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Old May 04, 2007, 04:31 AM // 04:31   #1
Desert Nomad
 
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Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
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Default Scout

Scout (Sc):
-Athletic Healers of the Battlefield.
"I try to Avoid Pain for my Allies, I also regain back their Morale^^!"


Story/Background:
Coming Soon^^!....


Skill and Boss Color:
-Olive


Emblem:


Olive Bird


Followed God/ess/s:
-Dwayna and Melandru


Racial Availability:
-Human, Charr and Sylvari


Health and Energy:
-Maximum Health 480.
-Maximum Energy 30.
-3 pipes of energy.


Armour:

Headgear
-Hat

-Starter Armor: AL 15
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Athlete's
-Bonus Armor +15 (While Moving)

Safeguards's
-Bonus Armor +5 (While Equipping 1 or more Touch Skills)
Armor +5 (While Equipping by 2 or more Touch Skills)
Armor +5 (While Equipping by 3 or more Touch Skills)

Rouge's
-Bonus Armor +15 (While Targeting a Snagged Foe)


Weapon:

Whip
Slashing Damage 7-19 (req.9 Agility)
One-Handed
Half-Ranged


Premise:
Coming Soon^^!....


Attributes:

Athletics(Primary)
-For each rank of Athletics, You gain 1% Faster Movement Speed, Whenever you Block or Dodge an attack, you gain 1 energy.

Agility
-For each Rank of Agility increases you're chance of Snagging Foes, Specializes in Evasion, Speed and Whip Mastery.

First Aid
-Specializes in Healing, Condition Removal and Buffing Allies.

Medication
-Specializes in Condition and Damage Preventions for Allies.


Skill Listing:

Athletics(Primary)

Windwalk[Elite]
-Stance, 10e|60r : For 5-12 seconds, You Move 50% Faster and Take no Damage from Physical Attacks while Moving and you are Immune to Slowening Hex Spells and Cripple, Next Time you Hit this Skill ends.

Accelerate
-Stance, 5e|10r : For 2-7 seconds, You Move 33-50% Faster and Attack 25-33% Faster.

Surprise
-Skill, 5e|25r : For 7-12 seconds, You become Undetected in the Radar, The next time you Attack you Critical. Next Time you hit or get hit this Skill Ends.

Agility

Stoic[Elite]
-Stance, 10e|60r : For 12-27 seconds, When you're Health is Below 50%, You gain 75% chance to Block attacks and you move 33% Faster.

Coil
-Whip Attack, 5e|8r : You deal +12-27 Damage if Target foe is Moving Target foe is Knock Down and is Crippled.

Wave
-Whip Attack, 5e|15r : Deal +15-31 and Spread-Damage to Target foes.

First Aid

Blue Rose[Elite]
-Skill, 5e|1c|15r : Heal Target Touched Ally for +50-125 Health and If Ally's Energy is Below 50%, Target ally is Batteried for 3-12 Energy.

Healing Herbs
-Skill, 5e|3/4c|2r : Heal Target Touched Ally for +30-75 Health and Ally is healed from Poison and Disease. For Each Healed Condition Target Ally is healed for an Additional +15-27 Health.

Mint
-Skill, 5e|3/4c|5r : Heal Touched Target Ally for +35-60 Health if Ally's Health is Below 50%, Ally gains +2-7 Health Regeneration and +1 Energy Regeneration for 2-7 Seconds.

Medication

Morphine[Elite]
-Skill, 10e|1/4c|25r : For 10-17 seconds, Target Touched Other Ally gains +5-45 Absorption but Conditions and Hexes Last 50% Longer on Target Ally.

Immunity Herb
-Skill, 5e|1/4c|15r : For 12-25 seconds, You are Immune to the Next 1-3 Conditions you take. This is treated as a Touch Skill.

Keen Sense
-Stance, 10e|30r : For 17-21 seconds, You gain 75% chance of Block Physical Attacks but you gain half the Energy you gain From Athletics.


Functions:
Coming Soon^^!....

I. Whip System
-Unlike any other Weapon, Whips has a Special Ability to Snag Foes Especially when you're Closer.

II. Snag System
-When your whip is snagged you can't attack until the snag ends(after 3 seconds?). Whenever you or the foe move farther away from each other than you where when you got snagged the one with the lowest momentum(size * % movement speed increase) is knocked down.

Scout's Touch Skills System
-The Scout;s Touch Skills are Like Healing Spells Except It is not Supported by Divine Favor(Monk) or Spirits(Rits). Herbs are Support by it's Additional Effects sometimes it may also cause Burdens but also you can't just throw herbs all over the place so you need to get close to allies another Limitation.


Strengths:
Coming Soon^^!....


Weaknesses:
Coming Soon^^!....


