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Old May 17, 2007, 11:36 PM // 23:36   #1
Pre-Searing Cadet
 
Join Date: May 2005
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Default CC: Goliath

Class Concept

Goliath


Goliath. I figured, the next theme is gonna be something Nordic or Mayan theme (imo anyway). Since I've already made two concept fitting in a Mayan setting, I figured I should help out (even though it's far too late :P) and develop a Nordic proffession too. So without firther ado, I present the Goliath.

Quote:
Originally Posted by the Free Dictionary
Goliath
1) In the Bible, a giant Philistine warrior who was slain by David with a stone and sling.
2) A person or thing of colossal power or achievement.
Goliath was a fearsome giant, terrorizing everyone and everything he possibly could. That was the basis behind the class, and will be the basis of oen of the new gameplay mechanics.

Aura's

It's time Guild Wars had them. Aura's. The signature skills of Paladins, the valiant champions of combat.

Rewind. Let's change that.

It's time Guild Wars had them. Aura's. The signature skills of Goliaths, the loathsome destroyers of honour.
Much better.

With this class, instead of being the standard MMO fair, boosting your allies, Aura's do a 180, and go from the powerful buffs, to the powerful debuffs.
Aura's are pretty much passive skills. Example.

Conviction
5e//0s//15s
Aura. For 10 seconds, all enemies within your range have their armour lowered by 2..15.21. This Aura pulses everytime you take damage.

Well 1; you can only have one aura up at one time. Else people would just take a Goliath and stack 8 aura's on him and let that be that.
2; the range is normally spirit range. Yes, the aura's have a range which exceeds earshot. Auras should be a strength of the class, not something you tag on if you have nothing else to take in that slot.
3; when they activate they pulse once.
4; a pulse is what applies the effect. In the case of Conviction, whenever you take damage you pulse once.
5; normally the cooldown should exceed the duration, meaning that for max efficiency the 'pulse-condition' must be completed.
6; an Aura is normally active on permanently.

That's a basic layout of how auras work.

Poses

Nearly every class has stances. Out of the top of my head, the Ritualist, the Paragon, the Elementalist and the Necromancer are the only ones who do not have stances. That means 60% of all classes has stances, and all of them have varying effects, from increasing Adrenaline gain (Battle Rage etc.) to increasing armour (Elemental resistance) to decreasing Signet recharge (Mantra of Inscriptions).

By using certain Poses, you increase the effectiveness of a stance. For example.

Pose of Contemplation
5e/0s/25s
Pose. For 5..9.11 seconds, if a Stance blocks an attack, you lose 1 condition. If a stance blocks an Attack Skill, you gain 5..35.57 health.

This pose greatly increases the power of sever defensive stances, making them capable self heals and condition removals if certain conditions are met.

Those are the new skill types and gameplay mechanics. There are a few other special things ofcourse, but I will get to those later.

__________________________________________________ ______

Primary Attribute
Terror
For each ranks in this attribute, whenever your Aura pulses your next skill takes less energy. Breakpoints, 5 = 3 Energy, 9 = 4 energy, 14 = 6 energy.

Secondary Attributes
Shield Mastery
For each three ranks in this attribute, if you have an off-hand equiped, you gain 2 Armor.

Face of Might
This attribute has no passive effects. Most of the skills related to this attribute are Aura's which lower the defensive or offensive power of your foes.

Power of Stability
This attribute has no passive effects. Most of the skills related to this attribute are Poses, or Auras with generaly useful effects.

_________________________________________________

A Note on Attributes

On the contrary to my normal policy when creating proffesions, I gave a secondary attribute a passive effect, a right normally only received by Weapon Masteries, while Shields/Off-hands are not weapons.
This is because I think it is a perfect fit. At the moment, offhands in general are a bit underpowered, with the two handed weapons taking over. Staves for fortitude, hammers for Knockdowns, bows for interrupts, and of course, scythes for Dervish Pressure. This would be a way too make them a bit more powerful and attractive.

You can also see the lack of a weapon mastery. Not only am I not certain if there's a weapon which fits the Goliath, nor am I certain he should have one, as he is designed to tank and debuff. I'll tentatively suggest one though, and you can all see whether you agree to it or not.

Flail Mastery
Whenever this rank increases, your damage and critical strike chance with flails rises. Many attack skills are increased by this attribute.

__________________________________________________ __________

Example Skills:

Terror
True Terror
15e//2s//30s
Elite Enchantment Spell. For 5..17..21 seconds, you can have 0..2..3 Auras active. When this Enchantments ends, those auras pulse onto your team once. This pulse does not decrease the Energy of your next skill.

Fear of the Foe
5e//3/4s//8s
Skill. One active Aura pulses. Your next skill takes 7..5.3 more energy to use.

Shield Mastery
Shield Wall
10e//0s//30s
Pose. The next time you enter a Stance which increases your speed, you gain a 10..17..23% chance to block.
**does not stack with other block chance**

Shield Bite
5e//0s//5s
Pose. For 30 seconds, whenever you enter a Stance which gives you a chance to block, you deal 5..17..21 damage whenever you block thanks to that Stance.

