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Old Feb 14, 2008, 05:51 AM // 05:51   #1
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Default CC- The Runic

The Runic

(In battle the role of the Runic is interchangable between spike damage and support spells. Their Runes, although powerful, drain them of a lot of energy. Although they have the armor of a caster, they can take advantage of their Rune Reading attribute to increase their armor by maintaining certain runes. Very little energy management makes it somewhat more difficult to use a Runic effectively, although a Secondary may be able to take care of that.)

Description:
The Runic, unique scholars dedicated to the study and preservation of ancient runes that hold powerful magic within, are well-versed in the art of deciphering these ancient runes to tap into the very essence of power held within. Using this knowledge the Runic are capable of enhancing Runes by applying alterations directly into the runes to create side-effects that either aid their allies, or cause more devestation to their enemies.

Energy: 20 Base Energy with 4 pips.
Armor: 60AL
Weapons:
Ceremonial Swords (Used to channel the Runes power as it is dangerous to release it from the runes directly. Staff counterpart)
Ceremonial Knives (Wand counterpart)
Rune Spheres (Floating orbs similar to Storm Artifacts, only with runes glowing on them for offhand)

Attributes--

Rune Reading (Primary)- At 1 rank and above you receive +1 Energy and +5 Armor when maintaining Runes. 8 ranks and above you receive +5 Energy and +10 Armor when maintaining Runes. 13 ranks and above you receive +10 Energy and +20 Armor when maintaining Runes.

(Example of a Rune Reading skill:

Name: Knowledge Rune (Elite)
Elite Rune
Energy Cost: 20
Maintain Cost: -2
Cast Time: 2 Sec
Recharge: 60 Sec
Desc: While maintaining Knowledge Rune your Divine Runes last 20% longer. Your Arcane Runes deal 10% more damage. Runes cost an additional 5 energy.


Arcane Runes- Deals with Runes designed to attack foes. Duration of Arcane hexes last 1% longer per rank of Arcane Runes.

(Example of an Arcane Rune skill:

Name: Pyros
Attack Rune
Energy Cost: 5
Cast Time: 1/4 Sec
Recharge: 3 Sec
Desc: Hits target foe for 15..35..55 Fire damage. Foes adjacent to target foe are set on fire for 1..2..3 seconds.)

Divine Runes- Deals with runes designed to shield others. Duration of Divine enchantments last 1% longer per rank of Divine Runes.

(Example of a Divine Rune Skill:

Name: Rune of Mirrors
Shield Rune
Energy Cost: 15
Cast Time: 1 Sec
Recharge: 20 Sec
Desc: For 1..6..11 seconds all party members within earshot have a 10%..20%..30% chance to block attacks. Attacks blocked in this way are dealt back to attacker for 0%..25%..50% of blocked damage.)

Rune Alteration- Deals with the modification of runes to add new effects. No inherent effect.

(Example of a Runestone Alteration:

Name: Soulstone Grasp (Elite)
Alteration
Energy Cost: 5
Cast Time: 5 Sec
Recharge: 60 Sec
Desc: Your next 1..2..3 Runes heal you for 10..50..90 and remove one condition.)

Insignias:

Scholar's (Armor +10 while casting Runes)
Savant's (Armor +5 while recharging 1 or more Runes. Armor +5 while recharging 3 or more Runes. Armor +5 while recharging 5 or more Runes.)
Philosopher's (Armor +20 while effected by Alterations.)


Comments?
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Old Feb 14, 2008, 02:15 PM // 14:15   #2
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Quote:
Originally Posted by Zeuki
The Runic

Comments?
-overpowered primary attribute
-non fitting weapons to that Profession, Rune Readers or so called Runologists use Rune Magic, it's one of the most powerful kinds of Magic and you make out of them a Melee Class ? oO
-Rune Magic is so powerful, it requires very much Energy to cast it or to maintain it and you want to tell us, that 20 Max Energy with 4 pips of Energy Reg is enough for that ??


It's a good base model, but needs more little tweaks
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Old Feb 14, 2008, 02:37 PM // 14:37   #3
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Quote:
Originally Posted by Phoenix Tears
-overpowered primary attribute
-non fitting weapons to that Profession, Rune Readers or so called Runologists use Rune Magic, it's one of the most powerful kinds of Magic and you make out of them a Melee Class ? oO
-Rune Magic is so powerful, it requires very much Energy to cast it or to maintain it and you want to tell us, that 20 Max Energy with 4 pips of Energy Reg is enough for that ??


