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Old Jan 13, 2007, 05:10 AM // 05:10   #1
Ascalonian Squire
 
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Default Inquisitor **SPOILER!! Don't read if haven't finished NIGHTFALL!**

I created this concept using Lordhelmos' Engineer description layout as a template (not the class).

**SPOILER** DO NOT READ THIS CLASS CONCEPT UNLESS YOU HAVE FINISHED NIGHTFALL OR WANT TO RUIN THE GAME FOR YOURSELF!**









INQUISITOR:

The Inquisitor is a newly committed disciple of Kormir, the God of Truth and Secrets. The Inquisitors live a life seeking pleasure through knowledge. Trained in the use of a Flail and in the arts of stern diplomacy, Inquisitors travel the world to understand what is not known and pursue the truth behind what is. Flail Mastery is the attribute that governs their use of the Flail, including punitive and defensive moves. Authority is the attribute that allows Inquisitors to sway foes to their side, if only for a short time. Guidance is the attribute that allows Inquisitors to transfer their knowledge to their allies and give added bonuses to their team. Erudition is the primary attribute of the Inquisitor that allows them to respond quicker with their skills.


PHYSICS OF BEING AN INQUISITOR:

The Inquisitor is a class that is the turning point on the battlefield, either by turning allies into fighting machines, or by turning foes against their friends. When the primary attribute Erudition is set high, the remaining Inquisitor skills flourish as the Inquisitor pumps out spells and skills faster than any other. Flail attacks cause conditions while entangling opponents and weakening their resolve. These close range skills often immobilise enemies or butter them up for Taming through Authority. Taming uses the meter bars introduced in Nightfall that sway for or against you depending on how many allies and foes are nearby. These bars, shown when targeted for this skill, determine how Tame the target is and how swayed they are to staying on your side (see The Physics of Taming below). Guidance uses shouts, chants and enchantments of Warriors, Monks and Paragons alike to boost the effects of ally skills such as duration, magnitude, casting time and recharge of skills. This class also utilises Wards and Glyphs as seen with Elementalists to introduce a more well rounded and knowledgable character type.


ATTRIBUTES:

Erudition (Primary)(Kormir):
Decreases the recharge time of skills [decreases time by 1% per point in Erudition].

Flail Mastery (Balthazar):
Increases the damage and effectiveness of Flail attacks and skills and increases with each attribute rank in Flail Mastery. This attribute also raises the chance of striking a critical hit with a Flail.

Authority (Grenth):
No inherent effect. Increases the effect of skills that tame, disable and coerce foes.

Guidance (Melandru):
No inherent effect. Increases the effect of skills that have durations.

INQUISITOR ARMOUR AND WEAPON SETS:

Inquisitors have wiry frames charismatic of the necromancer bodies. Face and hair style can range from soft, comforting themes through to punitive, even fanatic portraits. Their clothes are designed to portray a confident and stalwart character that is prepared for learning on the go. The maximum allowance of armor for an Inquisitor is 70AL.

ARMOUR SETS:

~Short-length fabric tops that add weight and emphasis to the shoulder and neck area; likely exposing waist for males and females~ (Torso)
~Heavy gloves that are designed to protect from things touched as opposed to things touching ~ (Armguards)
~Males wear square cut pants (similar to Monk design), females wear long or short skirts, both emphasise height over breadth~ (Leggings)
~Military style boots and shoes under leg clothing~ (Footwear)
~Eye Glasses and Octcles worn over eyes~ (Headpieces)


WEAPONS:

The Inquisitor's speciality is flails. Flails exist in many varieties such as the typical flail with a handle and a number of chains, flails with hooked ends, morning stars (singular chain with ball on the end), whips, and even nun-chucks (nunchacku). The damage type is either slashing or blunt. All flails are one handed and range in damage from 3 to 30 and add an innate armour bonus of +5 due to parrying ability. The upgrade consists of a flail handle.

An idea I am tossing around right now is that attacks with a flail do not need to be in melee range and can hit foes up to the nearby range. This works on the mechanic of the flail weapons having greater flexibility and range than usual melee weapons, particularly since the brunt of the damage is mostly dealt by the tips and ends rather than the length of the weapons. This also creates a new attack range similar to the original idea of the scythe.

