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Old Feb 11, 2007, 12:55 AM // 00:55   #1
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Lightbulb The Revenant - Now with Concept Art

Hello folks... here's another specimen from my CC Laboratory. I'm open to supportive criticism and communal brainstorming. For skimming ease, I've divided the post into three sections:

I. The Revenant - For the skimmer, a quick explanation of the basic concept and its attributes, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.

I. THE REVENANT



Click here for more examples of work by jademonkeyx88

Background:

Revenants know that the body is but a vessel for its spirit. Aided by powerful drugs and lifetimes of meditation, these ascetics learn to induce and then later control out-of-body experiences. For short periods of time, they can leave their inanimate husks behind and explore the world unrestricted. While in this ethereal form, Revenants may inhabit and manipulate other people and objects with devastating effects. Their favored weapons are several chakrams, thrown simultaneously. When released, Revenants spiritually possess these deadly disks and guide their flight with fatal precision.

Function:

The Revenant is a mid-ranged, multi-target attacker. Furthermore, he may switch to a melee function if the situation arises. He is able to harm opponents and (powerfully) heal allies at the cost of becoming useless. The Revenant has an entire attribute devoted to skills which allows him to cheat death and influence the battle after "dying".

The Revenant has Monk level HP, armor, and energy. He holds three midranged weapons: chakrams, each of which when thrown deals a maximum of 7-10 damage with a refire rate of 1.5 seconds. In melee combat, the chakrams act as one weapon, dealing a maximum of 5-15 damage. For more details on chakram mechanics, look below.

Attributes:

Transcendence (Primary): Determines a variety of self-targeted skills which activate upon death.
Reinforcement: Controls skills which allow the Revenant to inhabit an ally.
Possession: Controls skills which allow the Revenant to inhabit an opponent.
Guidance: Improves chakram attacks and defensive skills.

Strengths:

1) The Revenant attacks multiple targets from a distance.
2) The Revenant affects the battlefield after death.
3) The Revenant offers another major healer to the game.

Weakness:

1) The Revenant becomes useless when maintaining Reinforcement and Possession skills.
2) To activate Transcendence skills, the Revenant must die.

Originality:

Transcendence

The Transcendence attribute offers a variety of skills which allow only Revenants to cheat death or influence the battle after dying. Unlike most characters, death is not necessarily debilitating for the Revenant. Being killed can actually provide a tactical advantage for the Revenant's team.

Reinforcement

Another important novelty with this class is its Reinforcement attribute. Although some argue that Ritualists are adequate healers, most would agree that the class pales in comparison to the all-mighty Monk. The Revenant's Reinforcement attribute provides many healing skills which are on par with those of a Monk. The drawback is that while using most of these skills, the Revenant's body is left defenseless and immobile.

Chakrams

A Revenant's chakrams are original in two major ways. Firstly, they are multi-targeted ranged weapons, which is an innovation in Guild Wars. When selecting a target, the Revenant throws one chakram at that foe and guides two more towards two other random enemies which are nearby the original target.

The chakrams’ second novelty is that they can be used in melee combat. The weapons’ statistics change depending on their use and there are a variety of skills for both types of attacks: ranged and melee.


II.TACTICS

Post-Mortem:

This tactic relies most heavily upon the Revenant’s Transcendence attribute. Unlike all other Guild Wars classes, the Revenant does not fear death. In fact, his own demise allows powerful spells to affect the battlefield. For successful results, the Revenant combines a variety of self-resurrection spells with death-dependent enchantments. For example, if the Revenant wants to deal great damage to his opponents, he can help all allies do more damage by casting Bolstering Spirit. This enchantment requires his own death, so the Revenant casts Abandon Body. He dies, his allies deal more damage, and 15 seconds later, he is resurrected and allies return to dealing normal damage.

Healer:

The Revenant offers healing abilities which are on par with those of a Monk, some are even more powerful. However, many Reinforcement skills require the Revenant to leave his body behind as an inanimate husk. Therefore, the Revenant must be tactful when choosing when to help his teammates. If he isn’t careful, his defenseless body can be slaughtered while he is inhabiting an ally. The Revenant provides a differently-styled, yet potentially useful healer.

