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Old Nov 04, 2007, 09:30 AM // 09:30   #1
Desert Nomad
 
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Default Scholar, The Military Tactician

The Scholar:
"The Military Tactician"


Introduction:
-Hi, This is another improvement of an old CC of mine.
The Sage, I changed the name cause it was too short^^.
The Strategist is a battle manipulator, they can manipulate the battle field.
Hope you like it^^!


The Contents:
  • The Background, Tells it's purpose in the GW Lore.
  • The Status, Tells what is it's Status and General Data.
  • The Attributes, Abilites or Skills which diffines this Class from the others.
  • The Strength, Tells which does this Class' Abilities are good at to.
  • The Weakness, Tells which does this Class' Abilities are burdened to.
Background:

Quote:
The Scholar is one of the major roles a party needs. These Military Tacticians often served as High-Ranking Officials in Wars. Cause they have Uncanny Degree of Intelligence they can Strategize, Manipulate and Dominate their Enemies. The Scholar specializes in Summoning Forts, for Terrain Manipulations and Strategies. Puppets to Assisst Allies or take down Foes. Having them, They can change the Tide of the Battle within seconds.
Uniqueness:
  • The Forts(Towers, Traps, Walls), The Forts are Items which affects Players, Towers are like Auto-Attacking/Supporting Machines, Traps are normal Ranger Traps, Walls are Obstructs or Shelter.
  • The Puppet, Puppets are "Living"-Enchantments or Hexes, They'll be assign to a Creature. Their are puppets who like throwing Sticking Acidic Liquids at their enemies others are Medic Robots who does their best keeping their Assign Target Alive.
  • The Flag or Terrain, Flags and Terrains are Things which Affects the Battlefield in Great Ways, While the Terrain hits the Battlefield the Flag hits the Mind and Heart of it's Fighters.

Status:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.


Armour:

Headgear
-Eyewear

-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Puppeteer's
-Bonus Armor +5 (While 1 or more Puppets are Controlled)
Armor +5 (While 2 or more Puppets are Controlled)
Armor +5 (While 3 Puppets are Controlled)

Castellan's
-Bonus Armor +5 (While 1 or more Forts or Flags are Controlled)
Armor +5 (While 2 or more Forts or Flags are Controlled)
Armor +5 (While 3 or more Forts or Flags are Controlled)


Weapon:

Staff
Fire/Chaos Damage 11-22 (req.9 Implementation/Instrumentation/Amplification)
Energy +10
Two-Handed

Wand/Focus
" Damage 11-22 ( " )
Energy +12
One/Off Handed



Attribute:

Wisdom(Primary)
-For each rank of Wisdom, Your Constructions Casts and Lasts 1.5% longer.

Implementation
-Specializes in Summoning Forts, Puppets and Flags.

Instrumentation
-Specializes in Manipulating Forts, Puppets and Flags.

Amplification
-Specializes in Strenthening and Supporting Defences and Offences.


Skill Listing:

Wisdom(Primary)

Prodigy[Elite]
-Stance, 15e|60r : For 10-40(47) seconds, You'r Forts, Flags and Puppets lasts 20% Longer.

Bearer's Stance
-Stance, 15e|50r : For 7-25(30) seconds, Whenever you'r Holding an Item or Flag, The Effect is applied without dropping it. This doesn't work with Items that Harms Foes.

Diligence
-Stance, 15e|45r : For 15-30(35) seconds, You summon 33% Faster.

Implementation

Construct Gilgamesh Wall[Elite]
-Construction, 20e|5c|30r : Create a "Gilgamesian Rune", When Dropped, It Summons a Lv.(1-17, 21) Gilgamesh Wall, The Wall acts as an Obstruct to Foes and Nearby Allies gain +10-21(24) Armor, For 10-35(40) seconds.

Construct Arbalester
-Attack Puppet, 10e|4c|25r : Summon a Lv.(1-15, 17) Arbalester, The Puppet deals 20-50(60) Piercing Damage to Target Foe, The Arbalester attacks in Ranged, For 30 seconds.

Fireater Upgrade
-Upgrade, 10e|4c|15r : Upgrade Target Allied Support Puppet with a Lv.(1-15, 17) Fireater, The Puppet redirects all Fire Damage taken by Target Ally to Itslef. This ends after 9-15(17) seconds or when Target Support Puppet dies.

