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Old May 10, 2007, 11:36 AM // 11:36   #1
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Default CC Fleshcrafter

Fleshcrafter (F)
“Nobody is perfect? In that case allow me to be the first.”
Using magic and flesh they attempt to become more than human.(or more than Charr or more than Asura... you get my point)

new stuff

Class: Fleshcrafter
The function of the fleshcrafter as the name might suggest is a crafter.
While a class that makes and maintains items would be a problem as they would spend most their time selling stuff in the shop channel and might not be very good in combat.
That is why they craft completely different than other games, they create augmentations and equip them on themselves

A fleshcrafter does condition pressure and/or offers support through their pet's auras.

Skill type: Augmentation
An augmentation is a crafting skill, it creates an item replacing 1 or 3 parts of your equipment.
Augmentations are semi-permanent thus it stays with you when zoning or dying, after you have created the augmentations the created item will be equipped on you whenever you have the skill in your bar.

As it is a crafting skill, it requires materials instead of energy, this material must be present in the form of the max health on your chimera, if you ever use up all the materials on your chimera it has 0 of 0 health and dies
In order to use the materials on your chimera you must touch your chimera, using a augmentation will cause you to move towards your chimera.

When you unequip an augmentation it is destroyed instantly and the item you had below the augmentation appears in the equipment slot again, and the skill of the augmentation is refreshed and can create an augmentation again.

A non weapon augmentation copies the stats of the armor that is equipped in that slot adding its own effect to it; right and left arm augmentations replace the equipped items completely.

A list of how augmentations are equipped:
  • Right arm
    • replaces the item in weapon slot
  • Left arm
    • replaces the item in offhand slot
  • Both arms
    • replaces the item in gloves slot
    • items in right or left hand become invisible(or, if those where augmentations they are destroyed)
  • Body
    • replaces the item in chest slot
    • item in boots slot becomes invisible
  • Tail
    • replaces the item in legs slot
Logically you can only equip 1 thing in 1 slot at 1 time, thus whenever you gain an augmentation in a slot one was already in, it is unequipped and destroyed.
This means you can have a max of 4 augmentations, because any more and previous ones are destroyed.

Skill type Mauling:
Simply a melee attack only usable with a melee augmentation, no mater what type of weapon it simulates.

Skill type Disgorge:
Simply a half-ranged attack only usable with a pin shooter type augmentation.

Skill type Growth:
A growth is a buff or aura for the Chimera pet, instead of energy it costs materials in the form of the chimera's max health.
Harvester growth are also growths, though they have the special property if triggering certain behavior for the chimera's AI.

When summoned a chimera has a set (low) amount of max health, this health can be used to add the first harvester growth.
When it's conditions are met a harvester growth increases max health by a amount written in the skill description, also each harvester growth also has a limit to how far it can raise the max health of the chimera.
A chimera can have more than 1 harvester growth on it at the same time, the max amount of max health does not stack, instead the highest value is used.
Whenever a growth ends, the max health of the chimera stays the same but the max amount of max health goes back to what it was without the growth(either the value of another growth or the amount of health the chimera was created with)
Whenever a chimera has more max health than it's current max amount of max health would allow damage reduces the max health permanently, until the chimera is within acceptable marges again.
A chimera's max health can always be lower than it's max amount of max health, this does not change the max max amount it was summoned with or the amount of a growth.

Creature / pet type: Chimera
A chimera is a living(not undead) creature out of parts of other creatures, a chimera is affected by all skills normally except health increases deceases, whenever they a chimera's max health would be increased by a enchantment or nature ritual instead is healed for that amount and the effect does nothing for whatever duration it was supposed to increase health for.
The same goes for deep wound, they just lose 20% of their health but don't suffer the condition.
Also a chimera does not have a natural health regeneration while not in combat.

As a pet a chimera cannot attack foes, instead they spend their time gathering max health.
When you apply harvester growths to a chimera gains the ability to add parts to themselves, some elite chimera's can even harvest without the aid of harvester growths.

Chimeras always move towards things that will allow them to harvest.
Whenever their master moves they stop whatever they where doing and move into his nearby range.
Other wise every 4 seconds they check if they are still in the area of their master, if not they move into his nearby range.
(hence they should never leave your aggro circle, but would move kind of freely)

Whenever a chimera pet is attacked it runs away from the attacker, when doing so the 4 second and master moving effects still apply, and make the pet run back to it's master.

Chimera's are used as material reserves and many skills require a certain amount of max health for the chimera, in order to not expen all of it unoticed, the chimera's max health is displayed as a status effect on the masters screen.
Just like a necro has a icon for having 10 minions, a Fleshcrafter will have a chimera Icon showing his pet has 230 max health right now.

For GW mechanics: when a creature loses X max health it also loses X health, so if the number might say 200 and you use up 100 points of chimera health, if the chimera had less than 50% health the skill will still be successful but the chimera will die.
Because of this chimera's will show up in the team window, it would just be annoying of you had to click your chimera to find out it's health.
Even though being in the team window, team effects like team heal or Light of Deliverance do not affect them not count them as a team member(like minions and spirits)
When a chimera dies it is removed from the team window and doesn't count as a dead ally, it's just a less dead created ally, not a actual team member.

