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Old Oct 17, 2007, 04:31 PM // 16:31   #1
Jungle Guide
 
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Default Artificer CC

Artificer CC
“A sword will heat up lying near the fire, without actually being in it.”
Such will a crafter attain magical power, without actually being gifted with it.

Equipment

Energy:
20 base energy at 2 pips
Artificers do not get a focus to improve this.

Armor:
Base: 80
+1AL for each point of essence remaining
Artificers wear tank armors; their normal armor is a chain or scale mail, covered by a solid chest piece.
A tank armor are somewhat simply a thick armor over the upper part of the chest and back, with a hole in it to put your head trough.
Often they come with shoulder pads or a collar to protect shoulders and/or neck as well.
The leg armor is available as pants or as robes of chain/scale armor ribbons.
Hand armor is bracers and bucklers, because any good craftsman shapes the essence with their bare hands.

All of this composed out of clean shiny metal; all rather pure, except for a few decorations out of metal strips on the armor. Although the shoulder pieces of tank armors can be quite extravagant.

(I probably won’t be finding pictures matching all that, I might try and see if JadeMonkey’s advice on scanning paid off in me making my own concept art a little less a pain to look at)

Weapon:
The artificers weapon isn’t so much a weapon, they carry a lump of essence, a magical all material that can be used to craft items and shells in seconds, without the need for a forge or tools.
It’s not extremely functional as a weapon, but as the additional essence can be used to make powerful weapons it has the same value to artificers.
Unpolluted Bolo
Essence 25
Damage piercing: 3-23(requires 9 Warforging)
2-handed
Range: double melee(nearby)
Attack time: 2.25 seconds
Upgrade components:
Purity | The point/blade weapon upgrades.
Structure | The hilt/grip weapon upgrades.

Essence can be used to attack with, in it’s essence form it is swung like a large ball/stone on a rope, to attack a single nearby foe.
It’s not a melee weapon; you can’t use melee attacks with an essence blob.
The damage isn’t great but any mods on your essence will apply to your essence weapons as well, if you use a weapon that is not a essence blob when you create a essence weapon it will have no mods.
When an essence blob would be unequipped in favour of a essence weapon, it instead disappears from your inventory and the essence weapon grants the same bonus to max essence the essence blob did.

Insignas:
Rune Smith’s | Max essence +1 armor - 10
Armor Smith’s | Armor +10 Max essence -1
Weapon Smith’s | Normal attack damage +3 (non stacking)
Merchant’s | 3 damage reduction, while holding an item


Materialism (Primary)

For each point in materialism whenever a skill with a duration you used ends, you regain 2% of the energy it cost.
And for every 3 points in materialism, 1% less essence in objects you created disintegrates per second.

Complicated Formula for duration of essence skills:
Essence skills last a duration based on how much essence they cost and your rank in the primary, here’s how you calculate the duration.
{Remaining essence in created object} - (({Essence cost of skill}*(0.{percentage starting at 10}^2))*{seconds}) <= 0
Flimsy Tailoring shell possession S1 E10 A2 R-
Target touched inactive shell loses 50% of the damage it can absorb and 60…30(20) armor. Target shell surrounds you and any damage you would take strikes target shell instead.

Blood of the Asura elite enchantment spell E15 A2 R40
For 30 seconds you have 4…10(12) additional max essence, whenever you use a skill costing more than 4…10(12) essence you bleed for 10 seconds.

Equipment Envy hex spell E5 A3 R40
For 20 seconds if target foe has more armor than you, you gain armor equal to 40…100(120)% the difference, but move 10% slower.

Gilded Tailoring elite shell possession S11 E0 A3 R80
Target touched inactive shell loses 10 of the damage it can absorb and 20 armor, Target shell surrounds you and any damage you would take strikes target shell instead, while this skill is active you gain 0…6(8) additional max energy.

Warforging

Each point in warforging increases the damage you deal with essence blobs and essence weapons, as well as your chance to achieve a critical hit.
Megaton Claymore essence weapon S0 E15 A2 R40
For 30 seconds your max essence is reduced to 0, for 1 second for each point of essence you had remaining your attacks are melee, deal slashing damage and deal 15…27(31) more, but you attack 50% slower.