Instrumentation

Steal Property[Elite]
-Skill, 15e|3c|60r : Steal Target Foe's Puppet or Fort and it's Remaining Duration, For 5-15(18) seconds, After this skill ends the Puppet or Fort goes back to it's owner. The Puppet's or Fort's Duration lasts 10-20(22)% longer (You can steal 1 Fort or Puppet at a time).

Certificate of Ownership
-Skill, 5e|1c|20r : For 10-40(50) seconds, No Foe can steal your Puppets or Forts.

Assign Support
-Skill, 5e|2c|30r : For 15-25(30) seconds, All your Support Puppets changes to Passive Mode, And Heal 15% more Health and Enchants last 15% longer.

Amplification

Flag of Alliance[Elite]
-Item Spell, 10e|3c|45r : Create an "Alliance Flag", When Dropped, For 2-10(12) seconds, All creatures within the Area can't Attack, Cast Hostile Spells and Hexes.

Gate Upgrade
-Upgrade, 10e|4c|45r : Upgrade Target Allied Fort with a Lv.(1-12, 15) Gate, Creatures who passes through this Gate is Teleported to the Next Nearest Other Fort. This ends after 9-20(23) seconds or when Target Fort dies.

Gondola Upgrade
-Upgrade, 15e|3c|35r : Upgrade Target Allied Fort with a Lv.(1-17, 19) Gondola, The Gondolo Strikes at Moving Foes within the Area of the Fort, Dealing 25-60(75) Fire Damage to Adjacent Foes. This ends after 7-15(18) seconds or when Target Fort dies.


Functions:
-Wisdom is used as Buff for you'r Skills.
-Implementation is your Summoning Attb.
-Instrumentation is your De-Buff.
-Amplification is your Buff.

I. Construction:
-Constructions are Skills able to Summon Items or Effects.
Like Forts, Flags, Traps, Terrain, Upgrades and Puppets.
  • II. Fort System:
    -Forts are Terrestial Obstructs summoned for Defence or Offence. They are good at Terrain Manipulating and Strategies.
  • II. Flag System:
    -Flags are like Item Spells, Which when dropped an Effect is applied to Adjacent Allies or Foes but this one when dropped it summons an Offensive or Defensive Ward, A Mobile Ward for more understanding. But when being hold the effect is not being applied or nothing happens but you'r hands are full and other creature may get the Flag too.
  • II. Puppet System:
    -A Puppet is a Living Enchantment or Hex assigned on Foes or Allies.
    • III. Attack Puppet:
      -Attack Puppets are assigned to Foes, They may spit out a Sticky Liquid once in a while or Shoot Bullets at the Assigned Target.
    • III. Support Puppet:
      -Support Puppets are assigned to Allies, They may Heal or Buff that assigned Ally or assist that Ally in taking down Foes like a Pet.
    • III. Defence Puppet:
      -Defence Puppet are assigned to Allied Forts, They are used as Sentries or Guardians against foes who attempt to Destroy the assigned Fort.
  • II. Upgrade System:
    -Upgrades don't replace the Target Fort or Puppet but it adds special effects on them, But the Upgrade can be seen with the Target Fort or Puppet these Upgrades may be killed when killed the Upgrade ends.

Strengths:
-You are able to Buff Allies.
-You are able to De-buff Foes.
-Able to Spoil.

Weaknesses:
-Long Casting Speed.
-Long Recharge Time.


Picture:
Copyright by Gravity Co.



__________________________________________________ __________________________________________________ _____________________________________

Hope you like it^^!

Last edited by [M]agna_[C]arta; Dec 03, 2007 at 10:31 AM // 10:31..
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Old Nov 07, 2007, 09:54 AM // 09:54   #2
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So I always have to say, "Any Comments?", "Comments Please^^?", "So?" or "Anyone?, Hello?"
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Old Nov 07, 2007, 03:21 PM // 15:21   #3
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Well, ok.
'll probably regret rewarding your impatience later, but 's not like I am socially correct anyway.

Quote:
Spoiling, Spoiling is a new System, It won't Affect in Battle but in Gameplay, Trading and etc. It is used for easier Gameplay and etc.
First of all that name makes it sound like you don't want in in game.

