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Old Feb 16, 2007, 10:38 AM // 10:38   #21
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Quote:
Originally Posted by nebojats
@bufbrtnjr and magna carta: The image I had up before jademonkeyx88 helped out was done using a screenshot of a naked Elonian ranger. I used Adobe Illustrator to add the piercings and pants. I used a variety of effects with Adobe Photoshop to add the shading, coloring, and to make the background unfocused. Bethany's thread in the Screenshot Exposition forum explains how to use Photoshop to beautify screenshots.

In response to the previous post, let's just say the tattoos and piercings give the Shrift holy protection which acts like armor. A lot of the armor in this game doesn't make sense if you look at its appearance and then compare that to the protection it provides. I'd say the same logic should apply to the Shrift. I didn't give jademonkeyx88 direction other than the general description. The drawing is his creative work, and once again, I'd like to say that it rocks.
So am I right^^?
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Old Feb 17, 2007, 07:21 PM // 19:21   #22
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Yeah, you're right, Magna. Another possible reason for the high AL could be that the Shirft beats himself all the time. Consequently, he's very used to taking damage and it takes a lot to actually hurt him.

combatchuck's awesome concept art is another example of how the Shrift might look. Check it out if you haven't... it's godlike. He definitely focuses more on the tortured and masochistic side of the Shrift, which is great. jademonkeyx88 shows more of the proud, zealous and authoritative qualities. Both pieces are beautiful and I think the two of them together really flesh out the Shrift's identity. He's no longer just a one-dimensional character.
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Old Feb 24, 2007, 11:27 PM // 23:27   #23
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I like the concept, though I wonder if he'd quickly die in any serious damage situation. It's well rounded as an idea.

Only thing I'd work on is stating ranges for flagellations.

If I were to balance it on my own, I would suggest skills that let the Shrift attempt to 'lock' his HP at a low level.

ie.

Diehard - 15-0-30
Stance. For 20 seconds, as long as you are below 33% health, you cannot take damage and only lose half health to degeneration. If you would be healed, a nearby ally with less than 95% health is healed for that amount instead.


In terms of appearance/armor, perhaps more scarring? Like, the armor is pieces of bone, wood or metal partially inserted under the skin? Some primitive tribes still do that today.
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Old Mar 15, 2007, 07:50 PM // 19:50   #24
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You have a point - Possibly the Shrift would need even higher armor than a Warrior to survive?

The thing about 'locking' the Shrift's HP is that then he wouldn't be able to get the benefits of taking damage. Perhaps an enchantment which automatically heals him back to a certain health percentage... that way he could get the energy bonus from taking damage while negating the negative reprecussions.

As far as appearance goes, I like all your ideas. They're spot on with how I envision this CC. Unfortunately, I lack any artistic skill to visualize them.
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Old Mar 15, 2007, 08:07 PM // 20:07   #25
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That was BY FAR the best concept class I've heard of since Nightfall came out, and probably even before then. This idea is very, very original and there really isn't any parallel (unless you count the albino guy from the Davinci Code). It's a very reachable goal, even with the amount of innovation. Makes me jealous.... >.<. XD
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Old Mar 18, 2007, 04:41 AM // 04:41   #26
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Awesome. Everything else has been said - it's original, strategic and looks like it would be a LOT of fun to play. =D I too would buy the next expansion just to see this.
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Old Apr 12, 2007, 09:33 PM // 21:33   #27
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I thought I'd try and save these CCs from falling off the edge of the world. Dialogue had sort of fizzled down into compliments (which are nice) and some minor suggestions, but no real critiques of the CCs themselves. Seeing as there are some new faces around, I thought I'd put them up on the pedestal to be savagely berated.


@Redwinter: I still think locking the Shrift's health wouldn't work for the above reasons.

Thanks Liberations and razixx. And yes, I was thinking of that guy from daVinci code, haha.

Last edited by nebojats; Apr 12, 2007 at 09:40 PM // 21:40..
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Old Apr 14, 2007, 01:38 PM // 13:38   #28
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Well as you are so good at this, I have hardly anything you haven't thought off, good job on that.

Though I do have a suggestion, how about some damage per second skills that damage foes adjascent to target other ally or vengeance damage to foes whenever they hit target other ally.

When a mob takes enough damage from an AoE effect or a hex, it will run away.
When a mob runs away it will breack aggro.
Which is verry usefull if the shrift wants foes to come and attack him.