I think all chimeras would have 90 base AL, but not get any health regen while not in combat.
Pretty high AL increased by Perfection, this is because chimera's aren't too safe while harvesting.
The Crystalline Harvester growth for instance, will have the chimera looking for firestorms to stand under.

Skill Cost type: Chimera Health
Crafting skills cost health, a chimera represents prepared materials that can be used efficiently, if you have a chimera you will use up any health it has before using other materials.
A Fleshcrafter requires fresh living materials, they can also use other sources as raw materials, crafting with raw materials costs double the amount of health. The first source of raw materials is your own health, even if your chimera does not have enough max health, or if you have no chimera any remaining cost will be paid double from your own health.
There are also skills that allow you to temporarily use another source of raw materials, such as a enemy chimera.


The augmentations have effects no other items in GW have, but because they cost a skill slot and attribute points to make and use they balance themselves out in relevance to other items and the skills used to enhance them.
It’s the benefit of items = skills without energy costs or activation times, the recharge times are present in the form short duration effects that end when not reapplied steadily.
Their passive effects are uninterruptible and irremovable, though the skills of creating them are interruptible.

It should be perfect for old and new players alike;
A PvE behemoth, smacking foes with mutilation augmentations. High perfection keeping him alive. For a new player’s simple start.
Or a A flexible PvP Crawler, using half ranged pins to poison, disease and hinder, switching between good single target pressure or hampering groups of foes. For a veterans player's flexible PvP build.
A mad scientist, that uses his pet's aura's to buff allies and hinder foes, and the high max health of his chimera allowing it to tank or for a steady supply of augmentations to dish out some damage as well.


Lore
Fleshcrafters pray to Dwayna, for without her magic the things they do to themselves would have long since meant their end.
Not being the most stereotypical follower of Dwayna they do not get skills with the name Dwayna in them. (She aids them for their faith, but doesn’t like them that much)
Still they are often found in the position of ambassador or negotiator, the destructive power they can augment themselves into is not preferred, as weapon and muscle ruin the body they have spent so long to perfect.

They rather use their power to hide their age or lengthen their own life; than to use them to end life. But when the world needs saving, a follower if Dwayna is not afraid to sacrifice their looks for the safety of others.


Equipment

Energy
30 energy at 3 pips
They can get a focus item to improve this, but may use augmentations instead.

Armor:
Base 70AL
+10 health if body part is augmented.

Their armor I am not settled about, though it is GW2 so there might be attribute or racial variations that are very different.

A perfection armor would be aristocratic and poofy, gold an jewels all over it and with one of them white collars as headgear.

Mutation armor would be more practical, more like military officer and authority inspiring, then wrapped in a cloth cloak over 1 shoulder.
Sort of the megalomaniac look.(and perhaps the bad fashion statement of 1 arm laid bare)
And as headgear a a stewardess cap(well those look like officers hats, they really do) or a barret.

Mutilation armor would be mostly of chitin, on it spikes, especially on the joints.
These spikes are to hold the large mutilation augmentations in place on top of the armor(chitin is slippery).
Would make them look dangerous and tough, especially of part of them has already been augmented.

Insignias:
Behemoth’s| +10AL if that body part has been augmented.
Glamorous| +15 against elemental damage, requires 10 perfection.
Creator's| +10 AL while Chimera is alive

Weapons
FleshCrafters use stave's, wands and focus offhands, with all the usual stats.
However they will often use augmentations for melee or half ranged combat, these will replace any weapons or offhand depending on weather they affect right left or both arms.
You can’t use a 2 handed or both handed weapon while 1 arm is augmented.

Augmentations are typed after weapons they represent, their damage and effects are decided by the skill, their attack time is decided by the type they are.

As there are no half ranged weapons I'll make up some types for those, this however has the fundamental flaw that they would not be as good for multi classing as weapons of existing types.

Handlauncher
A singe target 1 handed ranged weapon, fastest of all ranged weapons with a re-swing of 1.75 seconds and no arch.

Spray(or breath weapon whatever)
A singe and multi target 2 handed ranged weapon depending on range.
It fires 10 projectiles each dealing 10% of the total damage.
These projectiles are randomly divided over all targets in the AoE, also each projectile as a additional chance to miss, over any chance to miss that attack already had.
If target is within adjacent: AoE is none, miss chance is 0
If target is within nearby: AoE is half adjacent, miss chance is 15%
If target is within the area: AoE is adjacent, miss chance is 30%
Doesn't shoot any farther than the area.
All damage to 1 target is added up and dealt as 1 attack(cause you should never attack more often than you hit targets), a attack only count as missed if all 10 projectiles miss (as not to over trigger spirit of failure and alike)
The re-swing is 2.5 seconds.

Chakram
A single target 1 handed ranged weapon, with a light arch and a re-swing of 1.95 seconds.
If it critical hits it deals damage and ricochets to a nearby foe and deals a normal attack with half the crit chance of the last attack and a higher arch.
(so that 74% crit chance will never hit over 4 targets)

Attributes
Perfection (primary)
For each point in perfection creatures and items you create have 1.25 additional armor - Many skills especially skills related to improving items you create become more effective with higher perfection.