Second it does work, it works on burocrats or other leadership classes, classes you wouldn't want in your team because of their combat skills.
So they get some bonus "A monkey could use, and be invited to teams for it"
(That was said when discussing what class is not fire and forget play style; on OOC chat; I forgot who said it)
But from what I see your Strategists doesn't need PvE overpoweredness to get into teams, even though(mostly by name) it is a leadership class.

Quote:
or Terrain, Flags and Terrains are Things which Affects the Battlefield in Great Ways, While the Terrain hits the Battlefield
Fortification[Elite]
Quote:
-Construction, 15e|4c|50r : For 30 seconds, Your Forts and Puppets gain +10-35 more Armor and 5-15% more Health.

Oil Field
-Construction, 15e|3c|25r : For 20 seconds, Foes within the Area takes 25% more Damage from Fire Damage.
Something here is not named right...

Quote:
-Maximum Energy 30.
-4 pipes of energy.
-Maximum: AL 60

Staff
Fire/Chaos Damage 11-22 (req.9 Implementation/Instrumentation/Amplification)
Energy +10
Two-Handed

Wand/Focus
" Damage 11-22 ( " )
Energy +12
One/Off Handed
Thats a full caster class setup, it's a little boring for
Quote:
They don't use magic but use technology, or instruments for war.
change either the caster armor&energy or change to a less caster weapon, it should make them a little more interesting.

[EDIT]
On second thought, you could also go with the caster thing. If they Where like geomancers, they'd command the ground to form the forts and walls for them, making it feasible to build them within the casting times.
Or a teleport mage, that teleports in the buildings, finished and well.
Or whatever you can come up with, anything would be more logical than making a building in 3-6 seconds stone by stone, lol.

Quote:
Flag of Alliance
-Construction, 15e|4c|50r : For 5-15 seconds, All creatures within the Area can't take damage from enemy Foes.
The description could be clearer, might want to make it "For creatures in the area, all damage from Attacks and spells is negated."
Also it seems it doesn't include degen from hexes or conditions, that would probably lead to it being some uber defense skill for degen builds.

Lastly; it lasts too long, while it's great for healing up and rezzing if half your party is dead, but that won't take longer than 12 seconds at the very most.

During that time, your team, but more importantly, the enemy team can do nothing, but just wait.
While their buffs expire or while you capture a shrine while unharmable; it's gonna annoy the heck out of people.
The duration should be 9 seconds or something(the recharge and casting time of course would have to be adjusted to keep the skill balanced)

Quote:
Stolen Possession[Elite]
-Skill, 20e|3c|60r : Steal Target Foe's Puppet or Fort, For 5-15 seconds, After this skill ends the Puppet or Fort goes back to it's owner. The Puppet's or Fort's Duration would still apply and last 10-20% longer (You can steal 1 Fort or Puppet at a time).
Why does a higher attribute level increase the foe's fort's duration more?
That's helping the foe, even though my engineering skills are of course much l33ter than my foe's, I'm not making improvements to a fort for when I return it. Have a set duration increase of 15% or 10 seconds or something.

Quote:
Certificate of Property
-Skill, 10e|1c|20r : For 10-50 seconds, No Foe can steal your Puppets or Forts.
If I have stolen something, I want this skill to also increase the time for which I control that puppet or fort, it would be fitting, and make this a more useful skill.

Lastly, your terrain effects seem like they should affect both foes and allies, why would an oil field only be lit on fire if someone on my team ignited it, it should burn me too; 25% is a way to powerful bonus anyway to be used without reprecusions.

Overall:
This is way to much like a ritualist, with a bit of a warder in it as well, only originality that it's summons block pathing, and it's 'attack spirits' will not stop attacking your target if they themselves are attacked.

You need to do something to pull the all of the constructions away from spirits.

While writing I got an interesting idea, that forts and walls and stuff would be capturable by anyone, not with a skill but like a king of the hill type where the hill stays yours as long as there are team members in it.
It might be really unbalancing, and a bad idea, but it might be really fun too; A single class that would add lots of active gameplay in every single area of game instantly by placing captureable objects that need to be defended and attacked.

It would definitely give the class huge impact, changing gameplay big time.

I see guard towers being erected on the wall of the guild hall, [skill=text]Swap[/skill] being very useful for getting the puppet out of the fort an the assassin inside, if it's empty capturing it at the same time.