Face of Might
Fires of War
10e//0s//30s
Aura. For 3..8.10 seconds, all foes in range cannot deal fire damage. This aura pulses everytime you are hit by burning.

Conviction
5e//0s//15s
Aura. For 10 seconds, all enemies within your range have their armour lowered by 2..15.21. This Aura pulses everytime you take damage.

Sharpness of the Bladed
5e//0s//10s
Aura. For 10..15..17 seconds, all enemies in the area take 5..12.15 more damage whenever they're hit by Slashing damage. This aura pulses everytime you take blunt damage.

Power of Stability
Pose of Contemplation
5e/0s/25s
Pose. For 5..9.11 seconds, if a Stance blocks an attack, you lose 1 condition. If a stance blocks an Attack Skill, you gain 5..35.57 health.

Pose of Stability
15e/0s/35s
Pose. The next time you activate a stance which increases your armor by +45..25.20, you cannot be knocked down.

Fearsome Stance
5e/0s/45s
Stance. For 2..17..21 seconds, whenever you strike a foe suffering from an Aura, you are healed for 5..17..21 health.

Pose of Remembrance
5e/0s/30s
Pose. For 12..25..32 seconds whenever you are in a stance which reduces recharge times, those skills cannot be interrupted. All of their effects always happen.

Terror's Gaze
10e/0s/20s
Aura. For 4..6..6 seconds, all enemies within your range have their casting times lengthened by 25..60..78% and, when interrupted, have their recharge increased by 1..2.3 seconds. This Aura pulses whenever a Spell you cast fails.

Flail Mastery (Under Construction)
Wild Flailing
5e//0s//10s
Attack Skill. This cannot be blocked, and results in a critical hit. Target foe loses one Stance. You deal -1..12.16 damage.

Terrifying Flail
10e//0s//20s
Attack Skill. If you have pulsated an aura, this attack cannot be blocked. if target foe is affected by an Aura, this attack deals +10..25..32 damage, and target foe is knocked down.

Spikes Wail
5e//0s//8s
Elite Flail Attack. You deal +10..20..25 damage, this attack cannot be blocked, and target foe suffers from a Deep Wound for 5..17..21 seconds. If target foe was not affected by an Aura, you take 75..50..38 damage and suffer from a Deep Wound for 10 seconds.

__________________________________________________ _______

Armour

Like I said they're tanks. There e-management is probably one of the better ones in the games. So they do not need 4 pips. However, some of the more e-intensive builds may need it so it will be an Insignia.

Base
95 AL
20 energy
+2 pips

Insignias
Health (+1 pip energy)
Energy (+2 pip, +10 max energy)
+AL (+10 AL, +1 pip)
+/- AL (+20 AL against non-elemental damage, -15 AL against elemental damage, +1 pip)
+/- AL (+20 AL against non-physical damage, -15 AL against physical damage, +1 pip)

Flail (B.i.P)
12-25 Blunt Damage
Attack speed 1.66s
Nearby range
Inherent 2% chance to critical


Thoughts, suggestions etc?
Dagaira Annuvil is offline   Reply With Quote
Old May 23, 2007, 10:44 AM // 10:44   #2
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I like this!
Nice identity
Auras are a cool skill type, they would defiantly have an impact(affect combat for everyone not just the Goliath)
Poses are very original, yet very logical, excellent idea.

I'm not sure about the primary
Quote:
Terror
For each ranks in this attribute, whenever your Aura pulses your next skill takes less energy. Breakpoints, 5 = 3 Energy, 9 = 4 energy, 14 = 6 energy.
Does this means it only does anything at 5, 9 and 14? I already hate the paragon primary for being useless one level out of every 2, this primary would be worse.

Quote:
Base
95 AL
20 energy
+2 pips

Insignias
Health (+1 pip energy)
Energy (+2 pip, +10 max energy)
+AL (+10 AL, +1 pip)
+/- AL (+20 AL against non-elemental damage, -15 AL against elemental damage, +1 pip)
+/- AL (+20 AL against non-physical damage, -15 AL against physical damage, +1 pip)
Why do all of their insignias offer health or energy pips?
If they have 95AL with like 6 pips they would be completely overpowered.

Any insignias that offer pips are overpowered by default, would need a powerful counter on them, like lose 1 health pip gain 1 energy pip(non stacking)

And a flail is a non-solid weapon, so I think it should have the lowest minimum damage of any weapon in the game.
Also it needs a uniqueness other than a inherit critical chance, weapon attributes already offer a critical chance so it would just be a increased critical chance, which is what critical strikes does.
Perhaps flails being able to charge somehow, as you could swing the thing around faster but can't be attacking anyone while doing so.

Other than that I really like the idea! Good job
Though I would want some anti aura skills on my other characters, because each short pulse is powerful and would be a pain if noone had any defense.

Last edited by System_Crush; May 23, 2007 at 10:47 AM // 10:47..
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