Mutation
Mutation increases the damage you deal with all types of pin augmentations, and increases the chance achieve a critical hit - Many skills especially skills for creating pin augmentations and disgorges become more effective with higher mutation.

Mutilation
Mutilation increases the damage you deal with all types of melee augmentations, and increases the chance achieve a critical hit - Many skills especially skills for creating claw augmentations and maulings become more effective with higher Mutilation.

Abomination
No inherent effect - Many skills especially skills related to chimera's become more effective with higher abomination

Primary calculations
The primary represents the pride and finesse a fleshcrafter puts into his work of crafting, it increases his survivability when equipped with augmentations as well as the survivability of anything he summons.
At perfection 12 it adds 15 Al to crafted/created things.
At perfection 16 it adds 20 AL to crafted/created things.
It should help the fleshcrafter survive being a kind of combatmage.


Perfection (primary)
Perfection's main effect is the primary effect, it doesn't really have a direct function, just a few self supporting skills.
Scraps and Patches elite skill energy 15 activation 1/2 recharge 60
For 40 seconds, your augmentations and growths take 1 second longer to activate, whenever you activate augmentation you are healed for 20...60(100) health whenever you activate a growth your chimera is healed for 20...60(100).

Dead Hart body augmentation (Chimera)Health 40 activation 1 recharge -
If you die while dead hart is in effect, the augmentation is destroyed and you are resurrected with 35% health and 10...25(30)% energy after 5 seconds.
90 seconds after resurrecting, this augmentation is destroyed you die without incurring a death penalty.
(The resulting augmentation will be ineffective with less than 0…10(14) Perfection)
Mutation
This attribute is for the pin augmentations, it contains augmentations growths and disgorges that help in ranged combat.

Agony elite disgorge energy 5 activation 3/4 recharge 4
If this attack hits, for 4…13(16) seconds target foe suffers 1 health degeneration and activates skills 20% slower, if that foe was activating a skill the effect stacks with itself.

Decrepit Needles disgorge energy 5 activation next attack recharge 6
Fire 5 pins at target foe each striking for only 5 damage. For each hit target foe is diseased for 1…1(2) seconds and suffers from weakness or 2…3(4) seconds.

Armed and Dangerous both arms handlauncher augmentation (Chimera)Health 50 activation 2.5 recharge -
You attack at half-range for 1...4(5)-4...10(12) piercing damage and all of your attacks strike twice.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)

Limber body augmentation (Chimera)Health 30 activation 3 recharge -
You lose 25...10(5) armor and whenever you are not attacking you gain 5...20(25)% change to evade attacks.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)

Squealing Chinches right arm chakram augmentation (Chimera)Health 65 activation 4 recharge -
You attack at half-range for 3...6(7)-7...15(17) piercing damage and when they hit a foe using a skill that skill recharges 1% slower for each hit while activating the skill.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)

Unnatural Growth growth (chimera)health 50 activation 2 recharge 20
For 15 seconds allies near your chimera get 2...5(6) health regeneration, but have 1 degeneration for each enchantment on them.

Shattering Chitin elite growth (chimera)health 95 activation 3 recharge 10
For 15 seconds whenever you hit a foe near your chimera, you hit up to 1...4(5) additional targets near your chimera, but your chimera is hit as well.

Acidic Storm elite both arms spray augmentation (Chimera)Health 120 activation 4 recharge -
You attack at half-range for 2...6(7)-8...14(16) piercing damage, and target foes start burning for 5 seconds -1 second for each foe hit.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)
Mutilation
This attribute is for melee augmentations, it contains augmentations, growths and maulings that help in melee combat and tanking.
Scrutiny right arm sword augmentation (chimera)Health 55 activation 3 recharge -
You attack in melee for 4…10(12)-9…18(21) slashing damage, and your attacks cause bleeding for 3...6(7) seconds on targets below 50% max health.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)

Chop Sticks elite both arms dagger augmentation (chimera)Health 50 activation 4 recharge -
You attack in melee for 1…9(12)-9…15(17) piercing damage and have an additional 10% chance to inflict a critical hit.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)

Strength of Bone left arm augmentation (chimera)health 85 activation 4 recharge -
Create a bone shield that absorbs 60…180(220) damage dealt to you and is then destroyed.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)

Relentless Ram mauling energy 10 activation 2½ recharge 15
If it hits this attack deals 8…17(20) additional blunt damage and target foe is knocked down.

Rend mauling energy 5 activation next attack recharge 25
If this attack hits a foe in a stance, that foe is crippled for 4...10(12) seconds;
if it strikes a moving foe, that foe is crippled for 2...5(6) seconds;
if it strikes a attacking foe, that foe is crippled for 1...2(3) seconds.

Plagued Bloats elite body augmentation (chimera)health 140 activation 5 recharge -
For each growth on your chimera, you and your chimera gain +20...50(60) max health.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)

Retched Abominationgrowth (chimera)health 110 activation 3 recharge 30
For 4...10(12) seconds foes near your chimera suffer 5% morale penalty.
Abomination
Abomination is the chimera attribute, It is used to create chimera's and support them.
The auras for the chimeras are all over the attributes of the Fleshcrafter.