Offensive:

Between the Possession and Manipulation attributes, the Revenant can pose an intimidating and unique offensive threat. With his chakrams, the Revenant can hit up to three opponents at once from mid-range. By utilizing Guidance skills, the Revenant can potentially hit far more targets (some skills increase the number of chakrams, while others increase the number of targets per chakram). While hailing down a variety of ranged attack skills, he may also battle an enemy on the spiritual plane and inhabit fallen corpses (more skills to come).


III. SKILLS

Transcendence

Flee Death – Elite Spell. You die. After 10 seconds, you are resurrected with 75%...95% current health and current energy. You suffer no death penalty.

Abandon Body - Spell. You die. After 15 seconds, you are resurrected with 50%...75% current health and energy. You suffer no death pernalty.

Wandering Spirit – Enchantment. For 15 seconds, if you die, you are resurrected with half health and half energy after 10...30 seconds.

Vengeful Chakrams – Enchantment. For 15 seconds, if you die, all foes within earshot are struck by chakrams for +15…80 damage.

Bolstering Spirit - Enchantment. For 10 seconds, if you die, all allies deal +1...7 damage with weapons and +10 damage with spells. This effect lasts for 10...54 seconds or until you are resurrected.

Spiritual Attack - Spell. You die. Target opponent takes light damage equal to 50% of your current health.

Ethereal Boost - Enchantment. For 15 seconds, if you die, all allies gain +3 energy regeneration for 5...10 seconds.

Incorporeal Alliance - Enchantment. For 15 seconds, if you die, all allies gain +5 health regeneration for 5...10 seconds.


Reinforcement

Supportive Aura - Elite Spell. Heal target other ally for 20...140 health. You are immobilized and all skills are disabled for 8...4 seconds.

Friendly Spirit - Enchantment. For 5 seconds, target ally gains +3...10 health regeneration. All skills are disabled and you become immobile while you maintain this enchantment.

Spectral Aid - Spell. Heal target other ally for 70 health. Your skills are disabled for 8...2 seconds.

Invigorating Breeze - Spell. Target other ally and adjacent ally are healed for 30...70 health. All skills are disabled for 8 seconds.

Seance Shield - Enchantment. The next 15...100 point of damage directed at target ally are negated. While this enchantment is in effect, all skills are disabled and you become immobile.

Soul Transfer – Spell. Resurrect target ally with full health and energy. You die. After 20...40 seconds, target ally dies. You are resurrected with full health and energy when this enchantment ends or when target ally dies.

Divided Essence - Spell. Lose 50% health and 50% energy. Resurrect target ally with 50% health and 50% energy. Your skills and target ally's skills are disable for 7...2 seconds. If interrupted while casting, you die.


Possession

Control Cadaver – Elite Enchantment. Target dead enemy is resurrected with full health and energy and you play as that character. Your original body remains immobile. After 10...30 seconds, your new body dies and you return to your own.

Mindless Attack – Hex. For 5…10 seconds, target opponent suffers from -3 health degeneration. While this enchantment is in effect, your body attacks this foe with its weapon and all of your skills are disabled.

Spiritual Struggle - Hex. For 5...15 seconds, you and target opponent are immobilized and unable to use any skill.

Meddling Soul - Enchantment. For 5...15 seconds, attempts to resurrect dead nearby opponents fail. While this enchantment is in effect, all skills are disabled and you become immobile.


Guidance

Fatal Precision - Ranged attack skill. All chakrams' first hits link to second and then third targets. All chakrams deal +5...15 damage.

Extra - Enchantment. For 5...15 second, you now throw three chakrams.

Possessive Flight - Enchantment. For 5...15 seconds, chakrams' first hit links to a second target within range.

Targeted Swarm - Ranged attack skill. All chakrams hit target opponent and each deal +3...10 damage.

Eye Gouge - Melee attack skill. Target enemy is blinded for 5...15 seconds.

Chakram Storm - Ranged attack skill. Throw chakrams at all opponents in area.

Disarming Mindset - Enchantment. For 15 seconds, the next time you are melee attacked by an enemy, that foe cannot attack for 3...15 seconds.

Deflecting Thoughts - Enchantment. For 3...10 seconds, ranged weapons deal you no damage.

***To give credit where it is due, actionjack's Medium inspired a whole new wave of out-of-body experiences for the Shrift. Also, he went to the drawing board and created some killer concept art (is there anything he doesn't do?). Draxynnic helped to tighten up the chakram mechanics. gameshoes3003 masterfully tweaked many existing skills to perfection and added some originals to the list. jademonkeyx88 and felixcarter contributed great concept art, and really helped to bring the Revenant to life. Innocence and riojin offered some skills which were either incorporated or indirectly led to some of the current skills.