Razor Cleaver essence weapon S14 E5 A2 R20
Your attacks are melee, deal slashing damage and can deal up to 3…9(11) additional maximum damage and have an additional 11…20(23)% chance to achieve a critical hit.

Briar Spike elite essence weapon S8 E0 A2 R10
Your attacks are melee deal piercing damage, when they hit a foe that is attacking or using a skill that foe takes 8…20(24) holy damage.

Destroyer’s Swing essence attack E10 A(next attack) R10
If this attack hits it deals +3…9(11) damage, all essence effects on that foe disintegrate 3…12(15) seconds worth,

Cleave elite melee attack E5 A(next attack) R6
If this attack hits a foe suffering from deep wound, it strikes for +6…12(14) damage and you strike up to 1 additional foe adjacent to your target. Otherwise if this attack hits, it inflicts a deep wound for 4…7(8) seconds.

Creation
Raven Black Vessel shell creation S15 E10 A3 R25
Create a shell that can absorb 100…220(260) damage and has 20…80(100) armor.
Whenever this shell attacks, foes adjacent to it lose 4 health and the amount of damage the shell can absorb is increased by 2.

Core of Ether shell animation S10 E0 A2 R45
Lose all energy, you hold a roaring core and target inanimate shell starts to attack your foes in melee dealing 2 chaos damage for each point of energy lost.
(maximum 8…32(40) damage)

Colossal Harness elite shell creation S20 E0 A5 R20
Create a shell that can absorb 50 damage and has 80…200(240) armor.
Physical attacks by this shell have 25% armor penetration.

Core Pulse spell E10 A1 R8
If you are not holding an animation core, this spell fails.
All adjacent foes take 10…70(90) damage, of the type your golem deals.

Flowering Core shell animation S7 E10 A3 R60
You hold a flowering core, after 6…3(2) seconds if target core is still inanimate, it starts to attack your foes at range dealing 6…21(26) piercing damage.

Witch Craft
Mythril Edges supply well S12 E0 A3 R50
Create a mythril supply at your location.
Whenever a creature comes adjacent to it: for as long as the supply lasts, the next 2…8(10) times that creature deals slashing or piercing damage that damage has 25% additional armor penetration.
Whenever the effect ends on a creature the supply disintegrates 8…5(4) seconds worth.

Ember Coating supply well S3 E10 A5 R50
Create a smouldering supply at your location.
Whenever a creature comes adjacent to it this supply disintegrates 10 seconds worth, that creature gains 2…11(14) armor against damage from all sources except fire for as long as the supply lasts,.
Whenever a creature affected by Ember Coating suffers from cracked armor, the effect is removed and all foes adjacent to that creature take 15…39(47) fire damage.

Dreadloch Trident essence weapon S8 E10 A1 R25
Your attacks are melee, deal piercing damage and deal an additional 2…5(6) cold damage for each skill the target is recharging.
When you strike a foe activating a skill, that skill takes 50% longer to recharge and all your active essence skills disintegrate for 5…3(2) seconds worth.

Fools Gold supply well S9 E10 A6 R80
Create a glittering supply at your location.
Whenever a foe comes adjacent to it this supply disintegrates 10 seconds worth, that foe loses 3…15(19) armor and 5 max energy, for as long as the supply lasts.

Golden Defence elite supply well S18 E5 A4 R25
Create a glittering supply at your location.
Whenever a creature comes adjacent to it, for as long as the supply lasts; that creature gains 5 additional max energy and 1 point of damage reduction for every 10…7(6) armor that creature has. Whenever the effect of this supply reduces damage, this supply disintegrates 1 second worth.

New Stuff

New mechanics
New skill cost type: Essence
Abrivation:
S<cost>

Description:
Essence is a magical all material, you need it to craft things in battle.
Using normal materials and tools would take too long; not to mention be undo able while being beaten up.

Essence is quite heavy and you can only carry a limited amount of it.
This limited amount is used to fuel creation skills.