Simple Fusion chimera energy 15 activation 3 recharge 15
You lose 130...100(90) health, if you have a chimera it is healed for 90 health, if you don't have a chimera you create a simple chimera with 90 max health.

Devouring Mound elite chimera energy 25 activation 4 recharge 60
If you don't have a chimera you lose 40...110(140) health and create a Devouring Mound that much max health.
Each second a Devouring Mound is near an creature suffering from deep wound it gains 10 additional Max health, this can not increase it's health past 300.
If you have a chimera you suffer from deep wound for 13 seconds and your chimera is healed for 10...17(19)% of your max health.

Splatter Guts spell energy 10 activation 1 recharge 15
Remove a growth from your chimera, if a growth is removed nearby foes take 30...60(70) damage.

Impulsive Harvester growth (chimera)health 40 activation 2 recharge 10
For 4...10(12) seconds your chimera moves 50% faster, and gains 10 additional max health each second it is near a corpse; this cannot raise it's max health beyond 250.

Crystalline Harvester elite growth (chimera)health 25 activation 4 recharge 30
For 20 seconds whenever your chimera is that target of a spell it gains 10...70(100)% of the energy cost as additional max health; this cannot raise it's max health above 400.

Giant Growth elite growth (chimera)health 90 activation 3 recharge 40
For 10...25(30) seconds there is no top limit to how much additional max health your chimera can gain.
When this growth ends, for 100 seconds any damage to your chimera is negated and it's max health is lowered by that amount instead.

Last edited by System_Crush; Oct 13, 2008 at 03:28 PM // 15:28..
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Old May 10, 2007, 11:49 AM // 11:49   #2
Jungle Guide
 
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"Too much information, AHHHH MY EYES!"
Does this sensation relate too you?
Then you have just been System_Crush'ed.

Sorry, I reallise it is far too much to allow for reading comfort.
I'll work on cutting it down to size, when I get aroud to it.
Need to figure out which of the information is necisairy and which isn't.

Don't let that stop you from providing any ideas, comments, flames you might have.

Last edited by System_Crush; May 10, 2007 at 07:08 PM // 19:08..
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Old May 10, 2007, 11:56 PM // 23:56   #3
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So far from what I've read, I really like this idea. Using augmentations for armor and weapons is a really cool idea. And yeah it hurts my eyes too lol.

You really need to organize this. I suggest taking out Function and Role and replacing it with your one sentence description: condition pressure and support. Role and Function are pretty much the same thing, plus most of it is already explained through augmentation descriptions and skills.

Cut down Skill Type Augmentation. All we really need to know is that augmentations replace the current armor and weapon and are treated as items.

Take out Skilly Duration Type Semi-Permanent. If its like ranger pets, then we get it.

Also, you don't have any energy/casting/recharge on the skills. It's one of the most important parts. And try to be more clear on the skill descriptions. 2…10(12)-7…15(18)??
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Old May 11, 2007, 12:47 AM // 00:47   #4
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SC,

Awesome creation, buddy!

For me, the best part of this CC is the augmentations. This is a class that actually has major weapon versatility without being ridiculously far-fetched. Unlike previous offerings on these boards (excessive number of weapon attributes, multifunction weapon), the augmentations seem to be a streamlined idea that is simple to grasp but would be complex to master. Because augmentations are actually skills, the more versatile the weapon choices, the more restricted your skills options become. This makes up for the potential overpowerdness that such versatility could enable.

I also really like the primary attribute. A chance to improve attribute level is unique and incredibly handy.

'Condition-spammer' as an original role is also good. Everyone else on these boards, this is what a novel function looks like! You can summarize it in two words and still retain the originality without having to rant for a few paragraphs to get the point across.

So yeah, a condition-spammer that has great weapon versatility and the chance to temporarily improve attribute levels... very nice!

I don't really have any major bones of contention. Although I'll try and think about it and get back to you with some more serious shortcomings.

I suppose the weapons themselves aren't original with the mechanics. It's not like you're adding any new weapons to the game, just variations on pre-existing ones (the conditions). It would be nice if they were really original, but it's not necessary. Just an idea, but maybe the pin attacks could be multi-target mid-ranged weapons? This would fit in with the condition-spammer idea and really wreak havoc on the other team.

Um... what else? One problem I have is that this class exploits corpses. I feel like that should be left to the necromancers alone... it's just such a defining part of that class. For me, it just doesn't fit in with the fleshcrafter's identity either. It seems like he uses magic to manipulate his own flesh rather than steal it from others. The ability to craft flesh should definitely be dependent upon something happening in the battlefield, but I don't think it should be the number of dead bodies. Still don't agree with me? Alright, here's a more practical argument: what does this guy do in PvP? When there aren't bodies everywhere? Nearly every skill is an augmentation or an augmentation attack.

Like I say, I'll try to think of some more feedback. Great work!
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Old May 11, 2007, 12:56 AM // 00:56   #5
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Uhm, I can't read all^^, Sounds like "Faust XII".

Some Concept Models for this class^^.





You just choose one or none^^.

Rating:

8.75/10

Good Job^^!...