It's a good base model, but needs more little tweaks
The weapons aren't melee weapons, the ceremonial swords and knives are effectively just staves/wands shaped into extremely ornate/fragile swords and knives that if used for melee combat that they could shatter. Normally these two items are for decoration, although staff/wand designs may seem better off for them to avoid confusion.

For their primary what would you reccomend to change on that? I think the energy boost would pretty much be needed considering the third thing you mentioned, but the armor increase could prolly be removed or be changed to a lower ammount.
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Old Feb 14, 2008, 05:47 PM // 17:47   #4
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Quote:
Originally Posted by Phoenix Tears
-overpowered primary attribute
At the other end of the scale, his 2 elites are very underpowered.
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Old Feb 14, 2008, 07:05 PM // 19:05   #5
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The primary of the Runologist should be imo somethign, that affects the power of the equipped runes in your armor (not all runes), but it could affect those ones, which protect against conditions, raise the max hp. But this proffesion would require then, that the Game receive much more runes, which are usable by all professions, so that such a primary makes more sense and the Runologist receives more variety

Also it should be something for energy management, nothign that makes out of this class a tank by adding more and more defense power
---------

My impression of a Runologist for GW looks more like this:


P)"Rune Knowledge"
The Wisdom around the almighty Rune Alphabetics of the different Rune Languages that exist all over the World, gothic and celtic Runes.
Increasing this Attribute leads into more powerful Rune Effects in your Armor. Every 3 points will be Runes in your Armor by 5% stronger, but for every 5% stronger rune effect will cost all your Skills +2 Energy more
When Enchants end on you, the Runologist will receive for every 4 points in Rune Knowledge 5 Energy.
Rune Knowlenge includes Buff Spells, which enable for example faster casting of rune spells, or faster reloads ect.

"Rune Alteration"
The Self Heal and Summon Heal Attribute,through stacking new rune effects to an other active rune, therby gettign healed by usign more runes.

"Astral Sphere"
The ability to summon out of an other dimension through Rune magic mighty creatures, which are magical guardians for the Runologists and protect them or fight for them (max 3 creatures summonable, summon a 4th and the oldest summon will disappear)

"Eternal Wisdom"
The weapon mastery attribute of the Runologist. Runologists are very wise people. Very much call them also Sages. The Runologists are Scholars, which seek ever for more wisdom, their source of Wisdom are Books.
There exists no Runologist, which has at least not 1 single book in his hands XD Books will get handled like 1H Magic Wands, the Runologist will shoot of then magical elemental shoots from his Focus Item, which are then Wands, but the weapon itself will be the Book XD (ya, kinda weird, but originally XD), or Rune Stones are the Focus Item.

Eternal Wisdom contains runic Attack Spells, because the Runologist needs very miuch Wisdom, to be able to use the strongest Rune Attack Spells, they are the hardest Rune Spells of all.
-----------------------------------------------------------------------

Energy reg of 3 (+1 when being enchanted with a Rune Spell)
Max Energy: 50
AL: 60

insignias are ok, but i would also add:

Sage's > (+3 Energy for every quipped Rune in your Armory) (makes +15Energy max)

Prophet's > +1 Life Regeneration per Prophet's Armor, when your Energy is below 25% (so max +5 Life Regeneration, when your Energy goes under 50% of your Max Energy) With 50 Max Energy this would mean, the Regeneration triggers, as long your Energy is below 25 Energy.
When this should be too powerful, then let the Regeneration count only for head, chest and legs, hands and feet will raise then the max HP by 50, when the energy goes below 25 and prophet's will provide only a Life Reg Bonus of +3

Book Weapon Damage: 11-22 (like you say.. wand counterpart, just with other look.... but ceremonial swords/daggers just look weird and unfitting, especially iwth the fact, that u don't uses such weapons for battles, they are only for ceremonials/rituals, but not for fighting.

Ok, a normal being uses books also not for fighting XD but when you see a mage class kind of profession with a book in hands, than you imagine at least, that this book will be surely no normal book then, you imagine, that it will be a mighty magic book, that will be the ressource of power for that profession.

I think still, the Game needs a summoner class, that can summon creatures and monsters from the game world, which have not anythign to do about undeads, spirits or ghosts and other evil creatures.
No, a class, that summons neutral avatars, magical beings with their own will, which don't get manipulated or controled by their "master",which will fight for themself with their own skill bars

Last edited by Phoenix Tears; Feb 14, 2008 at 07:14 PM // 19:14..
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