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Old Nov 06, 2007, 08:46 PM // 20:46   #1
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Guild: Envoys From Above [soul]
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Default Melee Mage (Martial artist with a twist)

I thought this up at school today because I was bored, so I might as well post it. If someone has parts of this implemented into other classes already, I'm sorry. =)

Also, this is my first CC, so please bear with me. =D

Role:

This class' role is to temporarily shut down certain enemies with conditions or other methods and use the short time window they get to kill the enemy with help from their team. They are also capable of doing damage to most classes due to their elemental attacks.

Looks:

The armor looks a lot like a monk's: Robes made of cloth, but sleeveless. However, a MMs armor is reinforced with multiple plates made of sturdy leather to provide extra protection. The armor part that usually goes on the hands is replaced with protective pads and ornamental wraps around the upper arm.


Unique stuff:


Auras

Auras are much like enchantments in the way that they beneficially affect someone's condition. However, an aura is a part of the user's spirit that has taken a physical form, meaning that an aura can not be dispelled or removed, and therefore will always last its full duration unless it reforms as another aura.
Summary: Not removable in any way, only 1 can be active at any given time, can not affect someone that is not the caster.

Elemental Attacks
These are the Mage's attack skills. They do the same type of damage as the equipped weapon and can only be used while wearing gloves.

Gloves
Gloves are 2-handed weapons that, depending on the skin, can be as small as just the hand, or as big as the entire forearm of the mage. They look like leathery gloves with spikes at the location of the knuckles.. Gloves always have an elemental damage mod that can not be salvaged. Some skins have a fixed element (like the FDS) and some appear in all 4 flavors: Earth, Water, Fire and Lightning. Suffix mods and inscriptions are the same as other martial weapons (Daggers, swords etc.)
Summary: 2 handed weapons, always have an elemental prefix.

Meditation
Meditation skills are skills that give the user a boost for a set amount of time, or until the user uses another skill, attacks, is attacked, or receives damage in any other way. Meditation skills cannot be used when the caster is hexed or afflicted by a condition. This applies to all meditation skills and thus it will not be noted in the example skill descriptions.
Summary: Recovery skills, often end prematurely.

Stats

30 energy, 3 pips
70 AL, +10 AL vs equipped weapon's element.

<Elemental prefix> Glove
Requires 9 Fist fighting
11-19 <Element> damage. (Melee range)
2-handed
<Suffix mod description>
Inscription: None
1,2 seconds between attacks, with a chance equal to the fist fighting attribute to double-strike.

Attributes:
Aura Magic
No inherent effect. Many skills, including auras, become more powerful with higher ranks in this attribute.

Fist Fighting

No inherent effect. Many skills, including EW Spells, become more powerful with higher ranks in this attribute.

Meditation
No inherent effect. Many skills, including skills that help recover after battle, become more powerful with higher ranks in this attribute.

Concentration |Primary|

For each rank in Concentration, you gain a 2,5% chance for a spell to be uninterruptible.

Example skills:


The variables are given in a 0...12...16 attribute points format.

Aura Magic:

Aura of Energy | 20ec, 1ct, 60rt
Aura Spell. For 20...30...33 seconds, you have +1...2...2 energy regeneration.

Aura of Speed | 10ec, 1ct, 45rt
Aura Spell. For 15...22...25 seconds, your spells are cast 25% faster.

Fist Fighting:

Jawbreaker | 6a, 5rt
Elemental attack. If this attack hits, target foe can not use shouts or chants for 3...11...14 seconds.

Disarming Strike [Elite] | 5e, 10rt
Elemental attack. If this attack hits, target foe cannot attack for 1...4...6 seconds.

Meditation:

Dwayna's Cloak | 10e, 2ct, 45rt
Meditation skill. For 10...22...26 seconds, you receive +1...6...8 health regeneration.

Energizing Stride | 10e, 1ct, 45rt
Meditation skill. For 5...15...19 seconds, you move 25% faster. While moving you gain 1 energy every second.

Concentration:

Focused Mind | 5e, ½ct, 20rt
Enchantment spell. For 10 seconds, your next 5 spells have an additional 5...20...25% chance of being uninterruptible.

Last edited by Lens; Nov 06, 2007 at 08:51 PM // 20:51..
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Old Nov 07, 2007, 12:40 AM // 00:40   #2
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You thought this up while you should have been doing classwork. I'm writing this while I should be doing homework (funny how that always happens).

There are two things about this CC that I really like and really think should be pursued. First, auras are cool and original... a one-at-a-time uninterruptable self-targeted enchantment. The second concept I like is the primary attribute which increases your spells' chances of being uninterruptible. Both of these ideas are original and could offer some chance for unique gameplay.

As far as the rest of the concept goes, it's not very original. Two reasons. Number one: The essential function of being a melee character is already covered in enough variety by the Warrior, Assassin, and Dervish. If you take out the auras and the benefits of the primary attribute, we're left with just another melee character that's not doing anything new. The elemental damage weapons are cool, but aren't different enough to justify a new class. I'm not saying that a CC can't be melee, I'm saying it needs to focus on a different role in battle. Second major shortcoming: this CC lacks a unique identity. Fighting mage... it's not bad, but I don't think it's original enough and in fact, it's really only combining existing identities.

Some suggestions (take them or leave them): The auras are damn powerful because they can't be dispelled, but I don't think this is a problem. They need to be balanced with a significant cost (you say something about auras costing part of the character's spirit). Something besides energy needs to be consumed or sacrificed... but don't make it health! That's already been done to death... Second suggestion: You need a new identity and a novel function. Some possibilities: chronomancer (time mage) or shape-shifter. Hardly anyone has tried to make a chronomancer on this forum! I tried once with the Aeon (which was later turned into the Frakah). There are some problems with it, although disregard Tenshi's complaints... for some reason he completely misunderstood the Aeon. Maybe you can salvage some ideas off of that...

Good luck!
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