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Old Feb 19, 2007, 09:44 PM // 21:44   #101
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the natural way to intercept damage is to either cover your foe or block an attack for them. Casters already have this feature in non-physical forms with features like evasive bonuses, damage prevention, and damage reduction, that is what the protection line is all about. But because damage prevention relies so heavily on enchantments, it would be significant to have alternative damage prevention means.

For a physical damage prevention measure, your more likely to use a stance, skill, or new feature to block incoming attacks on a foe. If the profession employs a shield or barrier feature it could also involve skills which reduce the damage based on his location and such.

It is possible to invent damage redirection spells, simular to Life Bond and Angelic Bond, but it is better to simply prevent damage like Reversal of Fortune or reduce it like protective spirit or Incoming.

The issue is, most protective measurs are enchantments, so an alternative that isn't subject to enchantment counters is significant, and unremovable effects like Incoming get shortlasted because they cannot be removed. The only other removable feature is a stance, so a stance is probably the best way to offer a physical based protection and interception skill. Yet wile stances can be broken just as easily by counters, if your stance is offering a defensive bonus to your adjacent and nearby allies, than they would have to redirect targets to the one using the stance rather than being able to overcome the intercept skill effect on an allie target.

That is probably the best way to offer the feature. The diversity and originality of it's defensive features are implied, but having simple capabilities like protective spirit in an AoE stance form make for very strong application.
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Old Feb 23, 2007, 02:05 AM // 02:05   #102
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About this interception idea: isn't this pretty much agro controlling? I don't see ANet adding anything quite like that if it is. Even if it is only for one attack or spell.

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It is possible to invent damage redirection spells, simular to Life Bond and Angelic Bond, but it is better to simply prevent damage like Reversal of Fortune or reduce it like protective spirit or Incoming.
There already are a small handful of damage redirection spells. Reversal of damage and Mirror of Ice come to mind. Break hex is a stance that is similar. This is what I think ANet would do more of instead of the interception skills you guys are talking about.
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Old Mar 01, 2007, 07:53 PM // 19:53   #103
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It basicly is agro control if you force the foe to strike a different target, but if your providing a defensive bonus to allies based on proximity than it is protection.

Found some old material I came up with a very long time ago wile searching for something else. These ideas were for alternate features on exsisting classes, and probably wouldn't be useful for a new class, but I figured I would offer them.

http://www.guildwarsguru.com/forum/s....php?t=3031830

Last edited by BahamutKaiser; Mar 01, 2007 at 08:22 PM // 20:22..
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Old Mar 03, 2007, 10:05 PM // 22:05   #104
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Oh noes it fell off the botom of the page.
Trying to think if any of my half baked identety and function consepts have something done enough to stand its own, I realised I had posted sometning new in the dragoneer CCC but had not really noticed how unused it is.

Skills that affect allies based off of target foe.
This is an odd targeting mechanic that could be very usefull in GW.
In the CC i sugested it to be usable through hexes, though sustained effects will be good it would better if it had it's own skill type as the programming for that is likely simpler and it would be better if they replaced each other.

I'll call them encouragement effects, as they encourage players to attack the called target or to be near it, hence they exponentially increase the shiny a team experieces through good leadership.

The use of a effect that targets allies based off a foe is melee suport.
For example you cast a healing skill and instead of 1 character being healed, all characters taht are attacking the target foe are healed.
The character using these skills would have a HUGE impact on team mangement, as the called target will be the target and all melee and touchers will converce on the target because they know they will be more effective when they recieve the buff they get for being near this foe.

I would feel this far more fit as a leadership thing than what the paragon currently has, these leader ship classes(seen 2 so far paragon and AO bureocrat) seem to be doomed to fail in this leadership thing, because its not the class its the player behind it that is a better tactisian or isn't.

It would be a pain to aim these on anything other than a called foe; because when you try to buff a certain ally you will often see that there is no foe near them and even if there is you wil have to klick it or tab trough all foes until you have it(I always miss klick especially when trying to click my own minions, and if I press tab once to often going back is not something I want to need to warry about)
On the other hand you could target a foe that broke through the tank line and cast on it as it attacked the backline casters, healing the target it attacked or buffing its defence, this unlike enchantments of protection monks can still have long recharge times without being overlysencitive to the foe changing target.
Still when supporting 1 maybe 2 backline you are not using their full potential as backline tends to stand much farther appart than melee's attaking a called target.

But a class that can help players near a certain foe can be a great help to tanks or melee attackers, hey it might be what the sin needs to not get squished in PvE all the time.

In addition to that it might be good to have skills that do the same for when damage is dealt to a foe, thsi to support ranged classes, these however would have to be less powerfull for balance and thereby would not have such a major effect on the game, but they would stil be a good addition.

Last edited by System_Crush; Mar 03, 2007 at 10:10 PM // 22:10..
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Old Mar 03, 2007, 11:17 PM // 23:17   #105
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Anyone want to pertition to the mod about making this into a sticky?


Now, in reply to System_Crush's encouragement effect. Its a good idea, to offer skill that help in better cordernation in attacks. I see it in the family of Hex and Shouts.

I would mod your suggestion a bit, and add it along the line of Mark skills. Mark type of skill would function much like hex, but it would show off Visually on player too. So those who got Marked, would have a little symbol mark appear on top of their character, thus informting other player that they are Mark. Mostlike make it so only one Mark can be apply onto one character at a time. Skills could be like....

"Mark of Feast"
Mark a target for T seconds. In duration, all ally attacking target foe will gain X hp. (using your suggestion)

"Mark of Panicing Mind"
Mark a target for T seconds. In duration, target foe loose 1 energy per each strike he/she/it recieve.

"Mark of Reverse Sheild"
Mark a target for T seconds. In duration, all ally that is nearby the Mark target will recive X extra Armor.

"Mark of Deadman"
Mark a target for T seconds. In duration, if mark target dies, it will heal all nearby ally for X hp.

Things like that.

Pretty much a play-off of your encouragment effect, but with an added visual that make the foe cry out "come pwn me".

Not sure what class it could go to... I like it on Hertic/Warlock/Witch type.
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Old Mar 04, 2007, 02:50 PM // 14:50   #106
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Quote:
Originally Posted by nebojats
An Energy Monk (what the monk does for health, this guy does for energy)
Thats my new idea...Actually its called the Fantisizer.

I would like a Balanced Minion or Beast Master.

Last edited by Kokuyougan; Mar 04, 2007 at 02:52 PM // 14:52..
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Old Mar 04, 2007, 02:53 PM // 14:53   #107
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Monks should get some spells to heal themselves as well as they heal others.
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Old Mar 07, 2007, 06:45 PM // 18:45   #108
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About the teleporter suggestion, I've always thought that the assassin should have a 'free shadowstep' skill. That being a standard shadowstep skill with the standard energy cost, etc. except there is no recall on a time limit and no target needed. It just instantly moves you X feet in the direction you're running. I'd probably only use it for the 'haha' factor, where I don't have to suffer a -1 energy pip in order to make my opponent feel sheepish when he has to chase me to finish me off. Otherwise I just have to use death's retreat, which I just find troublesome to have to actually target at someone.
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Old Dec 03, 2007, 08:22 AM // 08:22   #109
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Digging Up again^^!
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