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Old Oct 02, 2007, 06:51 AM // 06:51   #1
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Default Elementalist Elite Skill Idea

While playing in a PvP match, an enraged air spiker ele hurled abuse at the MM of the other party telling him to stop targeting him because he was useless against the minions.

This sparked me with an idea. We got monsters like the Ice Golem and now thanks to GW:EN things like the golem mancer, Why not a new elite skill that allowed the elementalist to summon up a golem based on one of the four elements. Fire, Air, Water and Earth.

A Fire nuker can call meteors from the sky, whos to say they cannot split the ground open and call apon a Fire Golem to aid them in melee battle.

Obviously it would be a more of less effecive depending on your attribute level but it would work in the same ways as the golem, in which I mean at 12 Fire Magic a level 21 Fire Golem is spawned and at 18 Fire Magic a level 30 Fire Golem will spawn.

Expanding on this idea, What about at certian levels the golems themselfs have access to certian skills. Example being; level 21 the Fire Golem has a Fire Shield which any attacks in melee will set the attacker alight for 3 seconds. Level 25 allows it to access its own version of Juggernaut Toss only a change of words could turn it into a Golem Toss or Throw. Level 30 allows it to use something like "Embrace of the Flame" where all foes in the area of the golem take 100 fire damage, knocked down and set on fire for 4 seconds. Of course the skills would change per golem.
Ice Golem instead of a Fire Shield would have a Frost Shield which slows attackers down. Embrace of the Flame would be converted to of the Frost with the same effects only Water damage instead of Fire and hexed with Deep Freeze.
Air Golems, instead of having an actual offencive / defencive skill they could have like a pure defencive effect like "While active golem takes 25% less damage" due to its air like construct but only lasts for 2 - 3 seconds. Embrace of the Air could be like Ride the Lightning in such as the golem is transported to target foe, target foe and all foes in the area are struck down for 100 lightning damage and knocked down for 2 seconds.
Earth Golems, would stick true to the Earth nature, in such has +200 more health then the other golems, 50 more AR then the other golems and moves 25% slower. Earth Shield would only last 2 - 3 seconds like the Air golem's but it negates 50% damage and causes knockdown on hit. Embrace of the Earth would cause 100 Earth Damage, knockdown for 2 seconds and hex foes in the area with Grasping Earth.

The idea of the golems would be to distract melees and other attackers from the elementalist long enough to get some decent spells off, so in saying this Cool down would be like 60 seconds, while casting time is 3 seconds. At the 12th attribute level in the selected attribute the golem would last 60 seconds and at 18th 120 seconds. Only one golem can be active at a single time per caster, so 3 Earth Elementalist could have 3 Earth Golems active.
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Old Oct 02, 2007, 12:13 PM // 12:13   #2
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Quite like the idea of elementals "won't call them golems because of the asura golem"

As long as there is just the one per elementalist at a time you could add more fun by saying that a fire elemental is immune "or is healed" by fire and so on.

Not sure about the golems having skills as it could get out of hand but it might be reasonable to have a limited area effect around them.

Melee a fire elemental and you take fire damage, ice elemental slows you, air elemental you are knocked down if it hits you, earth elemental has just really tough armour.

or they could have a range attack like the giants throwing rocks.

definitly no soul or spirit though so nothing for the necro.


just a few suggestions to add to your idea
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Old Oct 02, 2007, 12:15 PM // 12:15   #3
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Sounds a bit overpowered compared to the flesh golem.
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Old Oct 02, 2007, 01:50 PM // 13:50   #4
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True its a question of balance I guess, Since I got jagged bones elite I havn't used the Flesh Golem

Energy 15 cast time 3 recharge 30
Flesh golem leaves a usable body behind when it dies
Can be Healed
Can have effect spells cast on it to cause it to explode or cause disease.
Attacks everybody when mm dies
Requires maintenace to keep it at full hits.

Elementalists have far more energy so maybe energy 25 with greater cast times and recharge.
Give it a life and recharge similar to the dervish avatar skills.
Its 4 elites not one so harder to have them all.

I am so keen on this suggestion I may be accused of taking over the thread from the op but boy would I like to see this come into play.

Thanks so much to Bloodflesh for stoking my imagination with this great idea.
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Old Oct 02, 2007, 02:14 PM // 14:14   #5
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give it an upkeep cost of one or two pips and a limited lifespan.

OR

give it an steadily increasing upkeep cost and an unlimited lifespan.

They both result in the same thing but require different energy management approaches.