Something like a stance or enchantment that:
Whenever a adjascent foe deals damage to an other ally you deal X damage to that foe, you can not attack while <name> is in effect.

It seems fitting for the shrift to extract somekind of vengeance when someone hurts their friends;
Adittionally it benefits those friends becouse the mob is likely to stopp attacking them and chose a new target(not saying that it won't pick the same ally again)
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Old Apr 15, 2007, 05:07 AM // 05:07   #29
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Woah, still in the top threads for concept classes, eh? Well, I think a mix of this and a necro like thing for GW 2 would be sick. C'mon Anet!
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Old May 30, 2007, 07:38 PM // 19:38   #30
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So much for new people suggesting improvements for this CC...

But SC! As always, good idea. I was all for it until I went to Guildwiki to check out Smiting skills. The problem is, there's quite a variety of vengeance prayers like that. I realized that that type of spell is already claimed by Smiting.

Then I realized, it may not fit in with the identity anyway. It's a subtle difference, but while a smiting monk is all about exacting justice on enemies, the Shrift aims to make everyone feel humble as hell and recognize their own flaws. So like the OP says, as opposed to dealing a bunch of holy damage, the Shrift 'neutralize enemies by using: 1) hexes which redirect opponents' skills; or 2) calls and shouts which debuff attacking opponents in non-damaging ways'... basically he makes the enemies screw up and make stupid mistakes. So instead of something like Holy Wrath, the Shrift forces an enemy Warrior to accidentally stab himself.

So those are my thoughts. Disagree? I think we can both agree that a Shrift/Monk would kick ass. Imagine setting up a flagellation enchantment and then initiating Balthazar's Spirit or Judge's Intervention.

Speaking of Condemnation skills, I've decided to remove most of the chance from that attribute. Instead of giving a target foe a % chance to accidentally do something, I'm making it all certain numbers. Like we decided a long time ago on this board. Chance interferes with strategy, and that undermines the fun of the game.



Thanks for the continued support, Liberations!
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Old Nov 07, 2007, 05:53 PM // 17:53   #31
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Oh man... this always happens when I start having a lot of homework: a return to the GW forums.

I was just thinking, one of the major problems with the Shrift is that it must take damage to gain enough energy to be effective. It doesn't have all that high of armor. Would it make more sense to have the Shrift gain energy from environmental pain, like the Necromancer gains energy from environmental death?

As it is now: the Shrift either has to redirect damage or take damage to gain energy.
As it would be: the Shrift has to enter the fray, gaining energy off of damage being taken by surrounding characters.

I think the damage redirection skills could still be a part of the Shrift, just not the main focus.
Any thoughts?
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Old Nov 08, 2007, 10:05 AM // 10:05   #32
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Uhm, Check my Templar^^, also alittl bit of my Sopphetio^^.
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Old Nov 08, 2007, 01:01 PM // 13:01   #33
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Quote:
Originally Posted by nebojats
Oh man... this always happens when I start having a lot of homework: a return to the GW forums.
Don't take this the wrong way, but I hope you'll get classes from (someone like) my CGR && PLSQL teacher all year through.
Because you add a lot of useful expertise and ingenuity to these forums, and are simply a nice person.

Quote:
Originally Posted by nebojats
I was just thinking, one of the major problems with the Shrift is that it must take damage to gain enough energy to be effective. It doesn't have all that high of armor. Would it make more sense to have the Shrift gain energy from environmental pain, like the Necromancer gains energy from environmental death?

As it is now: the Shrift either has to redirect damage or take damage to gain energy.
As it would be: the Shrift has to enter the fray, gaining energy off of damage being taken by surrounding characters.

I think the damage redirection skills could still be a part of the Shrift, just not the main focus.
Any thoughts?
Well needing environmental pain as well as the flail require them to be close to the pain.
Being the closest soft target the Shrift is going to get attacked weather they need to be or not.

Because of that, perhaps they should get the additional focus of redirecting damage from themselves as well.
My idea is the Shrift gets a new line of skills, for the lore to make sense the Shrift needs to keep the 'energy from pain' primary.
They would get some kind of pain storage, that works like storing environmental pain.

The first effect of this, is that they would suck up some of the damage creatures/allies in their range would take, so by staying close to them the Shrift is granted some safety.

The second effect is that they store the pain, the Shrift can open them to gain energy at any time, but that energy doesn't come for free naturally; and opening them would make you suffer some kind of penalty, dependent on the skill.

The amount of damage they suck in depends on the skill, and I have no idea weather there should be limits of how many of those you could have on the field.