The offhands are dependent on the attribute and mostly consist of foci. The Erudition offhand is a glass ocular that comes in many talismanic forms and offers the usual energy bonuses as spellcaster offhands. The Flail Mastery offhand is a variety of one-handed fishing hooks that offers the usual shield defence bonuses as other shields. The Authority offhand is a variety of leather crops that offer the usual energy bonuses as spellcaster offhands. The Guidance offhand is a variety of lamps that offer the usual energy bonuses as spellcaster offhands.

~Example of a Green Flail~
Miku's Chandelier
(Req. 9 Flail Mastery)
18-30 Fire Damage.
Armour +5
Extends duration of burning on foes by 20%
Health +30

~Example of a Green Flail Hook~
Thorcher's Digit
(Req. 9 Flail)
Armour +16
Extends the duration of bleeding on foes by 20%

~Example of a Green Erudition Ocular~
Kznir's Calculus
(Req. 9 Erudition)
Energy +12
Halves the recharge time of spells (10% chance)
Reduces the duration of dazed on you by 20%

~Example of a Green Authority Crop~
Nestor's Need
(Req. 9 Authority)
Energy +12
Halves the activation time of Authority skills (20% chance)
+10% chance to perform a critical

~Example of a Green Guidance Lamp~
Mi'gou's Ether
(Req. 9 Guidance)
Energy +12
Enchantments last 20% longer
Shouts last 20% longer


EXAMPLES OF SKILLS:


~FLAIL MASTERY~

Fast Flaying:
Melee Attack skill. Interrupt target foe's action and deal +1-20 damage.
<Attack, time: 1/2, Cost: 5, Recharge: 5>

Whipcrack:
Melee Attack Skill. Attack target foe and adjacent foe. 20% chance each foe is dazed for 1-3 seconds.
<Attack, Cast time: 1, Cost: 10, Recharge: 8>

Insolent Strike:
Melee Attack Skill. Attack target foe and deal +6-35 damage. If that target is being Tamed, the target begins with an extra 1/6 of a meter full in your favour.
<Attack, Cast time: 1, Cost: 15, Recharge: 20>

Whirling Chains:
Stance. For 1-20 seconds, you have a 75% chance to block physical attacks while not moving.
<Stance, Cast time: 0, Cost: 15, Recharge: 25>

Choker Chain: {Elite}
Melee Attack Skill. Attack target foe and cause bleeding for 10 seconds. For 5 seconds neither you nor target foe can move or attack.
<Attack, Cast time: 2, Cost: 15, Recharge: 30>


~AUTHORITY~

Tame Plant:
Tame target plant creature. The tamed plant begins with 1-4/6 parts of the taming meter full in your favour.
<Taming, Cast time: 5, Cost: 10, Recharge: 45>

Tame Greater Beast:
Tame target Greater Beast creature. The tamed Greater Beast begins with 1-4/6 parts of the taming meter full in your favour.
<Taming, Cast time: 5, Cost: 10, Recharge: 45>

"Listen to me!":
Shout. All tamed creatures within earshot gain one taming pip in your favour for 2-10 seconds. This does not effect creatures under the Wild effect.
<Shout, Cast time: 2, Cost: 10, Recharge: 25>

Incite Treason:
All of target foe's skills that target allies are disabled for 1-3 seconds. All of your skills that target allies are disabled for 1-6 seconds.
<Hex Spell, Cast time: 2, Cost: 15, Recharge: 20>

Tame Pet: {Elite}
Tame target charmed Pet. The tamed pet begins with 1-4/6 parts of the taming meter full in your favour. The owner of the Pet can not activate Pet skills while their pet is under the effects of this skill, but attacks using the Beast Mastery skill of it's owner.
<Taming, Cast time: , Cost: 10, Recharge: 45>

Enslave: {Elite}
Target foe is hexed with Enslave. While under the effect of Enslave, if the foe becomes Tamed, the target's taming meter does not change for 1-3 seconds. This effect does not apply to creatures that are already tamed.
<Elite Hex Spell, Cast time: 3, Cost: 15, Recharge: 45>


~GUIDANCE~

Wise Choice:
Enchantment Spell. For 3-25 seconds, target ally's next 1-5 enchantments last 20% longer.
<Enchantment Spell, Cast time: 1, Cost: 10, Recharge: 25>

Snap Decision:
Target foe's next skill performs 25% faster but has 25% chance of failing.
<Hex Spell, Cast time: 1/4, Cost: 5, Recharge: 8>