Last edited by [M]agna_[C]arta; May 11, 2007 at 01:00 AM // 01:00..
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Old May 11, 2007, 09:25 AM // 09:25   #6
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Quote:
Also, you don't have any energy/casting/recharge on the skills. It's one of the most important parts. And try to be more clear on the skill descriptions. 2…10(12)-7…15(18)??
Ya sorry, I was sort of expecting people to know how my format works from the previous CC's I've made.
It's X...Y(Z)
X is the value at atribute level 1
Y is the value at atribute level 12
Z is the value at atribute level 16
Done in 0%...100%(133%) of the power of the skill.

Also I only place energy-activation-recharge when it is really needed.
If I kan make skills seem balanced without writing down e-a-r, then I know Anet will have no trouble balancing the skill, as there is no 1 e-a-r that it works with.

Quote:
Awesome creation, buddy!
Thanks m8

Quote:
retain the originality without having to rant for a few paragraphs to get the point across.
But I manage to do so anyway

Quote:
I suppose the weapons themselves aren't original with the mechanics.
Actually I was thinking of making some of the augmenations typed weapons, improving their originalty.
Chop Sticks are the afflicted assasin's arms, meaning that this augmenatation would allow you to use lead-offhand-dual attacks and get a dual strike chance from dagger mastery.
Scruthony would be sword if I do this.
This automatically sets the re-swing times for the augmenations.
I did not put this in the design because mutation would have no weapons, unless GW2 has some halfranged weapons, there are no types to distribute.

Do you think this would be a good idea, to improve uniqueness?

Oh, I forgot; Right now the attack times of augmentations are 1.75 for all fo them.

Quote:
but maybe the pin attacks could be multi-target mid-ranged weapons? This would fit in with the condition-spammer idea and really wreak havoc on the other team.
Well, the pin augmentation's with 1.75 reswing are the fastest ranged weapon. I'd have to really nerf them if they were also multy target.

But then again a shotgun type of effect would also be shiney.

Quote:
One problem I have is that this class exploits corpses... ...it just doesn't fit in with the fleshcrafter's identity either. It seems like he uses magic to manipulate his own flesh rather than steal it from others...
I think it fit's them as the crafter part of their identity, they need materials.
In times of peace they'd have dead animals shipped off to their mansions to conduct studies and experiments, in combat fallen foes would be the source of their materials.

Strength of Bone for instance is a huge shield mande of overlapping bone plates, attacks destroy the shield breaking off pieces untill the augmentation is destroyed.
(ever played the shooter Black? there hiding behind a wall has the same effect)
There is no way they'd have enough bone in their body to make such a shield, let alone be able to afford having theit bones destroyed.
They do graft their own skin to attach the shield to themselves, and adjust their physical statue so that they are able to lift the heavy thing.

Quote:
...what does this guy do in PvP? When there aren't bodies everywhere? Nearly every skill is an augmentation or an augmentation attack.
Well rangers start a PvP character with a pre-form elder wolf as well, one of the benefits that come with semi-permanent skills.
So do fleshcraftes start a PvP caracter with all augmenations completed, The atribute requirement of a inefective augmenation is set to the level of the atribute whenever a new match starts.
So you have enough augmantations when starting, by exploiting corpses during or after a match you can make +1 augmentations, those will stay +1 untill you lower your atribute and enter a PvP match with the skill in your bar.
If you destroy one of your augmenations without renewing it in the same match, you will start the next one without it, or you could try you luck at the Isle of the Nameless, or have a hero or guild mate sacrefice themselves for you a couple of times.

But when they wan't to renew an augmenation(to change it depending on the situation or to gain a +1 of the same one)
They can use the abilety to create exploitable corpses to remove the augmataton they want to replace and use it as spare materials, to ensure having enough corpses.

But all in all I agree that crafting augmantaitons mid combat is not a advisable strategy, perhaps I should give them 5-6 second activation times to empesise this.
Scraps and Patches might have given the wrong idea, that they exploit or destroy a lot.
Actually you usually would just trigger scraps and patches once during it's duration, as you are not creating or destoying augmantations very often.

But I am changing humanise to remvoe the randomness, making it better for recykeling.

Quote:
Uhm, I can't read all^^, Sounds like "Faust XII".
No it doesn't Faust only uses bones and skeletons(or does he make a reappearance, with new powers? I've only seen the first season)
Well ok Strength of Bone is kind of Faust like, but he mostly is just a necromancer.

Quote:
Some Concept Models for this class^^.
The first one is kind of good for the perfection armor
(just needs a bigger white poofy collar, for the headgear)

But what I really want are pictures with the augmentations, first though was Gaara from Naruto, when he has only 1 arm transformed.
But Gaara is kind of a demon sand thing and it is too obvious that his augmantations are not made out of flesh.
... why isn't it showing the picture? it is between [IMG] tags not link tags, WTF?

This would be one for scruthony, Xcept RE4 is about parasites on the inside, and mutylaion augmentations go on the outside over the armor, ohh well.


I think I will start something in the concept art part of the forum, I need some1 who is good at anitomical drawings;
to draw a lower arm split open allong 3 sides, inside a pin primed to be fired by the tendons like a slingshot.