Like what you see? Check out my CC Laboratory for more examples of my work. Any feedback is greatly appreciated!

Last edited by nebojats; Jul 22, 2009 at 09:43 AM // 09:43..
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Old Feb 11, 2007, 01:03 AM // 01:03   #2
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Here's a tentative draft of a new concept class. I'm looking forward to the feedback. I had a few thoughts while making this one:

1) We need another healer.
2) We need a multi-target ranged attacker.
3) We should have a melee/ranged weapon (which everyone seems to agree on in the "Things Missing from Existing Professions" thread.
4) We should have another mid-range class.
5) We should have a physical environment changer (which seems to be more or less supported on the "Things Missing from Existing Professions" thread.

The reason this is a "tentative" concept class is because I know it's flawed. Hopefully, these shortcoming can be addressed. These are the pitfalls I want to avoid:

1) Transcendence being overpowered. I think that the complete immobility and skill disabling help, but maybe there should be some more nerfing. Thoughts?
2) I don't want Posession skills to just be a copy of Monk skills. If they are, let me know.
3) I want Mentality to be original, not just a combination of existing self-buffs. If it is, please let me know.

As always, I'm open to supportive criticism and communal brainstorming.

Last edited by nebojats; Feb 11, 2007 at 01:14 AM // 01:14..
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Old Feb 11, 2007, 02:34 AM // 02:34   #3
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Will the female revenant's animation in fighting will look like Sun Shang Xiang in Dynasty Warriors^^?!
What you said sounds like her^^. hihi.
And Good Work^^!

Last edited by [M]agna_[C]arta; Feb 11, 2007 at 02:39 AM // 02:39..
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Old Feb 11, 2007, 02:45 AM // 02:45   #4
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Quote:
Spectral Aid - Spell. Target ally gains 15...50 health. You're skills are disabled for 20...5 seconds.
I think the 20...5 seconds is too long.
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Old Feb 11, 2007, 04:09 AM // 04:09   #5
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Like most of your work, it certanly is lot better than most one paragraph suggestions that some have. Can see you put alot of effort into your thinking, and it shows.

This is not bad of class. Can see you pull some of the ideas from the "things missing" thread. Overall, it could work well.

However, it is just a personal perfernce, but I don't like the attribute too much. Just feel like you are trying to cover too much ground, and feel a bit glue together because of that. The 3 core ideas, the multi-range attacks, the ground barrier, and the spritual poession, seem like its going to 3 direction, and not rolled into a common theme. and not even sure why Telekinesis would fit. To me, its like you are taken what would be core part of several proffession, and putting them all together just so it cover more ground. Of couse, I must also re-emphisis, that it is just a personal bias (wanting to see some of the core idea in their own class), and not that your idea is bad.
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Old Feb 11, 2007, 08:45 AM // 08:45   #6
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Actionjack,

Thanks for the honest feedback. Now that I look at this concept a few hours after the fact, I see what you mean about the Revenant feeling too "spread out." To be honest, when creating this class, I thought about original functions first, and identity second. Then when it came time to coming up with a backstory, I just hodgepodged all the unique qualities together.

If that shows, then the class isn't good enough. I'll try and drop/replace one of the three core ideas (most likely Spiritualism) and make the Revenant feel more solid and believable. After all, a compelling identity shouldn't have to be sacrificed for original gameplay.

Last edited by nebojats; Feb 11, 2007 at 10:03 AM // 10:03..
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Old Feb 11, 2007, 09:00 AM // 09:00   #7
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wowie another cool concept! where in heavens do you come up with all these
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Old Feb 11, 2007, 09:20 AM // 09:20   #8
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i think soul transfer should end if target ally dies and be maintained like unyielding aura but have unlimited duration and instant cast rate. if not it seems pretty useless.

other than that this prof sounds very promising and fun. would be kinda hard to think of decent skills and how effective they could be but i love the idea
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Old Feb 11, 2007, 06:28 PM // 18:28   #9
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no, sould transfer should only be able to be maintained on one person, from teh description of the class. Seems that it was intended that the Revenant leaves his own body to inhabit that of his ally and give them back life, by infusing his spirit in their body.

