems, elementals, spiters, etc etc. Adding skill pts into this field also increases the maximum amount of possible minions summoned, as well as the levels of the minions.

Blood Pacts: Spells which boosts the physical and status defences of the blood minions and the Blood Summoners. Abilities here often come at a cost of permenent cost of the Blood Summoners Maximum MP.

Blood Fludity: Spells affects the mobility of the blood minions and the Blood Summoners. Also possesses Offensive spells, which often uses the Blood Summoners HP instead of MP for casting.
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Old Apr 09, 2008, 01:52 AM // 01:52   #2
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so i herd necro mm's still work fine
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Old Apr 09, 2008, 01:53 AM // 01:53   #3
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kinda just an expansion of Blood magic line, beefing it up to fit a whole class?
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Old Apr 09, 2008, 03:22 AM // 03:22   #4
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a whole class dedicated to minions is a lil much for me.. but i give props to people who post thought through suggestions like this. cool idea, but not for me

although it would be a cool idea for gw2, having a class devoted to minions and stuff, now that i think about it. expanding on the generic minions from a necro would be a cool thing to see. (although i could see this becoming the next ursan or something)
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Old Apr 09, 2008, 03:50 AM // 03:50   #5
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I would liked to see a all Summon Class It might be neat to have. Ya Alternate to Blood Magic Attribute Line. But be neat to summon 10 lvl 28 Mursaat. Than it would be overpowered Class. Wicked Idea just aint goanna see be happen.
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Old Apr 09, 2008, 07:42 AM // 07:42   #6
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I'd like to see this as an elite minnion, the minnion has health and degens, but all damage it takes is transfered to it's master, it could be interesting way to minnion wall, though hazardous to yourself.
Add [skill=text]Dark Bond[/skill] and [skill=text]Protective Spirit[/skill] and you get a pretty interesting build.
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Old Apr 09, 2008, 09:12 AM // 09:12   #7
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We would rather have Summoners rather than Necro Copycats -_-..
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Old Apr 09, 2008, 09:52 AM // 09:52   #8
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Quote:
Originally Posted by [M]agna_[C]arta
We would rather have Summoners rather than Necro Copycats -_-..
QFT

If you would have made now something, that wouldn#t have looked so clonish to the Necro...

a summoner around one of the very few missing ways/creatures to summon.

Like make a CC for Elementalists in GW2, with them beign able to summon also Elemental Spirits (Djinns)

game misses also a summoner for Demons (general GW Monsters...), so like a summoner full of Skills similar to the asura summons.


Hopefully will have summoners in GW2 so or so other gameplay mechanics, than in GW1.
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Old Apr 20, 2008, 08:56 AM // 08:56   #9
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As FlamingMetroid posted that giving credit where it is due is part of CCing.
I feel I should rez this thread and say:
Even though the justification of blood is too necro like, the idea of using max health to limit the amount of summons you would want to have and making sure they aren't overpowered by making their master lose health for X% of the damage they take is pretty original and possibly will make for a good addition to the game.

If it instead had used soul and been cast into some kind of reverend mold or whatever it might have been a good CC.

So Kudos on the idea of transferring damage from the summon to the summoner; as a balance function, its pretty good.

Last edited by System_Crush; Apr 20, 2008 at 09:04 AM // 09:04..
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Old Apr 20, 2008, 01:28 PM // 13:28   #10
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I could say yes about it, as Summon Skills under de Blood Line, which don't require Energy (cost all 1 Energy), but you have to sacrifice health to summon them and the advantage over summons create from you own blood and flesh would be, that you can summon them ,whenever you want, you need no corpses for them to summon them, unlike mininons from death magic...

So would have necromancers the agony of choice...

-Sacrifice each time health for summoning/ when the summons deal damage for more powerful minions, where i don't have to rely on Corpses or

-Don't sacrifice each time health and rely on your Mana Pool of Energy/Soul Reaping for consistant summoning without coming self near to death, but having therfore the problem, being only able to summon minions, when you have corpses in your near and slightly weaker minions.

But this CC is nothing, that would be worth it as own profession, thefore it is way to much necromancer like and looks just more, like a good improvement of the necromancer's blood line for GW2, making them more vertatile MM's that don't have to rely only on Death Magic to be MM's ...


Example Skill:

[E] Bloody Mary - 50%HP, 1E, 5s, 30s
You will sacrifice 33% of your Health, therefore you will be able to summon out of your Flesh a Banshee known as "Bloody Mary" with Lvl 10-25.
Whenever a Foe in her near receives physical Damage, Bloody Mary will get healed by 25% of that Damage. Bloody Mary's aoe spell attack will cause Bleeding to foes (a spell like Suffer, but foes start bleeding) and when she uses her Special Skill "Howl of Bloodlust", all nearby allies will receive for every foe, that suffers on Bleeding for 5-10 seconds +1-3 Life Regeneration. You can have only max 1 Bloody Mary at the Time.

Vampire Bats - 15%HP, 1E, 3s, 5s
You will lose 15% of your Health, therefore you will be able to summon out of your Blood 2 level 5-15 Vampire Bats, which will leech with their quick attacks 5-15 HP. You will receive the drained health from them as Healing every 4 seconds and whenever a Vampire Bat attacks a foe, you will sacrifice 3-1% of your actual Health.

Blood Hound - 25%HP, 1E, 3s, 10s
You will lose 25% of your Health, therefore you will be able to summon out of your Blood 1 level 5-15 Blood, which will deal Deep Wounds to foes, that suffer on Bleeding and when they attack Foes, that suffer on Deep Wound, their attacks will cause instead Disease. Attacks from Blood Hounds can't be blocked.

That would be imo a cool improvement for Necromancers Blood Line with summons like these in then creating out of your Blood then banshees and evil animal zombies a la Resident Evil *g* muahahahah
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Old Apr 20, 2008, 08:02 PM // 20:02   #11
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Quote:
Originally Posted by Phoenix Tears
That would be imo a cool improvement for Necromancers Blood Line with summons like these in then creating out of your Blood then banshees and evil animal zombies a la Resident Evil *g* muahahahah
Banshees should be in curses, from blood you create the pyramid head from silent hill
A guy with a blade bigger than Cloud's biggest sword, hell yea I want that as my pet.

=========================================

But the point was not health sacrifice to create, it was you losing health equal to X% of the damage your pet takes.
Because you could recover from health sacrificed at summoning, hell it would probably become a new overpowered build with [[Ravenous Gaze] to deal damage and recover the health, in all of PvP.

If you lose health when your pets get hit, instead of the pets losing health over time you are faced with an entirely different problem as MM's are, you have to keep track of all your pets and prot the ones are being attacked and not have too many so attacks can slip by.
Protting yourself won't work as "Lose X health" bypasses all prots as well as not triggering [[Masochism].

Add some vengeance damage to discourage ele's from exploiting your summon's AI with an AoE and you have a summon based build fit for PvP. It can summon without corpses, requires skill to play in a way that doesn't get you killed and should be able to prot allies as well when its summons are safe.

You could put it in blood magic, the self sacrifice does fit its general theme. You'd lack the defensive abilities to make the balancing trick work though... maybe in GW 2 there will be such a huge revamp to the necro where we have gotten communing and restoration added to our core attributes, in which case it would become a viable play style to be "Blood Binder" with defence from 1 of those attributes.

Last edited by System_Crush; Apr 21, 2008 at 07:00 AM // 07:00..
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Old May 03, 2008, 07:00 PM // 19:00   #12
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Meat shield with 60 AL? gg.
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