Available Essence:
By default everyone with an Artificer primary or secondary caries a few scraps in his pockets, amounting up to 5 max essence. Larger amounts can be gained form items and skills.
Your essence maximum is full whenever you enter an area.
Whenever you use a skill requiring essence the amount of essence you have is of course reduced.
However essence does not regenerate back.

Essence disintegration:
Downside of essence as a crafting material is however that it is unstable, over time essence will disintegrate some of the essence it cost when it was created.
When all essence in an object has disintegrated the object is destroyed.

The amount of essence an object loses each second depends on the total essence cost of the skill.
(<Essence cost of skill>*0.<percentage, modified by materialism starting at 10>^2)) = <disintegrated essence per second>
This simply means skills costing a lot of essence disintegrate quickly and skills that cost 1 essence last really, really long.

Whenever a object you created disintegrates essence, whatever essence was disintegrated is returned too you.
Also if item or shell created by an essence skill is dropped or destroyed, you regain all the essence it had remaining.


New skill duration: Until Disintegrated
Essence skills create 'real' objects, thusly the creations of essence do not rely on a magical sustenance or source; meaning they have no (normal) duration.

But they disintegrate essence depending on their cost and your materialism atribute.

The formula for the duration of essence skills is:
{Remaining essence in created object} - ((({Essence cost of skill}*0.{percentage starting at 10})^2)*{seconds}) <= 0
That math was hard for me so I can imagine how it may be for others, here's a few example outcomes for you:
20 -(((20*0.10)^2)*5) = 0
So at 0-2 materialism a 20 essence skill lasts 5 seconds
1 - (((1*0.10)^2)*100) = 0
So at 0-2 materialism a 1 essence skill lasts 100 seconds

20 - (((20*0.06)^2)*14) = -0.16
So at 12-14 materialism a 20 essence skill will last 14 seconds
1 - (((1*0.06)^2)*250) ~ 0
(approximately) At 12-14 materialism a 1 essence skill will last around 250 seconds

20 - (((20*0.04)^2)*35) = 0
So at 15/16 materialism a 20 essence skill lasts 35 seconds
1 - (((1*0.04)^2)*570) ~ 0
(approximately) At 15/16 materialism a 1 essence skill lasts 570 seconds

New effect duration: While the supply lasts
This duration isn't really a duration, skills for 'as long as the supply lasts' last forever, but like [skill=text]Life Siphon[/skill] end whenver the thing that cast them dies.
That in this case being the supply well, and a supply well dies when it runs out of essence.


New creatures/pets
Creature type: Shell
A shell is an inactive golem.

Shells do not have health;
degeneration and health increases/decreases do not affect them.
If there is someone inside, that creature will take the effects instead.
They can still be hexed or conditioned with health (de)gereration, but it just won't have any effect.
You can heal and health steal from a shell but the amount of health will always be 0.

Instead shells have a small amount of damage they can absorb and a pretty good amount of armor to protect that ‘durability’
When this ‘durability’ runs out by the shell taking too much damage, the shell is destroyed.

Shells are not fleshy and do not leave corpses, they can be effected by all conditions a non fleshy creature can.
Dead shells do not count as dead pets.

(In)Active:
Shells can be active or inactive.
Active shells can’t be the target of skills that state they need a inactive shell.
Active shells are controlled by a core and are allied to whoever is holding the core.

Inactive shells can attacked or enchanted by anyone(like animals in GW: green until you attack them)
Inactive shells are not allied to anyone, you can animate or posses your opponents shells if you are fast enough.

New skill types
Skill type: Shell Animation
A shell animation is a skill that creates a core for target inactive shell.
As long as you hold this core, the shell will attack your foes and follow you around.
When the animation ends the shell and the core are both destroyed.
That happens when either the core or the shell runs out of essence; you drop the core, or when the shell’s ‘durability’ runs out.