Last edited by System_Crush; Nov 08, 2007 at 08:31 AM // 08:31..
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Old Nov 08, 2007, 10:14 AM // 10:14   #4
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I posted this 4 days ago.
Doesn't sound impatient?
And my post was just yesterdays, so make that 3 days^^.
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Old Nov 09, 2007, 11:47 AM // 11:47   #5
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Thinking of Adding Vehicles^^.
What do you think?

Quote:
Originally Posted by My Old Mechanist
Create Catapult
-Armor Core, 25e|3c|60r : For 9-15 seconds. Create Lvl.(10-18) Catapult, Allies who Ride on Catapult Strikes in Range dealing 25-50 Damage to Target and Adjacent Foes. When Cataput Dies the Rider takes 150-120 Fire Damage and This skill is Disabled for 150 seconds.

Create Ixion
-Engine Core, 15e|3c|60r : For 10-20 seconds. Create Lvl.(5-18) Ixion, Allies who Rides on Ixion moves 50% Faster. When Ixion Dies the Rider takes 120-75 Lightning Damage and this Skill is Disabled for 90 seconds.
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Old Nov 09, 2007, 01:58 PM // 13:58   #6
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Quote:
Fortification[Elite]
-Construction, 15e|4c|50r : For 30 seconds, Your Forts and Puppets gain +10-35 more Armor and 5-15% more Health.

Oil Field
-Construction, 15e|3c|25r : For 20 seconds, Foes within the Area takes 25% more Damage from Fire Damage.
Something here is not named right...
Sorry?..
Don't understand.

Quote:
Thats a full caster class setup, it's a little boring for

change either the caster armor&energy or change to a less caster weapon, it should make them a little more interesting.

[EDIT]
On second thought, you could also go with the caster thing. If they Where like geomancers, they'd command the ground to form the forts and walls for them, making it feasible to build them within the casting times.
Or a teleport mage, that teleports in the buildings, finished and well.
Or whatever you can come up with, anything would be more logical than making a building in 3-6 seconds stone by stone, lol.
They use a Hi-Level of Technology, They can create or materialate a Temporary Obstruct breaking laws of physics.
They are also so Intelligent they can also "almost" match the Gods.
Their Staff or Wands are very unique, Cause it is not a Magic Amplifier but a Remote Control of somekind.
With it they can create things out of just nothing.
I am thinking of the effects it wouldn't look like Magic but more of a Shell or Protect thingy from FFX.
They'll create somekind of Outer-Shell then it'll crack and a Fort, Toer or etc would appear.
For Terrain the ground would look like a Protect-Shell thingy in FFX.
Then it'll just crack and you'll see the Terain look different.

Quote:
Stolen Possession[Elite]
-Skill, 20e|3c|60r : Steal Target Foe's Puppet or Fort, For 5-15 seconds, After this skill ends the Puppet or Fort goes back to it's owner. The Puppet's or Fort's Duration would still apply and last 10-20% longer (You can steal 1 Fort or Puppet at a time).
Why does a higher attribute level increase the foe's fort's duration more?
That's helping the foe, even though my engineering skills are of course much l33ter than my foe's, I'm not making improvements to a fort for when I return it. Have a set duration increase of 15% or 10 seconds or something.
Oh cause it also steals the Fort or Puppet and it's remaining Duration, cause you might just waste it after stealing it the effects would end yet.
It benefits you to.
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Old Nov 09, 2007, 04:47 PM // 16:47   #7
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Quote:
Originally Posted by [M]agna_[C]arta
Sorry?.. Don't understand.
YOu where talking about terains as a skill, but you named them constructions in the skills.
Also I think a terrain should affect every one on it, not just allies.

Quote:
Originally Posted by [M]agna_[C]arta
They use a Hi-Level of Technology, They can create or materialate a Temporary Obstruct breaking laws of physics.
They are also so Intelligent they can also "almost" match the Gods.
If you break the laws of physics you are using magic, technology consists out of the application of knowledge to create objects and or processes that benefit the people that can afford them.
To break something you do not need to know it.
To make use of something, you need to know how to work it.

Quote:
Originally Posted by [M]agna_[C]arta
Their Staff or Wands are very unique, Cause it is not a Magic Amplifier but a Remote Control of somekind.
With it they can create things out of just nothing.
If it's a remote control how does it deal damage?
If its a wand it would use wand/staff animation types, when used by non Strategist classes.
And possibly projectile art as well, if Anet made those depended on damage type and weapon types instead of attribute a projectile thing to each weapon.