Unless the flesh golem gets a buff (it needs one anyways imo but thats off-topic) i think that "El-Golems" would be overpowered if they had inherent effects (passive or active) other than causing their respective elemental type damage.

On the plus side Elementalists could receive a couple of "Golem" focused skills (like ranger pet skills- even better make some pet skills work on Golems of all types) at the same time.

fat chance of any of this happening unless Anet start producing/selling Extra "Bonus" packs with new content.
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Old Oct 02, 2007, 02:24 PM // 14:24   #6
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The skills idea was just a brain going into overdrive as I was writing the topic.

Original idea was just the golems alone with certian spells from the selected group, EG; Fire Golems would of had like Flare, Searing Heat.

Another idea I had while reading your post Sleeper is, while the golem is active you could have a -1 pip to energy while it still has health though. So when your energy hits 0 or its health hits 0, which ever happens first .. it ends the golem.
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Old Oct 02, 2007, 03:49 PM // 15:49   #7
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overpowered ..lol lvl 30 elemental golems...
As if Attribute of 18 would be so hard to reach for any Elementalist

base 16 through runes, Skill that increase attributes by 2, +pve skill, that increases by another +1 are we at 19, + weapon attribute, that increases attribute +1 by 20% chance makes our attribute with 20% chance > 20

Now think of such an elemental golem summoned with an attribute of 20, which should have then theoretically an higher level then 30, when it has 30 evne with A18 ...
=========

When elemental golems, then I think they should be like this:
(hate the word golem, golems are monsters)

[E] Summon Flame Elemental (Roaring Ether Reskin)

15 Energy, 5 Seconds CT, 60 seconds RT
Skill will cause Exhaustion

The Elementalist will summon a Level 10-25 Flame Elemental (E/Me), which will live for maximum of 60 seconds.
The Flame Elemental wil come up with following Skills:
-Energy Burn
-Mistrust
-Restoring Aura
-Flame Djinn's Haste
-Glowing Gaze
-Mark of Rodgort
-Arcane Echo
-[E](when Lvl20+) Savannah Heat

While summoned, the Elementalist will absorb Fire Damage, but will receive double Damage from Ice. Whenever absorbed any Fire Damage, the player wil be healed by 100% of the Damage and receives 1-3 Energy Points, when hitted by Ice Damage, the Elementalist will lose 1-3 Energy
===========
===========

[E] Summon Rock Elemental (Living Land Reskin)

15 Energy, 5 Seconds CT, 60 seconds RT
Skill will cause Exhaustion

The Elementalist will summon a Level 10-25 Rock Elemental (E/Me), which will live for maximum of 60 seconds.
The Rock Elemental wil come up with following Skills:
-Ward of Melee
-Ward of Elements
-Restoring Aura
-Magnetic Surge
-Chanelling
-Stoneflesh Aura
-Arcane Echo
-[E](when Lvl20+) Sandstorm

While summoned, the Elementalist will absorb Earth Damage, but will receive double Damage from Lightning. Whenever absorbed any Earth Damage, the player wil be healed by 100% of the Damage and receives 1-3 Energy Points, when hitted by Lightning Damage, the Elementalist will lose 1-3 Energy
===========
===========

[E] Summon Storm Elemental (Diamond Djinn Reskin)

15 Energy, 5 Seconds CT, 60 seconds RT
Skill will cause Exhaustion

The Elementalist will summon a Level 10-25 Storm Elemental (E/Me), which will live for maximum of 60 seconds.
The Storm Elemental will come up with following Skills:
-Lightning Javelin
-Shell Shock
-Restoring Aura
-Lightning Bolt
-Chanelling
-Whirlwind
-Arcane Echo
-[E](when Lvl20+) Ride the Lightning

While summoned, the Elementalist will absorb Lighting Damage, but will receive double Damage from Earth. Whenever absorbed any Lightning Damage, the player wil be healed by 100% of the Damage and receives 1-3 Energy Points, when hitted by Earth Damage, the Elementalist will lose 1-3 Energy
===========
===========

[E] Summon Crystal Elemental (Irukandji Reskin)

15 Energy, 5 Seconds CT, 60 seconds RT
Skill will cause Exhaustion

The Elementalist will summon a Level 10-25 Crystal Elemental (E/Me), which will live for maximum of 60 seconds.
The Crystal Elemental will come up with following Skills:
-Glowing Ice
-Ice Prison
-Restoring Aura
-Maelstrom
-Chanelling
-Vapor Blade
-Arcane Echo
-[E](when Lvl20+) Mirror of Ice