Last edited by System_Crush; May 11, 2007 at 05:27 PM // 17:27..
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Old May 11, 2007, 09:36 AM // 09:36   #7
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Oohh, that one is hard^^.
Dunno how people make Anatomical Drawings^^.
With all sides, Are in right Measure and etc.
Yay, Inspiration for my Plain Cabalist^^.
May I copy some of you're Ideas^^!...
Augmentation and a Little Empowerment is good^^!

BTW don't forget the Character Simulator I sent you^^.

Another CM for you^^.


Last edited by [M]agna_[C]arta; May 11, 2007 at 11:19 AM // 11:19..
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Old May 11, 2007, 12:11 PM // 12:11   #8
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That doesn't look in the least like a Fleshcrafter, why dit you put that one up?

And you deleted the perfection armour picture from your photobucket, Parseface.
before I got around to copying it.

Last edited by System_Crush; May 11, 2007 at 02:11 PM // 14:11..
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Old May 11, 2007, 05:06 PM // 17:06   #9
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First, I take back my two-word definition of this class. Instead, let's make it three: 'versatile condition-spammer'.

The ability to change attack tactics and morph your body on a whim is by far the sexiest aspect. For a few reasons:
  • It's just a plain cool ability... who doesn't want to be a shapeshifter? No one! Think about the number of shape-shifting/morphing/mutating CCs that have been but up on these boards.
  • It's the defining aspect of this CC. 'Fleshcrafter'.... crafts.... flesh.
  • It's so versatile! It's a great and original battle tactic which will confuse the hell out of enemies.
Unfortunately, the way you have the Fleshcrafter set up now, versatility is pretty much a non-factor. In PvP, I can't choose which of my augmentation skills I start off with (say I have both Chop Sticks and Crystal Fingers in my skill bar, for instance). I can't choose when to activate my augmentations since I enter battle pre-augmented. I probably won't be able to change augmentations very often, if at all.

So what am I left with? A static character with some flashy but fairly standard weapon attacks. And not many at that... most of my skill slots are locked to my augmentations. Without a corpse around, my only available tactic is to sit there, attack targets, and fire off the occasional mauling or disgorge. Not very original, but more importantly, very boring. There is little thinking involved when you have three weapon attacks at your disposal.

Quote:
Originally Posted by System_Crush
But all in all I agree that crafting augmantaitons mid combat is not a advisable strategy, perhaps I should give them 5-6 second activation times to empesise this.
I have to disagree. Embrace your Fleshcrafter's fleshcrafting! Without augmentations, this character is on the verge of painful dullness.





Regarding the idea of typing the weapons, I think it's good. Goes along with the whole versatility factor which I think is so important. You like firefly! Nice!

Last edited by nebojats; May 11, 2007 at 05:25 PM // 17:25..
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Old May 11, 2007, 06:23 PM // 18:23   #10
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Quote:
Originally Posted by nebojats
You like firefly! Nice!
I love firefly, greates TV serie and 3 movie's ever.
I totaly whish I had MR. Universe his room.
But I didn't do anything that shows I like firefly...
AHHHHHH!!!! He is reading my mind, must find my tinfoil hat!

Quote:
Originally Posted by nebojats
So what am I left with? A static character with some flashy but fairly standard weapon attacks. And not many at that... most of my skill slots are locked to my augmentations. Without a corpse around, my only available tactic is to sit there, attack targets, and fire off the occasional mauling or disgorge. Not very original, but more importantly, very boring. There is little thinking involved when you have three weapon attacks at your disposal.
Yes, I suppose you are right
Quote:
Originally Posted by nebojats
and get back to you with some more serious shortcomings.
You definatly found a serious one.

I was trying to have the attacks require work and timing, as you could change targets and have to keep track of which condition needs to be refreshed on what target and when it would run out.
But in the end the attacks did not turn out that strategical.

So I think I will change the exploiting corpses.
Change it to using your own body as material, sacreficing (rediculous) amounts of health.
Using growths(new skill type) they would create meterals out of their body(reduce health sacrefice for next skill) I'll have growth skills be most of their self support, was trying to think of a way to give them an excuse to have self buffs and condition immunities.

So It would be like;
Persistant Appendage growth energy 15 activation 1.25 recharge 16
For 12 seconds, the next time you sacrefice health you sacrefice 10...40(50) less and this growth is destroyed, while this growth is active you are immune to deep wound.(mutilation)

Unnatural Growth elite growth energy 10 activation 2 recharge 20
For 8 seconds, the next time you sacrefice health you sacrefice 30...110(133) less and this growth is destroyed, while this growth is active you have 8 health regeneration and for each enchantment or hex on you you have 3...2(1) health degeneration.(mutation)

Devourer Tails elite tail augmentation energy 8 activation 4 recharge -
Sacrefice 30% health, to gain a devourer tails. When you are attacked in melee, 20% chance the attacker will be poisoned for 2…4(5) seconds, 20% chance the attacker will be weakened for 2…4(5) seconds.
(Ineffective with less than 0…11(15) Imitation)

Plagued Bloats elite body augmentation energy 5 activation 3 recharge -
Sacrefice 110% max health, to gain a bloated body. While you have a bloated body you have 100…250(300) additional max health and gain 1 health regeneration for each condition on you.
(Ineffective with less than 0…11(15) mutilation)

That way players will seek some peace to activate their augmentations, without the need to make them easely interuptable, and they can change augmenations without the need for corpses.

