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Old Jul 03, 2007, 05:31 AM // 05:31   #1
Krytan Explorer
 
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Default Ritualist Skill Type Idea: Lanterns

I got an idea for a new rit skill type. Lanterns! Heres how they work:

-Their primary use and emphasis is on spirits, animated creatures, their owners and the people influenced by them (ei, earshot, under the effects of one, etc.)
-Lanterns have hp and can break. Their hp is regulated by the skills attribute level and spawning power.
-Lanterns hp and damage taken is not effected by the users armor and cannot be aided by any outside source, even by its own caster unless a skill or spell specifies so.
-Lanterns may be effected by curses but not conditions.
-Both you and the lantern count as one target but takes separate damage. So a 100dmg atack does X amount you and a separate X to the lantern.
-Lanterns have 70 AL.
-While holding a lantern, you and the lantern are counted as the same target. So being
-A lanterns effect range is the same as a spirits.
-Being an item spell, lanterns disable your equipment from being used.
-Lanterns do not effect the movement speed of its holder.

-Skill animation is similar to creating an urn. Only when the caster reaches out to "grab" the lantern cyan chains form between the fingers. When the caster "grabs" it and pulls it toward them, the lantern takes physical shape and the caster is the "battle ready" pose. Not the "holding item" pose.

Here are some skill Ideas. Please note that they are ment to give a general idea and to spawn new creative ideas for a new skill type and are not ment for game play (initially anyway):

Way of the Phantom
Spawning Power
15/3/60
Item Spell. Create a Way of the Phantom lantern with 100... 300 hp for 15... 45 seconds. All allied spirits within earshot are no longer bound and follow you and have +1.. +3 regeneration. If an allied spirit who is under the influence of the lantern dies, the lantern is destoryed.

This spell makes it easier to move large amounts of spirits, help keep them alive and move them to more strategic locations.

Guidance of Mist
Restoration
15/5/45
Item Spell. Create a Guidance of Mist lantern with 75... 150 hp. All ally who are both in the range of this lantern and an effect of an allied spirit, those allies get +1... +3 regeneration. If an ally or allied spirit or animated creature is healed by a source other than regeneration within the range of this lantern, this lantern takes 15 dmg.

Recuperation+this=almost broken but a quick spike would put an end to that.

Wrathful Radiance
Channeling Magic
10/3/45
Item Spell. Create a Wrathful Radiance lantern win 100... 200 hp for 15 seconds. All animated creatures and spirits under the control of a foe have -3 degeneration and you also suffer a -3 degeneration and suffer. When ever a spirit or creature is animated by a foe, that creature or spirit takes 25... 75 dmg. When ever a foes spirit or animated creature dies, this lantern takes 10 dmg.

MMs and spirit spammers would sure hate this. Again, spiking would easily take this out.

Death's Ferry [Elite]
Communing
20/3/30
Item Spell. Create a Death's Ferry lantern with 100... 300 hp for 15... 30 seconds. Whenever a foes spirit or animated creature dies, that spirit or animated creature is revived with 50% health and may be active for 50% of its normal time. Spirits any creatures revived with this lantern now belong to you. Whenever a creature or spirit come under your power this lantern takes 50 dmg.

As you can tell I hate MMs.

Please post any suggestions, balances and flames below. I wanna hear your exact opinion be it good or bad!

Last edited by OhCrapLions; Jul 05, 2007 at 09:39 AM // 09:39..
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Old Jul 03, 2007, 01:22 PM // 13:22   #2
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I like this idea. I t may need some tweaking but I like the general concept.

/signed

~the rat~
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Old Jul 03, 2007, 02:30 PM // 14:30   #3
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/not signed

for this reason, they are STUPIDLY OVERPOWERED!

but, as a general idea of things effecting summoned creatures (but not there owners), i like that idea, but i think you took them a bit far.
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Old Jul 03, 2007, 02:37 PM // 14:37   #4
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as Azrael said its simply to overpowered.
/not signed
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Old Jul 03, 2007, 08:09 PM // 20:09   #5
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Yeah I probably should have said this this is just a concept and these numbers are just ment to give the general idea.

Anyway, so yeah. Anything you guys might suggest as skill ideas or balances to the current presented ones?
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Old Jul 04, 2007, 12:29 AM // 00:29   #6
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You looked at the skills and not the idea. The idea of is solid. It would add something new to the rit class.

skill idea.