Quote:
Originally Posted by [M]agna_[C]arta
I am thinking of the effects it wouldn't look like Magic but more of a Shell or Protect thingy from FFX.
... My memory doesn't last for 4 years, what did the FFX protect look like?

Quote:
Originally Posted by [M]agna_[C]arta
They'll create somekind of Outer-Shell then it'll crack and a Fort, Tower or etc would appear.
For Terrain the ground would look like a Protect-Shell thingy in FFX.
Then it'll just crack and you'll see the Terain look different.
OK, that I do get, reminds me how Earth2159 buildings are made(wtf O.o 9+ year memory)
I'm hoping it will not look too out of place in GW, but kinda like, uhhmm whatever this is(it is GW concept art though).

I don't like the idea of it being very technological.
I was ok with a castle and siege technology type class, because we already have those in GW, but a remote for trans-temporal/dimensional warping O.o that is ridiculous.

Quote:
Thinking of Adding Vehicles^^.
What do you think?
Vehicles aren't fun unless it feels you you aren't walking anymore.
In RPG's and MMO's the experience of vehicles is usually ruined, so I think you should stick to stationary stuff first.

And make the stationary stuff less like spirits.

Also instead of having the puppets attack the target of their skill(kinda magical if a alabaster, knows where to find it's target at all times)
How about summoning inactive puppets that react to a target pointer, so while casting a target pointer on a foe ALL your puppets capable of using their action on that foe, attack it.
While casting another target pointer that targets allies you set the target for your friendly puppets.
It is:
  1. A way of pet control that is original
  2. Makes sense in the way Kournan spotters/commanders call in artillery attacks from artillery that is positioned far, far away.
  3. It it keeps you busy so that puppets are less fire and forget, but more dynamic.
  4. Allows for recharge times to balance out a combined spike from multiple siege machine puppets, and not make the Strategist a spirit spammer clone.

Also the traps could play a part in triggering puppets, Having a puppet that automatically has a multi shot trap around it, attacking who ever triggers it; when the puppet is destroyed so is the trap.

Last edited by System_Crush; Nov 09, 2007 at 05:58 PM // 17:58..
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Old Nov 09, 2007, 10:18 PM // 22:18   #8
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Uhm, the Towers are Movement Sensitive^^.
Yup, the Outer Shell thingy is like that.
The Concept Art you posted was somethling like that.
No, While other Classes ue their Staff as Amplifier, They wuld use it as a Remote Control.
Still same Staff different usage.
But that'll mean all my skills needs a Staff.
I am thinking of a Core Weeapon again^^.
From my Mechanist but first I'll be posting my Avatar^^.
The Vehicles would be like a Summonable Siege Devourer or Wurm.
They would look like the Asuran Golems.
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Old Nov 09, 2007, 10:41 PM // 22:41   #9
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Quote:
Originally Posted by System_Crush
If its a wand it would use wand/staff animation types, when used by non Strategist classes.
And possibly projectile art as well, if Anet made those depended on damage type and weapon types instead of attribute a projectile thing to each weapon.
That wasn't a question, its an observation on how the game handels animations.

Quote:
The Vehicles would be like a Summonable Siege Devourer or Wurm.
While those have their advantages, but the only real difference in controll they make is that they fill up my screen making it harder to see stuff.
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Old Nov 10, 2007, 04:27 AM // 04:27   #10
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It'll be a smaller Siege Devouer kay^^

EDITED:

I hate this XD!
I was just making my Avatar then suddenly my Internet Connection was cut-off XD!
I have to redo everything again!
Sorry, but my CC is going to be dealyed for a while^^.

And the Technology of the Strategist is like in this Video, But does not completely change the battlefield.
http://www.youtube.com/watch?v=aYUStkjCIoM

Last edited by [M]agna_[C]arta; Nov 10, 2007 at 12:21 PM // 12:21..
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Old Nov 15, 2007, 08:25 AM // 08:25   #11
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Added New Ability of Towers.
The Descrition f Towers has not yet been change but added a Tower Construct Skills.
Now Towers are just Machines which enables you to cast Siege Destroying Skills.
And Sub-Skills can't be gained in the Skill List but replaced with it's Original Tower Construct or it's Original Skill.
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Old Nov 26, 2007, 05:50 AM // 05:50   #12
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Is their anyone else who wanna comment except SC?
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Old Nov 26, 2007, 06:04 AM // 06:04   #13
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Technology without magic is not gonna bode well in Tyria.
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Old Nov 26, 2007, 07:23 AM // 07:23   #14
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Why?
Don't find why not, BTE their God and Goddess is Kormir and Balth^^.
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Old Nov 26, 2007, 09:16 AM // 09:16   #15
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Well because of the problem I have turning the stalker into an engineer.
I was going for a siege technology class, with the cannons and sentry traps the Kournans use, but there's a problem.