I like the idea of leaving the body behind, the weapons are very original. I think maybe Possession though could be something more... oh, I dunno... something to do with possessing? lol

The whole concept is very intriguing, cant wait to see more.
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Old Feb 11, 2007, 11:24 PM // 23:24   #10
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Thumbs up Changes I Might Make

I like your class very much, and I do agree with the others that when it comes to originality you've got tons of it.

Now to be honest I can't see some of these skills put into effect but I can see tons of ideas branching off from them. For the idea of Transcendence I like the fact that you've broadened the idea of area effect skills, but its a bit overpowered in my opinion.

Here are some Changes I might make to your skills, and a few new ones if you don't mind:

Spiritualism (Mainly I would just shorten the time in which the skill lasts)

Fog Arising - 15 Energy, 3sec Casting, 30sec Recharge. Enchantment. For 5...10 seconds a barrier spreads around you and all foes are blinded while inside this barrier. All skills are disabled and you become immobile while you maintain this enchantment. This skill is disabled for an extra 20...12 seconds after ending.

Habitation

Soul Transfer - 2sec Casting, 5sec Recharge. Resurrect target ally. Your Skills and The Ally's skills are disabled for 7...2 seconds. If interuppted while casting you will die.

Mystic Breath - 5 Energy, 3sec Casting, 10sec Recharge. Spell. Target other ally and adjacent ally are healed for 30...126 health. All Habitation skills are disabled for 5 seconds.

Mentality

Disarming Mindset - 10 Energy, 15sec Recharge. Stance. For 15 seconds, the next foe's melee attack directed towards you is disabled for 5...7 seconds. This stance will end if hit by a ranged attack.

And well that's pretty much some changes I might make. I dunno, the weapon idea seems a bit confusing but very original! I hope ANet can make some skills like this Or even better, this class.

~Innoccence
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Old Feb 12, 2007, 03:40 AM // 03:40   #11
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@Magna Carta: I don't know who that character is that you referenced. But from the image you linked, I would guess she fights very differently from the Revenant. The Revenant's chakrams are much smaller (less than a foot in diamter) and are meant to be thrown, like the ones I linked in the original post. I'm still working on the skills and their specific numbers (although that's really something that can't be tested on a forum), so I'll try and give them a look-over soon. Thanks for the feedback.

@actionjack: Still working on coming up with a new fourth attribute. I have to admit, I'm growing attached to all three "core ideas" and it's getting difficult to imagine the Revenant missing any of them. Thoughts?

@ShadowsRequiem: Thanks! I guess I have too much time on my hands? Favorite hobby: imagining.

@riojin: An unlimited duration? That's pretty powerful. I think it would have to be an elite in that case, but I really like the idea. When I get around to seriously revamping this character, I'll probably incorporate your suggestion.

@Helcaraxe: That's exactly what I'm trying to get across with Soul Transfer. I think I'm going to make the Possession attribute control skills which involve putting the Revenant's spirit in another body. As for the title of the chakram attribute, I'm brainstorming on that one. Any ideas?

@Innocence: Thanks for the skill suggestions. When I get around to reconfiguring this player, I'll definitely try and fit them into the list. The barrier skills may last too long. I think this benefit is balanced out by the fact that the Revenant leaves his body completely vulnerable while maintaining the enchantments. Also, I think that all Spiritualism skills would have very high energy costs and very long recharge times. Do you still think they last too long?

Last edited by nebojats; Feb 12, 2007 at 03:43 AM // 03:43..
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Old Feb 12, 2007, 04:13 AM // 04:13   #12
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One thing that might be worth considering is modifying the chakram mechanics. Instead of throwing the additional chakrams at random targets within range, might it be better to require those targets to also be within a certain distance of the original target? (This would require the player to actually think about who they're going to throw chakrams at, rather than simply throwing at a priority target and getting free damage from the other two.)
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Old Feb 12, 2007, 07:02 AM // 07:02   #13
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I think with out Telekinesis, it now has a more unified idenity, of one that is control of soul and spirit (yes, while necro and ritualist should be the master of the matter, I do found them lacking in their current stance). I am still a bit iffy on ground-control with this, but that might be just me wannting a Terainmancer/Druidistic proffession...