"Downwind!":
For 5-15 seconds, all shouts, chants and echos used by allies within earshot last 10% longer and have a 20% larger radius of effect.
<Shout, Cast time: 1, Cost: 10, Recharge: 25>

Practice makes perfect:
Enchantment spell. For 2-10 seconds, each time target ally is interrupted, that ally has a 5% chance of not being interrupted next time. This chance is cumulative while under the effects of this enchantment.
<Enchantment Skill, Cast time: 2, Cost: 10, Recharge: 15>

Glyph of Awareness: {Elite}
Elite Glyph spell. For 2-10 seconds the next spell cast by you that targets another ally has a 50% chance of being cast on all allies within range.
<Elite Glyph Spell, Cast time: 2, Cost: 15, Recharge: 45>


~ERUDITION~

Glyph of Teachings:
Glyph. For 2-6 seconds all of your attributes are raised by 1.
<Glyph, Cost: 15, Cast time: 1, Recharge: 25>

Nearsightedness:
Stance. For 5-10 seconds, you cast spells 25% faster on adjacent targets and 25% slower on all others.
<Stance, Cost: 5, Cast time: 1, Recharge: 20>

Etched Signet:
Signet. You gain 1 energy for every two attribute points in Erudition.
<Signet, Cost: 0, Cast time: 1/4, Recharge: 25>

Ward Against Fatigue: {Elite}
Elite Ward Spell. Create a Ward Against Fatigue at your current location. For 1-10 seconds, non-Spirit allies gain the same effect from Erudition as you.
<Elite Ward Spell, Cast time: 3, Cost: 25, Recharge: 45>


~Non-Attribute Skills~

Taxonomic Signet:
Signet. Target foe loses 1 energy for each type of pet, minion, spirit and tamed creature they control.
<Signet, Cast time: 3/4, Cost: 0, Recharge: 30>

Disinterest:
Interrupt target foe's action.
<Spell, Cast time: 1/2, Cost: 5, Recharge: 20>

Glyph of Wards: {Elite}
Glyph Spell. For 15 seconds your next two ward spells last 50% longer and recharge 50% faster.
<Glyph Spell, Cast time: 1, Cost: 15, Recharge: 30>


THE PHYSICS OF TAMING

When an Inquisitor uses a Tame skill, it activates similar to the Ranger's "Charm Animal" skill. While the skill is activating, the creature is still hostile to the Inquisitor and will change it's target to the Inquisitor. Once the skill activation is complete, the creature becomes allied to the team (unsure how the creature is represented as an ally in the screen interface) with a pet/minion status. Once the creature is tamed, a blue meter will appear (somewhere undecided yet) similar to that seen with the Rifts in Nightfall. The meter will begin with a portion filled blue equivalent to the number described in the Tame Skill description. Each nearby ally will add one +pip to the meter, while each nearby foe (of any party) will add one -pip to the meter. A +pip is added for every level the creature is below the Inquisitor, and one -pip is added for each level above the Inquisitor. As the Inquisitor has 12 ranks in Authority, tThe Tame meter begins 4/6 of the way full in favour of the Inquisitor (Blue).

If the meter empties, then the Tame finishes and the creature is given a Wild effect which gives an immediate +30%hp bonus and +2 Energy Regeneration. The Wild effect lasts until the meter is completely red. When the creature has a Wild effect on them, allies to the Inquisitor continue adding +pips per ally, but their presence will never cause degeneration of the red portion (i.e., change in the meter will never be less than 0). Other allied Tamed creatures add pips the same as normal minions.

Tamed creatures are not able to be controlled in any way other than the Group flag command, and follow only the Inquisitor that tamed them. They attack and use skills according to their normal AI rules. They are able to have all the same effects cast on them as minions are, and do not transfer between areas. The Tame effect also causes a -20% penalty to skill activation times for the Tamed Creature.
The Tame skill used by the Inquisitor is then disabled for the duration of the Taming, and recharge begins when the Tamed creature dies or ceases being an ally.

Taming will never have a Tame Human type skills. This is due to the devastating implications and complicated dynamics of using this skill in PvP. Instead, the Authority Attribute will have skills that target Pets, Minions and Spirits, cause disabling of skills and compounded conditions and hexes.

