Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Jun 24, 2007, 09:56 PM // 21:56   #1
Frost Gate Guardian
 
funnyman100's Avatar
 
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
Advertisement

Disable Ads
Default New Profession: The Seigist

For some reason I can't find the origional thread so I have to repost my idea...

New Profession: The Seigest


Story/Background:
The first Seigist was trained in the early days before the first Guild War. Very high-ranked, trusted generals were trained. But, eventually the power got to their heads and they went insane, they attacked and killed everything in sight and took down all buildings in their way. Eventually they were killed, but with great wins come great losses; nearly 200 people lost their lives to the Seigists power. After the destruction the teachings of Seigist became illegal and were banned. But, over the years people found the seigist scrolls containing how to become a seigist and they started to popup every once in awhile. Nothing as bad as what happened before accorded, but there were some minor outbreaks. Finally the government allowed the Seigist way and it was used to train special soldiers for the wars to come.

Skill and Boss Color:-
Dark Brown

Followed God/ess/s:
-Balthazar

Racial Availability:-
Human, Norn, Charr, and Asuras


Health and Energy:
-Maximum Health 480.
-Maximum Energy 40.
-4 pipes of energy.


Armor:

Headgear
-Helmets

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

Insignia:

Demolishers
Damage +15(While near a 1 Barricade/Fort)
Damage +15(While near 2 Barricades/Forts)
Damage +15(While near 3 or more Barricades/Forts)

Barricading
Barricades +50 health (while 1 barricade is in the area)
Barricades +50 health (while 2 barricades are in the area)
Barricades +50 health (while 3 or more barricades are in the area)

Fortification
Forts + 50 health (while 1 fort is in the area)
Forts + 50 health (while 2 forts are in the area)
Forts + 50 health (while 3 or more forts are in the area)

Weapon:

Sling
Earth Damage 11-22 (req.9 Sling Mastery)
Energy +10
Time of cast - 2 seconds
One-Handed

Catapult
Earth/Fire Damage 15 – 29 (req. 9 Demolition)
Damage + 7 if there’s an enemy fort/barricade in the area
Time of cast - 4 seconds
Two-Handed

Construction Hammer
Barricades/Forts +50 health
One/Off Handed


Premise:
The Seigist is a mid-range melee profession that attacks using a sling/catapult that it hangs over it’s back. The seigist specializes in destroying barricades and buildings quickly and without much effort. Since they would know how a build works and is made they would know how to make one them selves.

Barricades:
The Seigist can make they’re own barricades, but along with the defense he/she makes they also lose 10% maximum energy and can’t use that energy until the defense is destroyed or you get rid of it. The barricade will be a solid building that your allies and yourself can get into (just double-click the structure). Only ranged units can attack out of it and if you’re too far away you’ll have to get out. And melee allies can heal in there but not attack.

Forts:
The Seigist can also create forts. A fort acts as like a barricade, but smaller. Forts act as a rest stop. A fort attacks enemies by itself and heals you if you’re in it. But, you cannot attack while inside and they are somewhat easy to destroy. Some forts have something called beacon which increase the sight in the area it is created; they also something called signals, a signal identifies if something is attacking your fort when you are gone. Forts also take 10% maximum energy.

Artillery:
Artillery is in the Demolition section. Artillery is a large machine that can both do damage to normal enemies and enemy barricades/forts. They can do a lot of damage to enemies, but you are unable to go inside of them and they don’t have a lot of health. Most artillery is moveable, but cannot move on its own, You have to pull it, just like you’d pick up an important item; so you can’t attack while pulling it. Also when pulling artillery your speed is brought down 66%. Some pieces of artillery cannot be moved, usually if they are elite of very strong.

Attributes:
Demolition {Primary}- Increases the strength and defenses of a barricade, fort, and/or artillery. Focuses on damaging enemies.
Barricading – Creates barricades and uses special barricade attacks.
Fortification –Creates forts and uses special fort attacks.
Sling Mastery – The better the attribute the higher chance you get for a critical while using a sling.

Skills:

Skill Name-Casting Time- Recharge Time

Demolition:

Explosions- 5 energy- none- 10 seconds
Deals 50 damage to target barricade/fort.

TNT- Elite skill- 15 energy- 2 seconds- 40 seconds
Destroy target barricade/fort. All nearby enemies take 100 – 320 damage.

Kamikaze- Elite Skill- 5 Energy-none- 60 seconds
You can target both and enemy or enemy barricade/fort. If you target a barricade/fort you touch it and you die and the barricade/fort is destroyed no matter the health. If you target an enemy you automatically kill it (when touched) and all nearby enemies take 50 – 250 damage.

Rubble- 15 energy- none- 25 seconds
For 10 seconds when target fort or barricade is destroyed, nearby creatures take 10...35(45) blunt damage. (System Crush)

Flame Cannon- 15 Energy- 5 seconds- 45 seconds
Artillery. Creates a piece of artillery with 30 – 70 health that is mid-ranged and launches arrows dealing 8 – 19 fire damage.

Lynching Tree- 15 energy- 3 seconds- 30 seconds
Create Lynching Tree at target foe’s location. All nearby foes take -1 - -4 health degeneration and move 40% slower.

Barricading

Base- 10 Energy- 5 seconds- 30 seconds
Barricade. Creates a barricade with 40 – 110 health.