I do feel the leave-out of body possession could be added more on, to include hexing or damaging type while you are in your spirit form... or even movement type of skill for a scoutting need. (all the while leaving your body vulnerable, of couse). More so, could also have other type of spirit Possess you, to make you stronger (thought thats a bit like avatars)

Bit iffy on Chakram as well, as no other caster class have much weapon attribute. If I could make modification, I will re-use the "Charge-Up" idea on it. As the name would imply, you would have skills to Charge up your weapon or spell, with a release/attack spell depend on how much your charge. Thus in example, you wield a Chakram, but you can also summon/conjur a spirtual Chakram for short time, where if use a Shoot Chakram skill, will do 2 attack instead of one.

And to that end, and to keep with the overall theme, will drop Charkram attribute, instead adapt a Soul Sphere type of spell. As the name imply, you charge up your souls (which would float around you) by several type of skills, and with it, you can have a seperate release spells, that use how many your charge to do vary of damage.

Well, thats just some idea to play around... and what I might of done if this be a CCC (concept class challenge). Again, keep in mind some disagreement only come from difference of taste. Well message you some back reference too.... have fun being creative.
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Old Feb 12, 2007, 11:07 AM // 11:07   #14
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@actionjack: I briefly checked out your Medium CC, and I now see the vast array of out-of-body experiences the Revenant can have. I'll definitely draw upon that when I get around to redoing this concept (perhaps tomorrow).

You'll notice I combined chakram abilities and defensive skills into one attribute: Possession. I replaced the defensive attribute with one which is devoted to skills which are activated upon death: Meditation. I don't like the name, and I'm not sure if it offers enough variety to be an attribute in and of itself. I may combine it with the environmental manipulation attribute. That way, upon death, the Revenant could manifest himself in a variety of physical barriers and obstacles. But then I would need a fourth attribute! Oh my... this is a rather cyclical process, isn't it?

I scanned the Chi Master, and while I think I saw some great skills, I must admit I'm still tied to the chakrams. Something about spiritually possessing flying bladed disks is just very appealing to me...


On a side note, I am worried about this class becoming too overpowered. A great healer, a multi-target ranged attacker, and an environmental manipulator?! Pretty intense. Although, on the other hand, technically Monks can dish out some powerful damage with their Smiting attribute. If the Revenant is able to manipulate the environment, it should probably be pretty low key.

@draxynnic: Good call on the chakram mechanic. I made the changes in the description. Is that what you were thinking?

Last edited by nebojats; Feb 12, 2007 at 11:12 AM // 11:12..
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Old Feb 12, 2007, 11:35 AM // 11:35   #15
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Pretty much. Possibly make it even tighter - nearby or even adjacent.

The tighter it is, the more control the player has over who gets hit by the extra chakrams, but the easier it is to not get the second chakrams at all.
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Old Feb 12, 2007, 11:48 AM // 11:48   #16
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i was thinkin about this soul possession - maybe not the same skill but a different one but does the same kinda thing.

make it elite but you control the dead persons body until they are ressurected for X amount of time until you return to your own body, works on all inteligent beings corpses.

so anything that uses skills can be controlled and you can use these skills and run around as them and attack their own allies. could be confusing but would be kinda cool. doubt it would ever happen but it would be fun to run around as a char or a troll (i hate trolls)
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Old Feb 12, 2007, 08:01 PM // 20:01   #17
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I made some changes: I got rid of the physical barrier attribute. It was too much of a stretch to explain properly without completely revamping Guild Wars. I guess that novelty will have to be saved for some other CC at a later day. Instead, I realized that skills which inhabit another body can be divided into two types with respective attributes: offensive (Possession) and defensive (Reinforcement).

I have mixed feeling about the current setup: I'm pretty happy with the general idea of the Reinforcement and Guidance attributes. Although they can still be improved, I'm pretty happy with their basic functions. I'm not sure about Transcendence and Possession. Regarding Transcendence, it's tough to think of skills which would be worth dying for, but aren't overpowered. I suppose one course of action might be to pursue more self-resurrection skills. Regarding Possession, I don't really have a common theme for the effects of that attribute's skills. I love the concept, but I'm having trouble coming up with a unifying mechanism for Possession skills. At one point, I think BK mentioned that hearing range DPS spells were lacking... is that true? I can't really use Guildwiki to check up on that as they don't list DPS skills or hearing range ones.

Those are my dilemmas. Any comments or suggestions are more than welcome, whether they're about these issues or anything else concerning the Revenant.