Pictures:





__________________________________________________ _______________________________________________

Thank you System_Crush^^

More CCs of mine^^.
CC Case

Last edited by [M]agna_[C]arta; Aug 26, 2007 at 10:51 PM // 22:51..
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Old May 04, 2007, 09:38 AM // 09:38   #2
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Ohhh, Ohhh, I just got a great idea, I totally want to suggest Indiana Jones hat for this class

At first glance I'd say it is pretty overpowered, BUT Anet has capped the max running speed at 33% or 50% or somesuch.
So most of the skills would not take full effect unless you are affected by some speed reducing effect, meaning that eventhough it would be really fast most of it's effectiveness is wasted including the speed bonus from the primary.
I think attack speed is capped too but I have no idea at what.

On that, the primary does not need a speed boost, evasion is a very very very powerfull effect for a primary
(far as I know it stacks with the 75% skills to get 101%)
And theres energy gain too, so I'd say there's no need for an additional speed increase.

But then it would not be athletics, right? Athletes always run... well ok I'm not really worried that people will complain if only <enter any type here> runners are called athletes.

I think the wip has too high min damage, high min damge basically means you can't go wrong with it, with a whip it all depends of flick rotation point and momentum;
Any non solid weapon it should have the lowest min damage of the game, instead of the higest.

Also you asked me for a special mechanic for the whip, I think I got a good one, esspecially with this class' speed increases.

When you use a whip attack on a foe that is in closer than the half range range, the whip has X% chance to snag.
When your whip is snagged you can't attack untill the snag ends(after 3 seconds?)
Whenever you or the foe move farther away from each other than you where when you got snagged the one with the lowest momentum(size * % movement speed increase) is knocked down.

To put it simply:
If you snag a foe and run away, the smallest of you is knocked down.
(any movement bonus is also added to your abilety to pull)


This links the primary to the weapon for a permanent speed=momentum bonus, which contradicts myself about the speed increase on the primary.

Quote:
Immunity Herb
-Herb, 5e|15r : For 27-45 seconds, You are Immune to the Next 2-7 Conditions you take.
How does this work, for X seconds if you take a condition you become immune to it for the remainer of the duration?
If not then it should just say "negates the next 2-7 conditions".

But, immunity to condition X for Y seconds, is a mechanic which GW2 is likely to have, and herbs are probably a good way to add this.

Lastly, how about tiredness?
I think GW2 will still cap runspeed, because otherwise you get stuck in walls or run through them, or it will be bad for preformance.

But if there is no more runspeed cap then I think this class would get their speed bonusses too easely.
So I wount to suggest tiredness, which is like the reverse of adrenaline.
Some skills would require you to have less than X tiredness.

Whenever you gain benefit from a skill that has such a requirement you gain tiredness.
So only while running for speed skills and only when you evade for evade skills.
I think it would do a great deal for balance of the class, and would allow it to run 75% faster, attack faster and evade without being unbalanced.
Because tiredness would stack up and lock those skills.

Using herbs you could remove some tiredness from yourself, also the primary could remove 1 point of tiredness instead of add energy, herbiology already has powerfull energy management I doubt they'll need more.

For now I like it, it's nice down to earth class. Still needs work though.

Last edited by System_Crush; May 04, 2007 at 10:00 AM // 10:00..
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Old May 04, 2007, 10:03 AM // 10:03   #3
Desert Nomad
 
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For the Hat, Lol maybe a Skin for an Armor would have an Indiana Jones Hat^^.

I was thinking of Speed Boost cause you would be chasing around allies who needs healing and you need to heal them fast I was thinking of Teleportation but Sins already got those and I dunno how can they teleport^^.

Immunity is just like in FF when you're fighting a boss and you use a Conditioning Attack it is sometimes Immune to it.
So this one the next 2-7 Conditions an enemy would put on you would not work.

For those people who still don't understand the mechanics of this CC,
The Scout is like the Counter-Part of the Toucher, While Touchers Damage, Scouts Heal^^.

I really like Tiredness and you're whip Idea^^.
I'll add them is I have the Time^^.
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Old May 05, 2007, 02:13 AM // 02:13   #4
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Mr. Nitpick striking here, but don't the Charr follow their own heathen gods? Or does that change after Prophecies?

Also, I fully support an Indiana Jones hat. It needs a leather jacket too.
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Old May 05, 2007, 04:41 AM // 04:41   #5
Desert Nomad
 
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Well, The Charrs seems to be a Smart Race so I think even after the Betrayal of the Titans they would stop worshiping them.
And I dunno if they would follow Old Gods so^^.....
Everything isn't Final Yet^^.
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Old May 05, 2007, 05:04 AM // 05:04   #6
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I suppose they could be Scouts without worshipping Melandru or Dwayna anyway.
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Old May 07, 2007, 05:20 AM // 05:20   #7
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Quote:
Originally Posted by [M]agna_[C]arta
Mint
-Herb, 5e|8r : Heal Target Ally for +35-60 Health if Ally is suffering from a Condition, Ally gains +5-7 Health Regeneration and +1-3 Energy Regeneration for 9-15 Seconds.

