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Old Apr 18, 2007, 03:12 AM // 03:12   #1
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Default Druid

New Spell Type:

Form Attack: An attack skill that can only be used while in a transformation.

New Weapon Type:

Maces: Maces are a weapon mainly used by druids. Maces are more useful for when you are surrounded by enemies, because it has the ability to hit the enemy behind you while attacking the enemy in front of you, with one regular attack.

Description of the Druid
Druids protect the nature surrounding them. They become one with the passive creatures of the land. They use a variety of spells to lure nature on their side. They can use their form spells to become various creatures to benefit them in the right situation. Druids can also master in the use of maces, using many attacks to defeat their enemies in close combat. The druid's primary ability Empathy, allows them to do more damage with their transformations as well as assisting their statistics in combat.

Attributes:

Empathy
For every 3 ranks of empathy, your form attacks deal 1 more point of damage and your transformations last 2.5% longer.

Sprit Prayer
Boosts the duration and damage of your transformations, which can have a variety of advantages in battle.

Nature Prayer
Boosts the effects of enchantments that control passive creatures as well as spells that damage foes.

Mace Mastery
Increases damage dealt by maces, also increasing the effect of mace attacks.

SkillsJust a few for now)

Empathy:

1. Naturalism
Energy: 10
Activation: 0.5
Duration: 10...60
Recharge: 25

Encantment Spell: For 10...60 seconds, you cannot be knocked down and your form spells cannot be interrupted.

2. Befalling Thrash (Elite)
Energy: 10
Activation: none
Duration: none
Recharge: 10

Form Attack: Strike the enemy with a hard blow, knocking them down, and dealing 15...70 damage. If that foes dies from this attack, you gain 20...80 health and 2...8 energy.

Spirit Prayer

1. Panther Form
Energy: 15
Activation: 5
Duration: 60...140
Recharge: none

Form: For 60...140 seconds, you become a panther form, with +10...50 maximum health and you run 10...60% faster.

2. Raging Slash
Energy: 10
Activation: none
Duration: none
Recharge: 5

Form Attack: You attack the enemy with a blow, dealing + 5...20 damage.

3. White Tiger Form (Elite)
Energy: 25
Activation: 10
Duration: 70...150
Recharge: 100

Form: For 70...150 seconds, you become a white tiger form with + 1 health regeneration, and 50...140% of your original armor.

4. Tornado Blow (Elite)
Energy: 15
Activation: none
Duration: none
Recharge: 6

Form Attack: You strike all surrounding enemies with a spinning hit, dealing 20...60 damage. There is a 30...100% chance of knocking the enemies down.

Nature Prayer

1. Barbed Roots

Energy: 10
Activation: 4
Duration: 5...20
Recharge: 10

Spell: Target foe and all surrounding foes are struck for 20...80 earth damage and are poisoned for 5...20 seconds.

2. Natural Behavior

Energy: 15
Activation: 5
Duration: 20...85
Recharge: 25

Enchantment Spell: For 20...85 seconds, target foe up through level 1...12
becomes your ally. This spell will not work on bosses.

3. Summoner's Call (elite)

Energy: 10
Activation: 3
Duration: 10...80
Recharge: 10

Spell: Target foe is attacked by all animal creatures within range for 10...80 seconds. This spell causes exhaustion.

Mace Mastery

1. Whirling Smash

Energy: 5
Activation: none
Duration: 10...80
Recharge: 5

Mace Attack: This attack deals 20...100 damage to all surrounding foes. If you are hexed, all surrounding foes are blinded and poisoned for 10...85 seconds.

2. Spritual Rage

Energy: 10
Activation: none
Duration: 10...45
Recharge: 5

Mace Attack: Target foe is hit for +20...55 damage. If that foe is enchanted, that foe becomes diseased for 10...45 seconds.

CHANGES MADE:

Different names for some attributes.
Empathy's effect has been decreased
Spells added in Mace Mastery and Nature Prayers
Changed some spells
Changed Transformation spells, to just regular forms.
Changed Transformation attacks to Form Attacks
Tied the empathy ability to Dervish's Forms, so they can work together.
Description of maces added.

I hope these additions provide more information for you. Please, if there is still something you want to change, tell me, and i'll most likely modify it.
thanks for your help so far.

Last edited by druidhunter; Apr 20, 2007 at 08:28 PM // 20:28..
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Old Apr 18, 2007, 04:36 AM // 04:36   #2
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Rating:
6/10

Pros:
-Transformation Interesting..
-Organized Layout^^..
-Well Told..
-Balanced..

Cons:
-Transformation Attack, Nothing New..
-Nature Sense a Little Overpowered..
-Naming, I just don't like it..
-Mace Uniqueness Low..
-Originality Low..