TAMING EXAMPLE
A party of eight PCs approaches a group of six Ridgeback Scales. All the party members are level 20, and all the scale are level 24. The Inquisitor, with 12 ranks in Authority, begins casting Tame Scale on one of the scales. The scale turns on the inquisitor. The Inquisitor survives the attacks of the scale, and a blue meter bar appears for the scale (location undetermined). The eight allies of the team add eight +pips to the Taming Meter. As there are now five opponents in the area, there are five –pips added to the Taming bar. Also, the Scale is four levels higher than the Inquisitor, and this adds four –pips to the meter. In total there are eight +pips and nine –pips, and the meter slowly degenerates at one pip. The scale is now tamed to the Inquisitor, and fights and uses it’s skills for the Inquisitor’s team. The scale has a 20% penalty to skill activation times.

During the ensuing battle, one of the aggressive scale are killed. This removes one of the –pips from the meter, and the meter ceases to degenerate. As each of the scale are slaughtered, more –pips are removed from the meter, and the bar slowly fills up.

At the end of the battle, the scale remains tamed to the Inquisitor and travels with the party to the next battle. In the tally, there are eight +pips, one for each ally, and four –pips, one for each level of difference between the Inquisitor and the scale. At this next battle, the meter is swayed again depending on the number of foes encountered. In this battle there are six Ridgeback Scales, level 24 again. These scale add six –pips to the meter, and the meter goes into two –pips. However, the team have the advantage and slaughter the scale.

In the next encounter, there are six crystal spiders, all level 28. When the tamed scale moves into aggro range of the spiders, it’s Tame meter is given six –pips, resulting in a total minus two degeneration of the meter. The team thinks they have a great advantage against these spiders, but all of a sudden one of them summons a Read the Wind spirit. This extra ally adds a –pip to the meter, and the Tame meter drops faster than in the last battle. The team fails to drop any of the spiders, and the Tamed Scale suddenly becomes Wild (+30%hp bonus and +2 Energy Regeneration). The Inquisitor’s Tame Scale skill now begins recharging for 45 seconds. The scale’s Tame meter now fills at three +pips in favour of the enemy until a spider is finally killed, dropping it back to two +pips. Meanwhile, the Inquisitor has begun using Tame Insect on one of the spiders. As it will take 45 seconds for Tame Scale to recharge, the Inquisitor calls target on the Wild scale, asks for defence from one of the team Monks and continues taming one of the spiders…

Last edited by Efreeti Cynder; Jan 13, 2007 at 05:19 AM // 05:19..
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Old Jan 13, 2007, 05:35 AM // 05:35   #2
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Although I merely scimmed through this, this seems like an excellent class addition (And would make sense for that one GW Chp 4 theory of the nightfall art book having a picture of a guy with a flail). Flails... what an awesome weapon
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Old Jan 13, 2007, 01:24 PM // 13:24   #3
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I like
Finally someone with a good idea towards charming/mind controll.

Few points though:
Vendetras aura greatly over poweres your taming skill adversed to minions, and so does Vendetras gaze to a lesser amount.
However someone that can steal your flesh golem might be the push in the back necro's need to actually use those skills.

Secondly there might be too many taming skills, especially for pvp where you do not know if you will face minions pets or spirits, you only have 8 skill slots being prepared for everything would come at the cost of reduced effective ness.
Also, if the oposing team in PvP does not bring any spirits, minions or pets, won't the inquisitor be disadvantaged.

Flails unlike shields do not defent as their default action, you must either chose to attack or defend therefor a passive armor bonus is kind of unrealistic you have a few skills that add defenciveness, expand on them perhaps.
There is also kind of a diference in how those diferent flails are used, a mornign star is not swung round all the time just 2 or 3 times when you attack with them, they are usually not balanced out enough to keep spinning it, also the cain is not that long so there is less chance of hitting yourself.
(you could simply solve that by saying they use modified mornignstars that handle more like chain flails)
flails with multiple hooked flails get their defence not from spinning to defelct blows(to may cains can spinn them that well, you use them more like a whip) you just smack them at the weapon arm of a foe they will hook and hold it in place preventing that foe from attacking for a while.
That is because chain flails where designed of the consept of a grain trosher(or however you spell it) which is a farmers tool, they are not that balanced. Nunchuckus are balanced and meant for constant flailing for defence, I sugest you pick 1 type, that fits into tha same animation which gives the Anet proggers a easyer job too.