In addition making them inable to use corpses also removes the issue I had with them not creating cimeras, while it does totaly fit a corpse-using crafter.

That will be alot of changes... and I already have 2 school asignments I need to finish this weekend
Ohh well for some reason the creative juises are flowing today, I'll see how much of it I can get done.


Also would this skill be considered offencive?
Brain Tumor growth energy 12 activation 1 recharge 25
For 20 seconds the next time you sacrefice health you sacrefice 20 less and this growth is destroyed, while this growth is active, for each point in mutation you lose 2 and gain 1 point in mutilation; for each point in mutilation you lose 2 and gain 1 point in mutation.(no attribute)

It might be bad to use a terminal disease in such a context, especially in a game(a means to escape from reality)
Though cancer, is a form of human mutation which has recieved the greates media coverage, and is thus the most commonly known.

Last edited by System_Crush; May 11, 2007 at 07:16 PM // 19:16..
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Old May 11, 2007, 07:55 PM // 19:55   #11
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ok I'm creeped out, but cool idea.
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Old May 11, 2007, 10:41 PM // 22:41   #12
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Well I love the idea of not exploiting corpses. That helps to get this class away from being a necromancer derivative.

In a similar vein, sacrificing health to screw enemies over is also the necromancer's realm. It would be nice if mutating didn't rely on health sacrifice. That would further differentiate the fleshcrafter from the necromancer. Perhaps some dependent variable? Similar to how the necromancer is made stronger by being around death or (not to toot my own horn) the shrift needs to be hurt or the mannai needs to be surrounded by magic.

An idea: use growths as the building blocks for augmentations? Kind of like adrenaline-based skills. You first cover yourself in nasty tumors and then convert them into organic weapons or armor. That would explain where all the material is coming from.

This is now me going off the deep end, so feel free to either ignore or scavenge any ideas. But let's just imagine the dependent variable is being surrounded by other players. The backstory is that the class sucks life from other organisms to enhance itself. Now we have an awesome little cycle for the fleshcrafter:
  • First he nuzzles up to someone so that he can create his growths;
  • Being buffed by the tumors, he can either act as a decoy or he can move onto the next step;
  • He converts his tumors into augmentations and starts spamming conditions.
It's a fairly straightforward process which defines the role succinctly, but is also complex enough to allow for a whole slew of different strategies. It still retains the condition-spamming and weapon versatility, which are the hallmarks of this CC. Anyway, I don't mean to hijack your idea. Those are some thoughts.





Oh yeah... you said shiny! 3 movies? What does that mean? Don't get me all excited for a nonexistent trilogy...

Last edited by nebojats; May 11, 2007 at 10:55 PM // 22:55..
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Old May 17, 2007, 06:18 PM // 18:18   #13
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NEED HELP!

I'm out of ideas.

I have no idea how to make growths a good mechanic for augmentation craftign materials.

I want to keep 2 things I came up with that makes growths something other than a adrenaline clone.
That is: Growth have values.
1 growth gives you 100* while another gives 300* for an augmenation that requires 200*
But a growth is destroyed fully whenever part of his * is used up.

Also even without growths, you can create augmentations but then it is supposed to put you at a serious disadvantage in combat.

But I have no clue what * should be!!!!
I though health sacrefice might be good but that is not diverse enough really.

Perhaps energy?
Perhaps seconds you suffer from deepwound?( or deepwound + bleeding)
Perhaps % of max health?
Perhaps moral bonus?

I don;t then those will really do it, please does anyone have any ideas what I should use to simulate crafting materials.

(P.S. I can't use actual bones and chintin items as a Fleshcrafter requires viable materials, so either live or recently deceased)

Last edited by System_Crush; May 17, 2007 at 06:20 PM // 18:20..
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Old May 17, 2007, 07:25 PM // 19:25   #14
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Knee-jerk Response Ideas
  • For growths with values: Primary attribute determines how many points you can devote to growths. You have different level growths. Level one growths require one point, level twos require two points, etc. Augmentations use the points as material.

    So like your example, you could create a level one and a level three growth. An augmentation which requires two points would destroy both growths.
  • For what * should be: Basically, it needs to put you at a disadvantage, right? Whether it's losing health, morale bonus or energy or something else, it needs to cost you something. It could be as I suggested before: creating a growth costs exposure to danger and limits on mobility. You have to stay a certain distance from an enemy while you create the growth. Something like: For the next _ seconds, you must stay within _ range of an opponent. After _ seconds, create _ growth. Or you could just make it a universal rule to avoid description in every skingle skill; to create any growth you must stay within _ distance of an enemy for _ amount of time (the numbers could also be determined by the primary attribute).
  • As far as creating augmentations without growths: No idea. I don't see how that could happen without getting ridiculously complex. Then every augmentation skill would be adjusted for your attribute levels. On top of that, they would all need alternate numbers for the offchance you don't have enough growths.