Example:
Pandora's Box elite depression E10 A2 R15
For 12 seconds a Pandora's box is created at your location. It takes 10...25(30)% of the damage dealt by spells near it.
Whenever someone not suffering from a condition opens it they take 50% of the total damage and are healed for 75% of the amount taken, but they also suffer from blindness, disease and cracked armor for 8 seconds.
While that is a bad example because it unlike the Shrift relates to greek mythology, but I hope it gets the point over.
It juggles with damage to help tank, reducing damage nearby creatures take.
but you can also open it (several times) to take more damage, if you are in need of energy.

Hope my 2 cents help

Last edited by System_Crush; Nov 08, 2007 at 01:11 PM // 13:11..
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Old Nov 09, 2007, 09:44 PM // 21:44   #34
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Quote:
Originally Posted by System_Crush
Don't take this the wrong way, but I hope you'll get classes from (someone like) my CGR && PLSQL teacher all year through.
Because you add a lot of useful expertise and ingenuity to these forums, and are simply a nice person.
Ha... thanks man!

So if I'm getting this right, you're saying the Shrift doesn't need to inherently pick up energy off of environmental damage, but have a set of skills which redirect the damage away from him?

I could see that being pretty cool. If he just got energy from damage being done around him, that would be too similar to the Necromancer. But he does need some protection against all the damage he takes. Damage-redirecting skills would fill that purpose. To make the damage-redirecting skills unique (since there are already a variety of such skills for existing classes), I think they would have to depend upon Flagellation enchantments. Something like: For x seconds, 50% of damage you take is redirected to enemies within your Flagellation enchantment's are of effect. I like where this is going. I'll come up with some more skills. Let me know if you have any suggestions for uniquely Shrift damage-redirecting skills.

As for the storing-up of damage, I'm uncertain what you mean. If you're saying that the Shrift should somehow suck up environmental damage (not damage he necessarily receives) and then purposefully releases it at a given time to gain energy, I like very much. I'm not sure about laying down some object and opening it... doesn't really fit in with the identity like you say. What do you think about a line of enchantments which let the Shrift suck up environmental damage and then release it to gain energy at some expense, kind of like self-targeted Dervish enchantments. Something like: For 15 seconds, this spell builds up one energy for every 20...5 damage taken by nearby players. When this spell ends, you gain all built up energy and lose 20...5 health.

Last edited by nebojats; Nov 09, 2007 at 09:49 PM // 21:49..
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Old Nov 09, 2007, 10:25 PM // 22:25   #35
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Quote:
Originally Posted by nebojats
As for the storing-up of damage, I'm uncertain what you mean. If you're saying that the Shrift should somehow suck up environmental damage (not damage he necessarily receives)
No the actual idea was to redirect damage SO the shrift does not receive it.

This was becasue they needed protection, I though it would be good to give them a way to reduce damage environmentally.
So their damage prevention would also protect their team.
(my example also protected foes, because I though it would have been overpowered otherwise)

This prevented damage, could be retaken by the Shrift, if they had been too successful and weren't taking enough damage anymore to maintain their energy.
But that was just a 'in case of overdoing it, break glass' not the most important function.

Quote:
Originally Posted by nebojats
I'm not sure about laying down some object and opening it... doesn't really fit in with the identity like you say.
Perhaps, maybe in they where totems?

Quote:
Originally Posted by nebojats
What do you think about a line of enchantments which let the Shrift suck up environmental damage and then release it to gain energy at some expense, kind of like self-targeted Dervish enchantments. Something like: For 15 seconds, this spell builds up one energy for every 20...5 damage taken by nearby players. When this spell ends, you gain all built up energy and lose 20...5 health.
That would amount to a lot of energy I think, but it also loses the damage prevention part that was actually the primary focus.
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Old Nov 25, 2007, 08:15 PM // 20:15   #36
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i love this CC i would love to see it in-game hopefully it is taken for gw1 or 2 either way it would be an awsome class to play...the only bad part to like taking damage for your whole team is...



1 you can just put balth's spirit on yourself...endless energy?
2 just use shield of absorbtion..which would make your team overpowered
cuz they wouldnt take damage

and
this class kinda just sounds like a big fat overuse of angelic bond...or life bond without using any skills..

Last edited by Assyrian; Nov 26, 2007 at 09:24 PM // 21:24..
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Old Nov 26, 2007, 04:54 AM // 04:54   #37
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True that^^!
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