I suggest you pick a type, and work of of that les conflicting than using several weapons that are suposed to be used in diferent ways.(we have he wariors for that)
  • Stick flails(the general types a long handle with a spiked stick on a chain, comes in many shapes and sizes, but both ends are elongated)
  • Chain flails(just a handle with one or more chains, these are harder to spin (no weight at the end so less momentum) and have less stopping power, their advantage is like a whip they can wrap around stuff, and grab/pull/choke your oponent, becouse of the longer chain)
  • Ball flails (a handle with a ball on a chain, a ball is less rigid than a stick, thereby not as easy to stop, generally you only spin them just before you hit something that way you know it will not swing into you)
  • Nunchukus (2 handles conected by a chain, they do not hit as hard as a spiked flail and are often made out of wood instead of metal, they can be stopped by hitting yourself on the back, which is faster allowing for faster and more controlled striking)

By the way to stop a flail you put you hand on the handle and run it up the chain, a stick flail is not flexible enough and won't acidentaly hit you in the hand a bal flail might.
This because you can only attack agian after your flail has stopped swinging other wise aiming is inpossible(usually hitting the target will stop the flail and alow to attack again, but if stinning for defence you might not hit anything, and have to stop your flail to be able to attack again, if you just wait for it to stop by itself you won be attacking very fast)

In adition you could always stop the flail by thittign he ground, but thats not very good for the flail, but GW weapons have no wear and tear so I don't see any problem there.

And finally, you have too many energy gain skills and no healing abiletyes at all. Energy regain by unconditional signets/spells(most of them where signets) is mesmer turf and should probably stay there, this class is about investigating and truth and stuff right? you should have the energy management based of off discovering new stuff.

Behavior Study Spell energy 10 activation 3 recharge 30
You gain energy equal to the level of target foe, for 10 seconds the next skill target foe uses against you has 20...50...60% chance to fail, this skill is easely interuptable.(this skill is interuptable not the skill the foe uses, though that might be a good idea too an elite find weakness that makes all skills of target foe easely interuptable by you)

Growing Lore Enchantment Spell energy 5 activation 2 recharge 20
For 10 seconds, when a nearby foe dies you gain 1..2...2 energy for each foe of the same type in the area.

This because the gaining of knowlege is suposed invigorate the inquisetor, right?
Quote:
The Inquisitors live a life seeking pleasure through knowledge.
Also it is quite powerfull, bards and hunters are able to gain a significant advantage only by knowing their enemy.

And every class should definatly have at least 1 self healing abilety, even if it is as bad as the mesmer's, this will create the illusion of having a chance to survive without a monk.

I like it, I think you are the first person to create a mindcontroll mechanic that might/could be balanced.3

Last edited by System_Crush; Jan 16, 2007 at 12:14 PM // 12:14..
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Old Jan 14, 2007, 08:57 AM // 08:57   #4
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Very well done.. much better than many other out there. Organize, and show clear thoughts. I espeically like how you try to take much of account of possible exploids with th Tamning skill, and how it would actually related to the mob in fighting, mobs level, as well as players in team. Kudos on a good work!

Now.. some stuff I might change would be changing the Inquisitor's name to something else (like a Seeker) Inquisitor seem to have a much relgious overtone (which fits, as they server Kormir), but also a neagtive one, as one would perscute hertics.. which just feel a strange fit to the overall theme of skills of this class.

And on the Taming bar... would kinda want to see it always in degen (kinda like the minions), and how fast it degen base on its lv and mob around.

But anyhow, those are just minior things of personal prefrence. Overall, well done.
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Old Jan 14, 2007, 04:53 PM // 16:53   #5
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Yea but persicuting heritics would work in the next chapter, a inqusitor goes mad and starts persicuting everyone that dosnt sever komir
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Old Jan 14, 2007, 08:08 PM // 20:08   #6
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One acronym: P-V-P
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Old Jan 16, 2007, 11:39 AM // 11:39   #7
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Thanks for your comments, Actionjack! Feels good to read the feecback from such an ideas engine like yourself!

Quote:
Originally Posted by actionjack
Very well done.. much better than many other out there.
I was hoping to get in before you, Actionjack, and acknowledge your prior Inquisitor concept and Inquisitor thread! (will insert links here later when I change back to my faster connection!)