Latern of the Unbound
15 2 30
Hold latern for (1-30sec )All allies spirits in area, are destroyed. When lantern is destroyed all spirits that were destroyed are reborn with the remainder of their lives. (so if your Pain spirit only has 3 secs at time of destruction thats all it has when its rezzed)

~the rat~
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Old Jul 04, 2007, 01:21 AM // 01:21   #7
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Quote:
Originally Posted by legion_rat
You looked at the skills and not the idea. The idea of is solid. It would add something new to the rit class.

skill idea.

Latern of the Unbound
15 2 30
Hold latern for (1-30sec )All allies spirits in area, are destroyed. When lantern is destroyed all spirits that were destroyed are reborn with the remainder of their lives. (so if your Pain spirit only has 3 secs at time of destruction thats all it has when its rezzed)

~the rat~
This skill also has a much larger and more important secondary effect as well: You can carry your spirits around with you without having to recast them at the cost of keeping their current status. Unless they just pop up back to where they died.

The current idea of lanterns cant be changed much without removing it from the original idea. Which I will try and stick too. Anyway, new skill idea:

Mist Eater
spawning Power
20/1/30
Item Spell. Create a Mist Eater lantern with 100... 200 hp for 30 seconds. Whenever an allied spirit or animated creature takes damage you gain 1 energy. While holding this lantern, whenever you are hit, you loose 1 energy.
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Old Jul 04, 2007, 12:44 PM // 12:44   #8
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Sounds like the Lanterns are held, like an Urn is. If so, how do you target it to destroy it? You are giving them their own health numbers, so they are like a spirit, in that you have to attack it to kill it. But if its a held item, you target the holder, not the item.

This makes for either an invulnerable Rit (you can't target them, you target thier Lantern) or an invulnerable Lantern (you can only target holder).

/unsigned
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Old Jul 05, 2007, 09:33 AM // 09:33   #9
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Quote:
Originally Posted by MagmaRed
Sounds like the Lanterns are held, like an Urn is. If so, how do you target it to destroy it? You are giving them their own health numbers, so they are like a spirit, in that you have to attack it to kill it. But if its a held item, you target the holder, not the item.

This makes for either an invulnerable Rit (you can't target them, you target thier Lantern) or an invulnerable Lantern (you can only target holder).

/unsigned
When you get hit the lantern takes damage as well. If you wanna get down to essence of it, I suppose they are portable spirits that work for non living things.
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Old Jul 05, 2007, 10:11 AM // 10:11   #10
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If you and the held item are both taking damage, how does a person attacking you know that your lantern is almost dead? How and where is the health displayed for the lantern? Spirits are targetable, so you can easily see how much health one has. You are giving these lanterns their own health so they need to be something that can be targeted. Spiritual Pain and Unnatural Signet would need to work on them too. Does targeting a player holding a lantern provide the bonus for those 2 skills?
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Old Jul 05, 2007, 10:37 AM // 10:37   #11
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I think what MagmaRed is getting at is that it either reduces the damage of the person holding it or you have laterns that don't die except when it expires. Either way, that's a bit overpowered.

Being able to hold an object that has 150 hit points that take a percentage of hit points taken to you is like being cast with a spell which prevents the next 150 damage to you, just not 100% of incomming damage but a smaller percentage. If the latern dies because you took enough damage for it to be destroyed, it means your life was prevented by X over the course of the life of that latern, where X is the amount of hitpoints it had.

To be able to have a spell which does this by itself is already a good skill. To have it do an additional effect in your benefit is, I'm sorry to say, overpowered.

And anything short of this to let the latern last its lifetime would be overpowered as well, not being able to let the foes do something about it (unlike spirits which can be killed). Urns are allowed to have this effect because just holding does nothing to help you by itself, or if it does, it IS the effect of the ability and not the holding of the urn. Not to mention that I think even the effects of the urn can be undone, because being knocked down also forces you to drop I think.

Don't stop thinking up ideas, but this one is too powerful in my opinion.

/notsigned
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Old Jul 05, 2007, 11:00 AM // 11:00   #12
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I think the idea of "lanthern" can be good for the coming expansion GW:EN, not exclusively for ritualists thou.

There will be a lot of underground play if I am not mistaken, in fact all profession should have a skill that can light up the place where if you don't your view will be greatly compromised.
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