You are only 1 person, cannons & ballistae don't aim and reload themselves.
And the way I wanted to make use of them, they shouldn't even be inside your aggro circle let alone have you close enough to operate them.

And magical cannons, should look magical. And I found it really hard to think up how a magical siege weapon should look.

I tried to figure out a bunsh of way to make it work and make sense.

Pre-clockwork tech:
  • A apprentice created for each cannon, but that means the class can summon multiple humans; resulting in a skill set demanding you summon soldier too.
  • A bunch of goblins to build and operate your things for you, too Overlord'ish and silly because of that.

Clockwork tech:
  • Well clockworks start 1 action, and don't stop until they break, they'd just shoot 1 spot, if the foe moves they wouldn't adjust their aim.
    You'd still need to manually aim them even if they can reload themselves.
    Or they could just randomly shoot all over the place, not aiming at all.

Magical:
  • A golem builder, a full golem it stats takes 2 or more years to build. A stupid one that can't walk but is just an arm throwing rocks would be create able in a more limited time.
  • A gate master, using Asuran gate crystals to make gates to teleport in obstructions, create shields that teleport away projectiles. And their magical cannon would be several aligned gates, something starting at gate 1 moves faster and faster through the other gates; eventually flying out the end.
    But why build a cannon; if you can have 1 at home, and just teleport the projectiles that come out to your foes.(the long description is becasue this one almost made the cut)

Those examples are to show that it is hard to make sense of self aiming non-magical weapons.
As well as its hard to think of a magical siege weapon, because they don't use them; mages do it themselves with comets and earthquakes, no need for some complicated contraption of sorcery and magical conduit.

I'm not saying it's a bad class, just that the lore has some nasty glitches in it.
For which I see not intimidate solution

Eventually I think I'm going with siege worms and insects. Trapping a siege worm in some kind of shell, would subdue(read: make it less powerful to balance the class) it and you could force it to act as your canon.
And bugs can build webs or hives so also worm traps and obstructions.
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Old Nov 28, 2007, 02:36 PM // 14:36   #16
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Uhm, I think I improved it alot^^.
I like it alot better already^^.
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Old Nov 28, 2007, 03:11 PM // 15:11   #17
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The upgrades is a good move, they pull it away from a spirit spammer a little.
Quote:
II. Flag System:
-Flags are like Item Spells, Which when dropped an Effect is applied to Adjacent Allies or Foes but this one when dropped it summons an Offensive or Defensive Ward, A Mobile Ward for more understanding. But when being hold the effect is not being applied or nothing happens but you'r hands are full and other creature may get the Flag too.
You also did the impossible, you made it less like ritualists by adding itemspells.
Great job MC.
The flags are really interesting, we kind of already had something like this, as the slow totum in dunes of despair.
But as a skill, and a movable ward(also by foes) it's a very unique effect.

I'd also like to suggest a 'Bearer's Stance' skill that activates the flag while holding it, so you can move the effect at the cost of having your hands full.

Quote:
I like it alot better already^^.
So do I.
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Old Nov 29, 2007, 04:54 AM // 04:54   #18
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Thank You^^.
Sometimes I do things uhm impatient, and blah blah you know already.
Cause when I make my CCs when I feel like doing it, Lik what Idid for the Minstrel, I tink it was a success.
But it took me like a month or some weeks for me to make it^^.
And thats why my other CCs gone wrong cause I uhm rushed.
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Old Dec 01, 2007, 07:07 AM // 07:07   #19
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Changed name to Scholar, Still waiting for the mods to change the thread name^^.
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Old Dec 03, 2007, 08:34 AM // 08:34   #20
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Hi, just a question will you like ti more if I change my Scholar into like this.

http://www.guildwarsguru.com/forum/s...php?t=10120139
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