An animation makes the shell’s default attack deal a set amount of damage and gives it a range. This is done simply by giving the shell an invisible weapon that deals said amount of damage and has the correct range and projectile art.
Skill type: Shell Possession
A shell possession places a creature inside as inactive shell, any damage to the creature is taken by the shell instead, but any health stealing, healing, health degeneration, conditions and so on still affect the creature normally.
The damage to the shell is, calculated from the shells armor; the player can buff their own armor as much as they want it will not improve the shells armor.

In order to not hinder the creature the shell has to be tailored by that creature to fit them without having penalties to speed or such, this also removes any enchantments conditions or hexes the shell was under.
This tailoring of course weakens the structure of the shell, but even a weakened shell is a great defensive benefit.
So much in fact the artificer gets them instead of heals.
Skill type: Essence Weapon
This swaps whatever weapon you are holding with a new weapon, with a requirement of warforging equal to the weapon you where previously wielding and the same base damage as that weapon; on top of these base stats the total damage is usually modified as well as the type and range of the essence weapon.

Unless the weapon you where wielding was an essence blob you lose any upgrades that where on the weapon, including energy bonuses and ability to dual strike.
Essence weapons are all 2handed and all have 2.25 attack time, and are always customized to the person that used the skill.

Essence weapons come in the types of types of great swords, types of great axes, and types of poled arms.
They deal a good amount of damage, but because they are the slowest melee weapons around require a skill slot and aren’t cheap in essence I reckon they are balanceable.
Skill type: Supply Well
A supply well is a skill that creates a container of the texture you where standing on and puts something in it, this is a clickable item so you can see what type it is on mouse over.
Whenever a creature comes adjacent to the supply, they gain a effect from it ‘for as long as the supply lasts’ meaning until all essence in the supply has disintegrated.

Anyone can grab the effect from a supply, so they work for both foes and allies. Except fake supplies, which only work for foes, because you told your allies they are fake.
Skill type: Essence Attack
This is an attack type of essence weapons, it can be used with an essence blob for a little extra range or with any essence weapon for the potential of most damage.
Skill type: Shell Creation
This skill creates an inactive shell.

Hopefully I’ve gotten my point over clearly, I also hope you like it, or at least some small part of it.
I know it’s far from perfect and any suggestions and comments will be appreciated.

Last edited by System_Crush; Nov 03, 2007 at 08:26 PM // 20:26..
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Old Oct 21, 2007, 07:21 PM // 19:21   #2
Jungle Guide
 
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Quote:
Originally Posted by Darkhell153
Put simply it'd outdo any class of yours by 2000 times.
WTB replies at least telling me this is not 2000 times worse than darkhell's CC's.

Or I might become very insecure...
Folowed by becoming depressed...
And turning Emo...
After which I'd probably kill myself...
But not before shooting everyone in my school... (I fit the profile, blame society)
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Old Oct 22, 2007, 03:43 AM // 03:43   #3
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its a very interesting concept, and sounds to me like it could fit in well with GW2. havent finished reading, but it looks solid so far
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Old Oct 22, 2007, 09:46 AM // 09:46   #4
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And Darkhell talked^^.
So funny^^!
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Old Oct 22, 2007, 07:14 PM // 19:14   #5
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I really like how this is almost the same concept as the dwarves in Lineage 2.
Not saying it's a bad idea at all, in fact I really like making golems and having them wack things for me, but it's kind of like the spirits or minions. But the crafting concept as skills is very interesting indeed.
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Old Oct 22, 2007, 08:51 PM // 20:51   #6
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Quote:
Originally Posted by Xergus
I really like how this is almost the same concept as the dwarves in Lineage 2.
No idea, I've never even come close to touching linage 2, all I've seen of it is a video for riding a dragon for one of the expansions.

Quote:
Originally Posted by Xergus
Not saying it's a bad idea at all, in fact I really like making golems and having them wack things for me, but it's kind of like the spirits or minions. But the crafting concept as skills is very interesting indeed.
Yes that is why I tried to differ the golems from other pets using cores you have to hold to control them, making the golem like a weapon you hold instead of a pet, and new functions for them such as wearing the shell as armor, the essence of your shell and core returnign over time or as soon as you drop them, as well as the durations depending on the primary.