Last edited by nebojats; May 17, 2007 at 07:31 PM // 19:31..
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Old May 18, 2007, 12:21 AM // 00:21   #15
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I read over the basics of the class and it's very creative and would be fun to play
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Old May 23, 2007, 09:51 AM // 09:51   #16
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@Nebojats: the having to nuzzle up to foes to gain materials, as in you steal life from foes to give life to your growths.
Which would work and add a nice adjacent AoE spiking/pressure strategy to the Fc but it a whole lot like health stealing(as growths are usable for healing), and would make the Fc lose some of that down to earth'ness I like about them.

So instead I got the idea of keeping the down to earth'ness and the close toe foes, by taking the materials directly from the foes.
Hence you immobilize a foe with some attack skill and the rip materials of it each time you create a augmentation, but this would be completely overpowered.

@Everyone that reads
My little brother made a less ignorant remark than usual(he can't make any other types ) on how having minions is a must for this class, but it gave me good idea of how to handle growths.

If I use a pet to rip materials off this would work fine, the pet would be killable by foes robbing the Fc if his material storage, and he would have to create it again, at high energy cost.
Growths would add to the max health of the pet and augmentations would reduce their max health, both by a set amount of points.

I think this would be the way to go, however I would Like to hear some ideas on the stats for their pets.

the pet's name/type would be Chimera
(Chimera means 2(or more) creatures, magically fused/stitched together for the sake of freaky experiments)

I think I will make the Chimera unable to attack, the flesh crafter does not want his pet to get involved in combat, as they need them alive.

The pet would instead have some small area effects, I had growths be buffs for the flesh crafter, instead growths would cause a aura around the Chimera that affect nearby.

I'm not sure what the aura's of a Chimera would do...
  • Perhaps some song effect granting chants(possessive and or negative) to nearby allies or foes.
  • Perhaps plain being ugly, causing a direct debuff effect to nearby foes.
  • Perhaps a magical aura that buffs or debuffs nearby creatures.
  • Perhaps smells or spores that can cause buffs and conditions on nearby.

Anyone! what would be the best, or a better one I didn't think of.
As there are no mobile pets with aura's yet I'm at a loss on how to balance them, anyone have suggestions on how to do so?

Last edited by System_Crush; May 23, 2007 at 08:05 PM // 20:05..
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Old May 26, 2007, 05:45 PM // 17:45   #17
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I really like the idea of this minion. Some nasty golem composed of bits of flesh stolen from opponents. Way to go SC little brother! So if I get this right, the chimera scuttles over to opponents, somehow harvests organic material off of them, and then returns to you so you're able to create your organic weapons (by the way, the OP just says claws... are you still planning on having all sorts of mimicked weapons?).

A few ideas:

As far as the general gist of things... I definitely think the chimera should be passive and not deal direct damage (although possibly with auras). It should have quite a bit of HP and armor. That helps to distinuish it from necro minions and the ranger pet. It makes sense given its role as a material collector. I also think that the chimera should be a) close to the enemy to harvest their flesh, and b) close to you so you can collect materials off of it. It should have to 'scuttle' around the battlefield to be effective.

It should be like the ranger pet, in that it transfers over to new areas if it was living in the last one. If it dies, you should be able to sacrifice a massive amount of health to recreate it (using your own flesh as material). To collect flesh, you have some pet skills in your own toolbar. In other words, you need to command it to harvest. As it collects more and more units of material, it gets stronger and harder to kill (more HP and armor). You can convert these units into a) growths on the pet which cause auras around it, or b) augmentations on yourself. If you go for the augmentation route, the chimera loses HP and armor as you steal units of material from it.

I'm not really sure what the auras should do... the Fleshcrafter is already a condition spammer. It would be nice if the pet could do something original, different, and not direct damage. Perhaps effects that make the chimera even more invulneable. The chimera could potentially be a lot stronger than the Fleshcrafter.

A possible rethinking of the CC: The role of this class could be twofold. On the one hand, a bulking behemoth of a chimera sucks flesh off of opponents and is nearly impossible to kill. On the other, the weakling Fleshcrafter shoots off multi-target condition-spamming pins from afar. You could maybe use units of flesh to upgrade your pins to spam multiple types of conditions at once. Neither function deals much direct damage, but is an incredible annoyance to the other team. Also, it would really distinguish the Fleshcrafter from other classes because it has to live vicariously through the pet (unlike necros and rangers).

Last edited by nebojats; May 26, 2007 at 08:13 PM // 20:13..
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Old May 27, 2007, 01:13 AM // 01:13   #18
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Dude This Would Be An Awesome Idea! Awesome!!!
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Old May 28, 2007, 01:40 PM // 13:40   #19
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There! changed a whole bunch of stuff, took me 3+ hours

Put in the pet and remodeled skill, attributes and descriptions to work with the pet.

Also I wanna say thanks to nebojats, your observations and suggestions have been a great help making the class very versatile ind interesting.

Also changed the pin augmentations, by making up some weapon types to type them after.

Last edited by System_Crush; May 29, 2007 at 04:47 PM // 16:47..
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Old Jun 05, 2007, 07:42 AM // 07:42   #20
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I don't like your I dea of a Spray and a Handlaunher but I agrree with your Chakram^^!
But does you Feral use a Chakram?

Made you some Concept Models:
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