Notes:
-Try adding something New, Something Wowing. Something Unique.
-You're Mace what is it's Special Aspects, Daggers are to Double Strike, Scythe are to Multi-Hit, Maces are to ????.
-Nature Sense I think it is Overpowered, Just making it last Longer is Enough.
-Transformation too long in my Opinion, Try Adding more health to Bear Form.
-Try making Bears with Hi-Def and HP but Slow Attacking, For Tigers Low Def/HP but Fast Attackers. Try making a Hawk Good for Running. Think more unique.
-Transformation Attacks. Nothing New only new is you need to be in a Form.
-I think you need to change Naturalism into an Elite.
-I think Druids are more into Protecting Nature and Being one with them not Controlling and Manipulating them, Change the name From Magic to Prayers. Cause you don't Control Nature you Call for their Aid.
-Change some of the names.

Suggestion Attributes:
-Nature Sense -> Empathy, Cause you Sense and Feel Nature like you are it and it is you.
-Transformation Magic -> Spirit Prayer, Cause you Summon the the Spirits of Nature to be one with you.
-Environmental Magic -> Nature Prayer, Cause Nature is Environment, Nature is Everything which posses Life.
-Mace Mastery -> This one it's just fine no need to change^^.

-This are all just Suggestions(Attribute)^^.
You think of it^^.
Let you're Imagination Fly guide you.

Last edited by [M]agna_[C]arta; Apr 18, 2007 at 04:53 AM // 04:53..
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Old Apr 18, 2007, 04:50 AM // 04:50   #3
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Why need the mace?
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Old Apr 18, 2007, 05:09 AM // 05:09   #4
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Dunno with him but he likes it so just improve it.
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Old Apr 18, 2007, 07:45 PM // 19:45   #5
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Feels to me like the Diablo Druid. I think you should put more creativity into. The bear form actually seems underpowered. I would use a Devish Form of Melendru. Right now it seems mostly like a Dervish. The only thing I seem that is origional is the Form Attacks. But it is good that if the person doesnt want to sway all into the forms which seems like the "highlight" of the class they can use the mace.
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Old Apr 18, 2007, 08:30 PM // 20:30   #6
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@Magna_Carta: Thanks for the criticism, but i'm not trying to make this a dervish/monk character. I'm actually trying to make it a more balanced character like the assassin, who uses spells and attacks. I do, however like the empathy name. I don't consider the nature sense overpowered, because it only effects the transformation stats, not the character's stats, where as the dervish's enchantments effect them by raising their energy and health. I might consider the prayer names though. Making it like a dervish style character would not be bad.

@actionjack: The mace was going to give the player some attacking backup. That was the only weapon I could think of that wasn't already used or was connected to an attribute on another class. I was at first going to suggest grieves, but that seems a little ninja-ish to me. I want the class to master in a weapon, because in the two expansions, the assassin masters in spells and daggers, while the dervish masters in spells and scythes.

@Brandon1107: Well, i've looked at some of the other concept classes, and people have said that a lot of thsoe things are overpowered. And with nature sense, the forms of the dervish would be improved as well, so people would normally go for a Druid/Dervish to max out their Form spells.

@all: What do all of you want in creativity. There isn't much left to think of that would tie in well with Guild Wars. I don't want to be too creative, because it might get to be too farfetched from the other classes. Like, for instance, if i suggested a gunner, or something. Guns have no appearance in guild wars. It's set during the medieval times even though it's creative. I actually looked at the attribute system on the Guild Wars main website to figure out the attributes i've set up. I'll take all of your criticism into consideration though. It helps.

Last edited by druidhunter; Apr 18, 2007 at 08:43 PM // 20:43..
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Old Apr 18, 2007, 09:04 PM // 21:04   #7
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Just curious, but why are people still proposing new Professions?

Guild Wars will probably never have any more new professions, and Guild Wars 2 will have "Bear Form" as a race skill for Norn.

(just a question, not an attack)

As for the actual proposal: I always thought Druids should have Plant spells (like Ritualist spirit powers, but growing plants instead).

As for weapon, how about a "bo-staff." Yes, I know every caster has a staff, but if you really want to give Druids a melee attack, a close-combat staff makes sense. (Plus, I can't really see Druids using shields and maces - not in character. And no, I never liked the D&D concept of scimitar wielding Druids).

Or, maybe Druids could get gloves with talons on the end (like a bear?), and that way those attacks would make more sense when in Bear mode.

My two cents...
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Old Apr 18, 2007, 09:57 PM // 21:57   #8
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Where is there information on guild wars 2? There are race choices in Guild Wars 2?

As for why people still post professions:
I'm just having fun thinking of a new class, that's all.

This is mainly a post to say that the first post has been updated.
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Old Apr 18, 2007, 10:05 PM // 22:05   #9
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In PCGamer, and other sites on the web. (and a thread here somewhere if you can find it).