While summoned, the Elementalist will absorb Ice Damage, but will receive double Damage from Fire. Whenever absorbed any Ice Damage, the player wil be healed by 100% of the Damage and receives 1-3 Energy Points, when hitted by Fire Damage, the Elementalist will lose 1-3 Energy
===========
===========

[E] Summon Shining Elemental (Margonite Paragon Reskin)

15 Energy, 5 Seconds CT, 60 seconds RT
Skill will cause Exhaustion

The Elementalist will summon a Level 10-25 Shining Elemental (Mo/Me), which will live for maximum of 60 seconds.
The Shining Elemental will come up with following Skills:
-Smite Condition
-Smite Hex
-Reversal of Damage
-Zealot's Fire
-Chanelling
-Spear of Light
-Arcane Echo
-[E](when Lvl20+) Shield of Judgement

While summoned, the Elementalist will absorb Holy Damage, but will receive double Damage from Dark. Whenever absorbed any Holy Damage, the player wil be healed by 100% of the Damage and receives 1-3 Energy Points, when hitted by Dark Damage, the Elementalist will lose 1-3 Energy
============
============

[E] Summon Night Elemental (Spark of Titans Reskin)

15 Energy, 5 Seconds CT, 60 seconds RT
Skill will cause Exhaustion

The Elementalist will summon a Level 10-25 Night Elemental (N/A), which will live for maximum of 60 seconds.
The Night Elemental will come up with following Skills:
-Death's Retreat
-Defile Defenses
-Defile Enchantments
-Desecrate Enchantments
-Awaken the Blood
-Heart of Shadow
-Shadow Refuge
-[E](when Lvl20+) Spiteful Spirit

While summoned, the Elementalist will absorb Dark Damage, but will receive double Damage from Holy. Whenever absorbed any Dark Damage, the player wil be healed by 100% of the Damage and receives 1-3 Energy Points, when hitted by Holy Damage, the Elementalist will lose 1-3 Energy

That would be 6 Elite Skilsl for 6 Elements, light one will go under Fire and Dark one goes under Ice attribute ...

Thats imo, how i think, Elementals should work and how they should look ^^

Last edited by Phoenix Tears; Oct 02, 2007 at 03:52 PM // 15:52..
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Old Oct 02, 2007, 07:54 PM // 19:54   #8
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thats great Tears but... if you guys want to push forward this idea maybe keeping it simple and balanced would be better.
Continue like this and this thread will end up in the Lore section.

Golems exist ingame, Assuran Summons Exist ingame.

Elementalists Deal with FOUR elements and energy in GW1.
Its fairly reasonable (in my eyes at least) to provide Elementalists with basic Golems that represent one of these elements, keep on giving more powers and skills to these golems and you'll be pushing for not just a new skill but a whole new Character Class (AKA the Summoner/Invoker).

On a side note, if we follow this logic Mesmers need to feel the love too...animate weapon? (animate weapon in area for X seconds)
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Old Oct 02, 2007, 08:17 PM // 20:17   #9
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As an ele... I want one of those!! Though why nitpick? Make the "Summon" act like the FG. Only dif is make him do the elemental Dam. Like Koosun's Fire Staff does Fire Dmg, etc.

Oh and for balance sake only one per ele (hence an elite) and only one element...
Like for example "Ele A" summons a "Fire Golem" (really need to get another name), if "Ele B" summons a "Fire Golem" 1st one goes down. That way you can limit the amount to 4 per team. Seems unfair maybe but if you think about all the ways you can make one benefit from your other skills doesn't seem so bad. (as an example: "Fire Golem" doing fire dmg + Mark of Rodgort)

There are alot more combinations so this should be fun.
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Old Oct 02, 2007, 09:04 PM // 21:04   #10
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The advice to keep it simple is well made "kiss" is nearly always good advice.

I hope though that the imaginitive ideas show how interested some of us are in this idea.

Only thing against it is its another class that has its own animated/summoned creature and maybe they think there are enough such classes already.

Still plenty of time for any suggestions made here to plant the germ of an idea for gw2

As for mesmers they are almost perfect as it is.
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Old Oct 02, 2007, 11:35 PM // 23:35   #11
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Play Polymock in GW:EN, and you can have your own summon of djinn, murssat and others.
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Old Oct 03, 2007, 01:00 AM // 01:00   #12
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I like that idea IceQ on one golem per party ... kinda like spirits from a rit.
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