Healing Zone-15 Energy- 7 seconds- 40 seconds
Creates a healing zone at target ally barricade. All allies within the healing zone gain +1 - +6 health regeneration.

Tower of Ages- Elite Barricade- 20 energy- 7 seconds- 75 seconds
Create Tower of Ages. For 15 – 60 seconds every 5 seconds master less monsters come out of it (Creatures can be controlled).

Tower of Wisdom- Elite Barricade- 20 energy- 7 seconds- 75 seconds
Create a Tower of Wisdom at your location. For 15 – 60 seconds all healing spells heal for +25 more then usual and all allies gain +2 health regeneration.

Fortification

Lair- 10 energy- 5 seconds- 30 seconds
Fort. Creates a Fort with 25 – 90 health. It deals 5 – 18 damage.

Watch Tower- 15 Energy- 5 seconds- 45 seconds
Create a fort with 30 – 100 health and a beacon. Deals 7 – 21 damage.

Undermine- 20 energy- 4 seconds- 50 seconds
Creates a fort with 10 health at the location of target barricade, while the barricade is up foes can't damage the fort. When the fort is destroyed the barricade is also destroyed. (System Crush)

Ragnarock- 20 energy- 7 seconds- 60 seconds
Create a fort with 75 – 80 health. Ragnarock does 10 – 27 fire damage.

Sling Mastery

Crippling Swing- 5 Energy- none- 5 seconds
If this attack hits target foe is crippled for 3 – 14 seconds.

Raged Swing- 5 Energy- none- 10 seconds
Deal an extra 15 – 65 damage on the next attack.

Pebbles- 10 energy-none- 15 seconds
Your next attack fires 4 - 16(20) projectiles which are divided over target foe and all adjacent, each projectile strikes for only 4 blunt damage. (System Crush)

Havoc- Elite attack- 15 Energy- 2 seconds- 15 seconds
If it hits this attack deals +5...18(22) damage, if it hits a barricade all foes in that barricade are expelled, knocked down and start burning for 4 seconds. (System Crush)

Head Shot- 10 energy- none- 20 seconds
The next attack makes the enemy run in circles for 1 – 7 seconds.
funnyman100 is offline   Reply With Quote
Old Jun 27, 2007, 01:22 PM // 13:22   #2
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
Default

Don't take this the wrong way, but I think you've been playing too many war games. It isn't really in the style of Guild Wars at all to have barricades and TNT and forts. I'm not saying it wouldn't be interesting to have some sort of barrier, but it doesn't fit the theme very well.

Wards fit perfectly with guild wars and could perhaps even support this concept. It couldn't be anything physical, but rather a 'virtual' obstacle to stop enemies.

Even then, I don't think the developers would care very much about having obstacle issues in the middle of a PVP game, and neither would the gamers. It leads to a heck of a lot of lame tactics like finding a narrow spot in pvp and spamming barricades on either side while your elementalists cast meteor storm on them.

I give you points for originality and creatitivity, but I don't think it is in the style of Guild Wars.
Hawkeye is offline   Reply With Quote
Old Jun 28, 2007, 01:40 PM // 13:40   #3
Frost Gate Guardian
 
funnyman100's Avatar
 
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
Default

Quote:
Originally Posted by Hawkeye
Don't take this the wrong way, but I think you've been playing too many war games. It isn't really in the style of Guild Wars at all to have barricades and TNT and forts. I'm not saying it wouldn't be interesting to have some sort of barrier, but it doesn't fit the theme very well.

Wards fit perfectly with guild wars and could perhaps even support this concept. It couldn't be anything physical, but rather a 'virtual' obstacle to stop enemies.

Even then, I don't think the developers would care very much about having obstacle issues in the middle of a PVP game, and neither would the gamers. It leads to a heck of a lot of lame tactics like finding a narrow spot in pvp and spamming barricades on either side while your elementalists cast meteor storm on them.

I give you points for originality and creatitivity, but I don't think it is in the style of Guild Wars.
It may not fit in the Guild Wars time, but maybe Guild Wars 2. In GW2 it's 100 years into the future, so wouldn't you expect some technological advances? That could even be part of the story line, like to new Factions; one that uses machinery, the other is magic.
funnyman100 is offline   Reply With Quote
Old Jun 28, 2007, 03:17 PM // 15:17   #4
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
Default

Well, if I saw machinery in Guild Wars 2, it would have to be the sort of clanky mad-scientist type of technology that looks like it could have been pieced together with hammer and bent nails.

And even then, it really shouldn't do anything that couldn't be believable. Pulling a barricade out of your butt is a little unbelievable. I still don't think it is a good idea.
Hawkeye is offline   Reply With Quote
Old Jun 29, 2007, 12:49 AM // 00:49   #5
Frost Gate Guardian
 
funnyman100's Avatar
 
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
Default

Quote:
Originally Posted by Hawkeye
Well, if I saw machinery in Guild Wars 2, it would have to be the sort of clanky mad-scientist type of technology that looks like it could have been pieced together with hammer and bent nails.

And even then, it really shouldn't do anything that couldn't be believable. Pulling a barricade out of your butt is a little unbelievable. I still don't think it is a good idea.
Well, you can think what you want to think and I can't change your opinion
funnyman100 is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:17 AM // 03:17.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("