Also you can sue supply wells to enhance your golem but requiring you to get close to it and the foes it is fighting.
In that aspect, the artificer is a pretty tough nut; they are very good at damage prevention, which is another point I made for the pets as unlike a MM or ranger a Golem artificer holds a core and tanks while his golem does damage for him, cuz with the core your hands are full.

But you can also chose to abandon golems all together and go for a big shiny weapon to cleave some heads with, the same abileties that help you stand by your golem dual tanking, help you stay on top as a melee fighter.

And as a third end you can use the range of the essence blob to stay behind the melee line while still supplying them, but at the same time keeping the foes just far away enough from your supply wells, at which point inactive shells have a use of blocking foes trying to get past the melee line.

I'm glad you like it, thanks for the comment.
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Old Oct 31, 2007, 11:39 AM // 11:39   #7
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The Bolo as a weapon seems wierd to a heavy armored fighter.
Uhm whats the purpose of this CC sry I couldn't understand you're CCs^^.
Too much any information makes my head and eyes hurt^^.
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Old Oct 31, 2007, 02:00 PM // 14:00   #8
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Quote:
Originally Posted by [M]agna_[C]arta
The Bolo as a weapon seems wierd to a heavy armored fighter.
It's an essence blob, its for carrying craftig suppies not being a 1337 /ss fighter.
But if you still want to, its a big heavy thing on a rope/chain you can swing it around and hit people with.
But if your artificer is going to be a heavily armored fighter he/she will probably craft his blob into a heavy melee weapon.

Quote:
Originally Posted by [M]agna_[C]arta
Uhm whats the purpose of this CC sry I couldn't understand you're CCs^^.
It's a front line suporter, it will help with anything the front line does.
  • They offer a good tanking abilety, equiping shells to enchance their defence. And are at their best when dual tanking with someone.
Asside form this they can help by:
  • Dealing damage with weapons they make for themselves.
  • Improve themselves and other frontliners, by supplying them with offencive or defencive bonuses.
    (but be carefull foes don't get past the frontline to steal the supplies)
  • Adding an additional tank/damage dealer by creating and animating a shell.
  • They help block pathing, by equiping shells making themselves big; they can also summon several inanimate shells inorder to have those stand in the way.
Quote:
Originally Posted by [M]agna_[C]arta
Too much any information makes my head and eyes hurt^^.
Then ur probably spoiled, go re-read the Wraith, and remeber the good old days when my CC's where twice as long

Last edited by System_Crush; Oct 31, 2007 at 02:03 PM // 14:03..
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Old Oct 31, 2007, 02:17 PM // 14:17   #9
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True but can you try summarizing the descriptions^^.
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Old Oct 31, 2007, 02:22 PM // 14:22   #10
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Quote:
Originally Posted by [M]agna_[C]arta
True but can you try summarizing the descriptions^^.
About the lenght right?
Summarising which descriptions? Skill descriptions, or do you mean I should ad role/'function of the class' back in as a 'new stuff' item?
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Old Oct 31, 2007, 03:03 PM // 15:03   #11
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explanation of the new stuff.
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Old Oct 31, 2007, 03:05 PM // 15:05   #12
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They are already grouped, but ok I can do that.

There, does that help?

Last edited by System_Crush; Oct 31, 2007 at 03:22 PM // 15:22..
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Old Nov 03, 2007, 02:36 PM // 14:36   #13
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I'm already done with my next CC, but I'm not sure if I should post it, or spend some more attention on this one, improve it to all it can be and stuff.

Whut should I do?
Or if you think you see something I should change before moving on I would love to hear it.
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Old Nov 03, 2007, 03:55 PM // 15:55   #14
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Uhm, sorry but the descriptions and stuff are mostly scattered everywhere^^.
Just Change the "New Stuff" section^^.
But you can ow continue the next CC can't wait for it^^.
I think I'll be posting my Strategist next^^.
Found a forum like this one^^, http://www.naruto-boards.com/custom-made-characters/

Last edited by [M]agna_[C]arta; Nov 03, 2007 at 04:02 PM // 16:02..
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