Accelerate
-Stance, 10e|35r : For 15-21 seconds, You Move and Attack 75% Faster.
Way over powered. Mint does orison+healing breeze+blood ritual for 15 seconds? This skill needs to be fixed. Maybe less duration or less regen.

Accelerate makes you attack 75% faster? Way too much and lasts way too long.

Other than that I like the idea of herbs. It's almost like using items.

I also like the whip and snag idea. But the snag system needs some work. If the knockdown is determined by size of the character, then thats not really fair for the people who want to have short characters. Maybe have the whip with a small x% chance to snag and when it snags it lasts 2 seconds and snagged enemy is knocked down.
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Old May 07, 2007, 01:02 PM // 13:02   #8
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With 60 AL and 2 healingesque attributes, I would be tempted to stick the scout near the back line and have it support the healers/casters by snagging enemies and such. Not what I would associate with a "scout".

I think you should merge the Atheletics and Agility, then make a whip mastery attribute with a load of cool skills. As they stand, they are both kind of the same.

Quote:
Accelerate
-Stance, 10e|35r : For 15-21 seconds, You Move and Attack 75% Faster.
With 0 points in the attribute, a Primary warrior with a hammer could attack faster than a sword warrior, run faster than a ranger with speed buffs and all for just 10e / 35r and for 15 seconds.
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Old May 08, 2007, 01:16 AM // 01:16   #9
Desert Nomad
 
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@4jjfor
The Snagging is based on the Speed of the Players not the Size.

@poobert
It's you're choice^^, You may stay at the back or roam around healing allies.
But it would be easier if you bring Evasion Skills and increase you're Athletics then Bring some herbs then you may heal the Warriors, Dervs, BT, ans Sins too = p.
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Old May 09, 2007, 02:22 PM // 14:22   #10
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I feel that something like this is a good addition to the game, but your overall presentation of it is a failure.

* Speed boosts are MUCH too high
* No damage while moving.... hmmm.....
* For Immunity Herb, that is just waaaaayyyy too long of a duration, i.e., you may only be immune to about 8 conditions at 16, but most of the time, you only recieve one or two conditions withith a certain period. We will put ours at 30 seconds. Say a war hits you with bleeding and deep wound, but that warrior is killed within seconds. That is two conditons away from you. Most arenas are now dominated by hexers, and some wars and melee chars use a lot of conditions, now that you only have 2 of those 8 gone, you are still immune to 6 more!!!! And for about 35 more seconds! Condition immunity isnt a bad thing, but it needs to be done in moderation.
* the rest will be posted later, i have school.
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Old May 10, 2007, 12:39 AM // 00:39   #11
Desert Nomad
 
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Thank You^^!
I Nerfed again.
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Old May 10, 2007, 04:53 AM // 04:53   #12
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I still think mint and accelerate are overpowered (even after the nerf).

I like the snag system based off the speed. Also, I love the emblem. Where did you get the picture?
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Old May 10, 2007, 06:01 AM // 06:01   #13
Desert Nomad
 
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I renerfed them again, Still think overpowered?
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Old May 10, 2007, 09:13 AM // 09:13   #14
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A Whip!!!!!

New Guinine Weapon!

Yesh Please!
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Old May 10, 2007, 11:34 PM // 23:34   #15
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I think they're good now. I'm really starting to like this cc.

Just one more thing, I think that you should change Survivability. It just doesn't sound good (is it even a word?). Maybe try Survival or Awareness.
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Old May 11, 2007, 12:25 AM // 00:25   #16
Desert Nomad
 
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It's not a word^^.
Any suggestion and I don't like you're suggestions.
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Old May 13, 2007, 01:36 PM // 13:36   #17
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Renamed Attributes, if you still have Suggestions Feel Free^^!..
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Old May 16, 2007, 09:55 AM // 09:55   #18
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no and stop posting l2 pictures this is a guild wars site
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Old May 16, 2007, 10:10 AM // 10:10   #19
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L2?, I dunno what are you talking about but this isn't Lineage 2 = p.
Its Granado Espada and the other is from a Character Simulator for Mabinogi Online.
And I am using these pics to show how they look "like", Not how should they look.
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Old May 16, 2007, 10:13 AM // 10:13   #20
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Quote:
Originally Posted by [M]agna_[C]arta
L2?, I dunno what are you talking about but this isn't Lineage 2 = p.
Its Granado Espada and the other is from a Character Simulator for Mabinogi Online.
And I am using these pics to show how they look "like", Not how should they look.
ok then i am sry i said about ypu posting l2 pictures but i still dont like the idea
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