Quote:
Originally Posted by actionjack
Now.. some stuff I might change would be changing the Inquisitor's name to something else (like a Seeker) Inquisitor seem to have a much relgious overtone (which fits, as they server Kormir), but also a neagtive one, as one would perscute hertics.. which just feel a strange fit to the overall theme of skills of this class.
I guess I wanted this class to be an Inquisitor to challenge the precept that they must only be fanatical or zealous. In a way, I wanted this class to come into it's own by representing modern day scientists and philosophers in Guild Wars' medieval-like plane. If they were to make this class, it'd make people think about the term "Inquisitor" and it's origins and why we automatically think it's such a bad thing.

Consider the Dervish: who would have thought the GW developers would have made them change form? The mystical elements are already there with the real world dervishes. Where did the transformations come from?
Who, also, would have thought they'd make a class who's meaning is literally "Peerless"? Just the word itself creates an unbalance among the professions. I guess my point it that they did make these classes and what we know and think about them now is very different to what we might have thought they'd do when we first heard about them. Particularly because we now see them for their strengths and weaknesses and also their role in the world of Guildwars (not our world!). Whatever classes the GW peeps make come into their own. To me, Inquisitor ties learning, teaching, and control quite nicely while leaving tonnes of room for people to make this class show either the positive or negative aspects of the new god.

I've sort of watched while I made it for how much it would appear to be a mesmer-dupe. I've seen comments on other concept classes about how this is such a bad thing. Frankly I think it's not as classes like Paragon, Dervish, and Assassin are all dupes of the ranger, warrior and monk in some way. I feel it's about time the mesmer got it's own little expansion! (maybe that's a topic for another thread?)

Sorry for ranting! LOL! Thanks for the comments everyone! I really like the creature study idea! Will keep adding as I can.
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Old Jan 16, 2007, 11:50 AM // 11:50   #8
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System Crush: You certainly know your stuff about Flails and Whips! Thanks for that info. It's tough actually finding that practical knowledge on the net.

Re: PvP.
I have yet to furnish the Authority attribute with skills that would make this a used attribute in PvP. The pet one was my first. The behaviour study idea is excellent. In playing the Paragon, I'm feeling a lack of mass conditional effects on foes (like, I want to be able to do more negative shouts and chants against foes). I'm likely to build this into this class somewhere, but then branch it off into it's own class later. I personally want to see more wards, wells and glyphs in the future of GW.
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Old Jan 16, 2007, 11:52 AM // 11:52   #9
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I think that if thats the damage the class is gonna do that it has to lose its shield, also attack soemwhat faster then bows but slower then hammers/scythes.

I have more to say about it but i have to go now, will post when i get back.
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Old Jan 23, 2007, 08:41 AM // 08:41   #10
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Well done, this class would be nice in the field. Perhaps combined with that engineer class we could add whole new dynamics to this game. Evolution of classing and builds is becoming more complex.

/signed.
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Old Jan 23, 2007, 09:51 PM // 21:51   #11
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I love the class
...but how come i instantly start thinking of the deserts in Diablo 2?
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Old Jan 24, 2007, 06:51 AM // 06:51   #12
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Sure sounds like a Dervish to me...
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Old Jan 24, 2007, 07:52 AM // 07:52   #13
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lol I was like HUH when I read this then double checked and saw its a concept. first thing I was thinking was I missed someone in the end game area and was ready to go off looking for him lol

http://gw.gamewikis.org/wiki/The_Inquisitor

As you can see I thought I was going to be looking for this Mursaat boss in DoA or something...
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Old Jan 25, 2007, 05:36 AM // 05:36   #14
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again, Im going to bring up how this class would play in PvP...Tameing people wouldnt work, I would think, and useing your elite slot to tame someone elses pet....wouldnt be too effective. Its a nice idea in PvE, but seeing how Anet originally intended guild wars to be a PvP game, I doubt they would make a class that wasnt viable in PvP
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Old Jan 30, 2007, 11:20 PM // 23:20   #15
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Checking over the details, I think this could work very well in PvP provided the Authority attribute had spells that were capable of affecting Spirits and Summoned creatures in some way. I do think that the Guidance attribute is a little too close to some Paragon skills - given that the the idea of the class seems more like a medieval, self-flagellating monk, how about an attribute that would allow you to hit yourself with your own weapon to boost various skills? It would be a similar effect to sacrificing health, but could be used to boost attributes, energy, health regeneration and (most obviously) adrenaline, which could then be used to power heavy flail strikes?

Overall, a good and interesting profession. I hope A-net are listening...
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