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Old Sep 14, 2007, 09:04 PM // 21:04   #21
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Quote:
Originally Posted by Dahnel
This thread *IS* full of clowns, IT'S like my nightmares manifested.
*spell check* :P
Hehehehe, yes clown's are evil and scary o_o I'd love my class to be creepy, sadistic and scary too :P

Last edited by NeonPink; Sep 14, 2007 at 09:11 PM // 21:11..
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Old Sep 21, 2007, 03:22 AM // 03:22   #22
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I very much like your ideas, but I saw one major flaw and one thing you need to update.

The flaw I saw is a lot of these spells and attacks cost a lot of energy considering the maxixum is 25 energy with no bonus. That's not a lot considering a lot of your spells/attacks are 15-20 energy spells. Even with 4 pips, that's not very convenient for skill chaining, and it would be very hard for these to be anything but a cross between tanks and slow touchers without the ability to chain skills faster.


You need to update evasion skills, as the block and evade abilities are now one. Evading no longer exists.

Other than that I like it.
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Old Oct 10, 2007, 10:42 AM // 10:42   #23
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mesmer......
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Old Oct 10, 2007, 02:18 PM // 14:18   #24
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Quote:
Originally Posted by Big V
mesmer......
a mesmer is a **** vs. a Harlequin

But imo the Harlequin would be the much more unique looking version of a mesmer, which had not to uses stupid magic staffs, but could use more original exotic weapons, like whips
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Old Oct 10, 2007, 04:43 PM // 16:43   #25
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Quote:
Originally Posted by Big V
mesmer......
...you asociate mesmers, with touchers?
Why would you do that? The class with the worst self heals would definatly be the worst as a melee mancer.
Now if the class could interupt every 2.5 seconds then I'd agree with you, but currently it doen't have a lot in common with them.
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Old Oct 11, 2007, 01:24 PM // 13:24   #26
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Not really, one of the strongest meleemancer's are mesmers^^.
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Old Nov 08, 2007, 11:13 AM // 11:13   #27
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Quote:
Originally Posted by You can't see me
I very much like your ideas, but I saw one major flaw and one thing you need to update.

The flaw I saw is a lot of these spells and attacks cost a lot of energy considering the maxixum is 25 energy with no bonus. That's not a lot considering a lot of your spells/attacks are 15-20 energy spells. Even with 4 pips, that's not very convenient for skill chaining, and it would be very hard for these to be anything but a cross between tanks and slow touchers without the ability to chain skills faster.


You need to update evasion skills, as the block and evade abilities are now one. Evading no longer exists.

Other than that I like it.
The reason they cost so much is so A. They cannot be fully abused by other classes and B. I planned to counter that with their main ability Feint Craft but finding a good ballance is hard. Also i have updated the Evade now thank you ^^

Quote:
Originally Posted by Big V
mesmer......
And Hmmmm yes, take the time to read it next time Dear ^_~
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Old Nov 10, 2007, 06:04 PM // 18:04   #28
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NeonPink!

What a breath of fresh air your concept is! Well thought out, detailed, original identity and function… reminds me of how this forum used to be. I really like it but there are some aspects that can be improved. Let’s start with the plusses:

The identity is awesome. A maniacal, sadistically playful, jester-like character is different from the existing classes, and solid enough to warrant a new profession. If you’re going with the old school alignment classification, the Harlequin would be chaotic evil… and I don’t think any of the current characters really line up as such. Feint Craft’s “gain back energy and health off of successfully landed attack skills” is also pretty groovy (although why not just call the attribute Feinting?). It’s definitely original, and it ties in to the taunting role of this character. Another benefit is that it forces the Harlequin to be constantly attacking so that it can reap Feint Craft’s benefits.

The not-so-positives: While the idea of the finger claws is cool and ties into the character, it’s not that original an attribute. Some of the claw skills are cool, but I could pretty much envision all of these being sword, axe, hammer, scythe, dagger, attacks, or what-have-you. The attribute needs to not be just another melee weapon, in my opinion. It’s a great opportunity to give this character some originality, but as it is, it’s pretty bland. One suggestion that pops to mind (although this is just one potential way to customize the claws) is that you can prepare them with various poisons. That seems to go with the identity, more than actually doing lots of damage. So it would be something like: by themselves, the claws don’t do much, but in order to be effective you need to include some claw preparations in your skill bar. A possible example of such a preparation could be: for 3…15 seconds, your claw attacks do ___. The blank needs to be original.

Mime Craft… it’s a cool idea of having a touch-based class, but the effects of all this attributes’ spells aren’t very original. The effects are pretty generic and are (probably… I’m not too sure) covered by other professions, although maybe in a ranged form. In my opinion, this attribute needs to be a) unified (right now it’s a hodge-podge collection of random offensive skills); and b) original. I’ll leave the brainstorming to you. You could possibly focus on armor ignoring (like Hand of Darkness) or weakening the target’s ability to specifically counter-attack you (like Shimmer of Dance). The biggest potential trap here is having just an Assassin twist… its strategy needs to be clearly different.

At this point, Degradation really doesn’t have a unifying factor. It’s just a list of stances, enchantments, hexes, and various skills that have a variety of effects. Just like Mime Craft it needs to be unified and original. Maybe you could focus on skills like Smile of the Warlock… chaotic sort of spells that are neither purely beneficial nor detrimental, but some mix of both. I’m not sure… I’ll think about it.

Hope this helps.
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