@draxynnic: It makes more sense for the chakrams to be tighter, you're right. I made the range nearby (I think adjacent would be too limiting).

@riojin: I incorporated your skill. It's called Control Cadaver. Check it out and tell me what you think. That skill was what made me realize I could feasibly have a whole attribute devoted to offensive possession (although I'm still working on a skill list).

Last edited by nebojats; Feb 13, 2007 at 06:08 AM // 06:08..
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Old Feb 13, 2007, 11:05 PM // 23:05   #18
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I'm inspired, thank you
My Feral CC which fell off the 4th page fo the forum months ago cuz none liked it, relies heavely on spirits that inhabit the body of the class and can manifest their power in times of emotional stress to the proffession.

Diferent from this class, but still self-possesion reminded me of it.
I'm inspired to repost my Feral class.

As for the Revenant
The drugs and out of body experiences make the caracter very interesing in therms of story, chakrams are nice too guiding them though telekinesis is even better I've alway wanted a ranged weapon class that used telekinesis(all games not just GW) just because telekinesis is potentially a powerfull type of magic and telecinetically empowered ranged attacks are justefied to have awsome animations.

As you seem to be dropping the good healing and the envirioment control perhaps telekinesis could be used to hinder foes, the way of GW thusfar to controll movement is with speed decreases, asside from ice elementalists we have no clas that has a atribute focused on, or at least that has more then 2 skills with that purpose(mesmers have 2 necro has 1 I believe, no, a tyria and chanta version of the same skill do not make the mesmer's count as 3).
Perhaps this class could then still do its part in movement controll.
Only a suggestion, you're having enough trouble with the jobs of this class without me suggesting additional ones.

Also you seem to have a lot of skills that revolve around you or allies dying, this is original and good I guess. Though I still consider dead allies a bad thing even if this does give me +3 energy regen, I'd rather have just a few skills that actually require an ally to dy and have several more meant to prevent that.
But the self sacrefice this class does is probably possible to, most likely its just me not being a very generous person with my life or spirit.

lastly
Quote:
Disarming Mindset - Enchantment. For 15 seconds, if you are melee attacked by a foe, that foe loses his or her weapon for 3...15 seconds.
Is way over powered even with 4 weapons sets a warrior would be out of weapons within no time, making it less likely to attack you then when spitefull spirit is on them and the skill is not an elite.

Last edited by System_Crush; Feb 13, 2007 at 11:09 PM // 23:09..
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Old Feb 14, 2007, 12:14 AM // 00:14   #19
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It would be nice if you put the energy costs, casting times, and recharge times so you can't really say one thing is overpowered.
Also
For the Control Cadaver, I think 45 seconds may be a wee bit too long, and depending on the casting time, you can stop any ressing. Maybe 30 seconds or less.
For Ethereal Boost and Incorporeal Alliance should be Elites or reduced down to +1 energy regen and +3 health regen. Just seem kind of cheep to first use Flee Death (Spell), then use one of those (Stance), then after 5 seconds you're alive! Or this could only last for 5-10 seconds
Also for Flee death, I think it should always fail unless if you have 4 Transcendence Attributes, because you'll see everybody use that skill and it might be a wee bit cheesy.
Also Spiritual Attack maybe be a little bit powerful... How about 3/4 or 1/2 damage according to your health?
Then for Vengeful Chakrams, how about +5-20 damage for each skill recharging that is not related to Transcendence?
Chakram Storm should be either in the area, or they deal 10-3% less damage for each for in the area, or they deal 50%-25% in general.
Then Spectral Aid's healing should be boosted to 70 because you're skills are disabled. Also if you look at Gift of Health, all healing attributes are disabled for X amount of time for 30-150 health of healing in return (Of course it isn't self heal, but still, 150 health is a lot).
For Invigorating Breeze, it should be all skills disabled for 8 seconds because it's way better than Gift of Health, unless if it costs 15 energy. (Another reason putting up energy costs and stuff would be helpful in rating stuff...)
Deflecting Thoughts should have a 30-45 second recharge time.
Then, does Mindless Attack only make it where you attack that foe? If so, it should be 5 health degen.
For Soul Transfer, it should make you die when you resurrect your ally, then you're revived again after that guy dies or the time expires.
Disarming Mindset should make it where the foe is Hexed with it, first you're enchanted then the next foe to melee you gets hexed and enchantment ends. Then it should be where they just can't attack in general for 3-15 seconds.