Don't get me wrong, I like reading about new ideas... I just think the Druid is gonna be the Norn in Guild Wars 2.

Here's a wiki site: http://wiki.guildwars.com/wiki/Norn
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Old Apr 18, 2007, 11:30 PM // 23:30   #10
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Quote:
Thanks for the criticism, but i'm not trying to make this a dervish/monk character.
It may just sound like I am try to make it into a D/Mo cause of the Attributes Prayer, In the Dictionary it says that it is an
Quote:
the act or practice of making spoken or unspoken communication with God, a deity, or a saint
. In the GW Lore that the Druids are Melandru's Stewards and Priests, Melandru gave them the ability to communicate with Nature not Control them. Also they are instinct now but you could make a Background that these are the Survivors^^.
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Old Apr 19, 2007, 03:01 AM // 03:01   #11
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BTW how can you hit an enemy at the back using a mace?
Or you're saying this is a flail?

Suggestion for Empathy:
Empathy
For each rank of Empathy, You're Forms last 2.5% Longer.

Dunno with Armor Penetration it's not Original.
Have you forgotten the Warrior's Strength?
You're Empathy is an Overpowered Strength.

Last edited by [M]agna_[C]arta; Apr 19, 2007 at 03:15 AM // 03:15..
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Old Apr 19, 2007, 03:06 AM // 03:06   #12
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Hmm, a flail would be better than a mace in my opinion...

not as good as Claws, but still
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Old Apr 19, 2007, 03:25 AM // 03:25   #13
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We might just say that a Flail is a Skin for a Mace^^.
Claws are just rehashing of a Dagger.

Last edited by [M]agna_[C]arta; Apr 19, 2007 at 03:29 AM // 03:29..
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Old Apr 19, 2007, 02:58 PM // 14:58   #14
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Quote:
Originally Posted by [M]agna_[C]arta
We might just say that a Flail is a Skin for a Mace^^.
Claws are just rehashing of a Dagger.
Right, and a Mace is just another single handed weapon.

When will people realize, it's not the Skin, it's the effects that matter?

Does not matter if it's a Mace, Flail, Morning-star, pole-arm, bo-staff, claws, etc.

All that matters is: two-handed or one?
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Old Apr 19, 2007, 09:55 PM // 21:55   #15
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isn't transforming a bit like using a transmagorifying potion? I want them to have those in Gw2

also druids are supposed to use a sickle or a kama :P
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Old Apr 20, 2007, 01:06 AM // 01:06   #16
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Quote:
also druids are supposed to use a sickle or a kama :P
In you're Opinion.
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Old Apr 20, 2007, 09:33 AM // 09:33   #17
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Mine always use a scimitar or a sling, in addition to a large or small shield
Unless it's an elf(or in GW Du/R) in whcih case you definatly use a longbow.

Aren't kamas a skin for daggers in GW?
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Old Apr 20, 2007, 08:24 PM // 20:24   #18
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Quote:
BTW how can you hit an enemy at the back using a mace?
Or you're saying this is a flail?
Well, what i'm think of is the mace that can swing, which is probably a flail, instead of a cane/stick type weapon. So before the character hits the enemy in front of them, the mace would hit another enemy if that enemy was behind them.

Quote:
It may just sound like I am try to make it into a D/Mo cause of the Attributes Prayer, In the Dictionary it says that it is an

"the act or practice of making spoken or unspoken communication with God, a deity, or a saint"
Actually, it would make more sense for druids to have prayers that are for the deity of nature.

Quote:
Suggestion for Empathy:
Empathy
For each rank of Empathy, You're Forms last 2.5% Longer.
great idea, but i still want the damage to be impacted somehow, so instead of armor penetration, i should just add 1 damage point to form attacks.

Quote:
also druids are supposed to use a sickle or a kama
Yeah, in most games, that is true, but the sickle and kama would be too much like the scythe is for a Dervish, and i thought a mace (or flail?) would be a little more original.
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Old Apr 21, 2007, 02:42 AM // 02:42   #19
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In my opinion The mace isn't that much unique.
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Old Apr 25, 2007, 07:59 PM // 19:59   #20
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Quote:
Originally Posted by [M
agna [C]arta]In my opinion The mace isn't that much unique.
What makes a weapon unique is what its inherent effects are.(attack speed, reload time, multi-hit, type of dmg, etc.) You could have maces than can do piercing OR blunt damage. for example, the common conception of a flail is a shaft with a chain that has a spiked ball on the end, right? One time that ball could hit with one of the spikes causing piercing damage and the next swing it could hit with a blunt part and do blunt damage.(maybe a spike broke off, who knows) Have the game flip a coin each attack to decide which type of dmg it does.

You could also have different mace types, much like bow types. One that swings fast but does less dmg, and one that swings slower but does more damage, and maybe one thats in the middle.

Leave multi-hit to the dervish.
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