Very good idea, also I have a few skills to add just for fun:

Spirit of Power: Enchantment Spell 5 energy, 1/4 second casting, 60 second recharge
For 10 seconds, if you die in time, for 10-54 seconds, all allies within earshot deal +1-7 damage, and all spells deal 10 more damage. This effect ends if you are resurrected or if the time expires.

Healing Dismemberment: Spell 10 energy, 1/2 second casting, 10 second recharge
Sacrifice 33% of your maximum health. Target other ally healed for 100-150% of the health lost. (It's like Infuse Health light)

Transfer of Knowledge: Spell 25 energy, 1 second casting, 15 second recharge
All spells are disabled for 15 seconds (skills, and signets, and other stuff like that are not effected). All party members receive 10-25 energy. (The range will be like Aegis, Heal Party...) Also, as a note, this isn't like Ethereal Boost because it only applies to party members, you don't die, but your spells are disabled.

Spiritual Wisp: Spell 10 energy, 6 seconds, 15 second recharge
Target touched ally is resurrected for 2-6% health and 5-10% energy for each dead creature within earshot.

I have more in my head, but I must go.
Anyway
/signed
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Old Feb 15, 2007, 10:43 AM // 10:43   #20
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@System_Crush: Get the Feral back out here! Spiff it up and make it better and all that. Nothing like a few months of mulling to figure out what works with a CC and what doesn't. I'm glad you like the backstory and chakrams (personally, I enjoy the Revenant's identity more than my other CCs).

Time to get on to your critiques. Am I dropping the good healing? I didn't mean to. I don't really think I am... I thought that the Reinforcement skills were pretty damn powerful (although costly). I guess I could go back and beef up that attribute.

Is that really true about movement control with the other classes? If so, that is a gaping hole in terms of the existing professions. It would make sense for those types of skills to fall under Possession. The dilemma is, how could movement control be varied enough for an entire attribute to be centered around it? All I can think of slowing down is casting, movement, skill recharge, and attack speed. I really like the idea, I just need to think about how to incorporate it. Any ideas?

Yeah… the skills which require your own death. I was wondering how to make those more appealing. Then I read the post right below yours by gameshoes3003. He pointed out that by setting up some Transcendence stance and then using Flee Death or Abandon Body (a new skill I just added), you get resurrected a few moments later. You get the benefits of those skills which require your own death, but you’re just temporarily removed from gameplay. This loop means I’ll have to nerf a lot of the death-dependent skills, since they’re much less costly to use. Does this mechanism make you less selfish about sacrificing your own life?

I made changes to Disarming Mindset. Better now?

@gameshoes3003: First of all, thanks for pointing out that Flee Death loop! I didn’t even notice that when I wrote it. I think that this really provides a great mechanism for the Revenant to use in gameplay. Essentially, in conjunction with Flee Death or Abandon Body (a newly added skill), all those death-dependent skills actually only require the Revenant to remove himself from gameplay for a short period of time.

I’m sorry, I just hate putting energy cost, casting time, and recharge time down for skills because it is impossible to balance them without actual gameplay. Trying to nail down exact numbers just results in bickering over a purely hypothetical situation… that’s not really my bag.

As for your skill adjustments, I’m incorporating a lot of them. They are really helpful (been spending time on the “Create a Skill” thread?). I didn’t make the adjustments to Flee Death or Vengeful Chakrams because I don’t understand the rationale. I didn’t give the recharge time to Deflecting Thoughts for the aforementioned reason. I’m not sure what you’re asking about Mindless Attack.

I added Spirit of Power (labeled Bolstering Spirit). I didn’t add Healing Dismemberment because I don’t think sacrificing health lines up with the Revenant’s identity. I didn’t add Transfer of Knowledge because I think the Reinforcement attribute should focus on healing (like the Monk’s Healing). I didn’t add Spiritual Wisp because it felt too Necromancer-ish. If you can convince me to add your skills or make the adjustments I neglected, please do. If you have any more feedback on the Revenant or my other two CCs, post away. Thanks for your skill-tweaking expertise... you really seem to know your stuff. You’re now included in the credits.

Last edited by nebojats; Feb 15, 2007 at 10:47 AM // 10:47..
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