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Old Apr 17, 2006, 08:17 AM // 08:17   #1
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Default Concept Class: Feral

Concept Class: Feral

Masters of survival, the Feral use nature and it's beasts as inspiration for their techniques in battle. They rely on a balance of cunning, instinct, and brute force to take down their enemies. The overall feel for the class is somewhere between Native American warriors, and barbaric tribes of early Europe.

Appearance:

The males would be real rugged looking, pretty hairy (noticeable more when –naked-), fairly muscular (body of a hard worker rather than body-builder), and faces mostly scowling or just simply emotionless, most with beards/facial hair. The females would be mostly the same ruggedness, but of course without the body hair, built physique but not entirely chiseled tone, and faces that have a fierce, Amazoness feel.

Typical armor is animal hides and bones in the shape of an actual animal, though sometimes adorned with trinkets taken from kills. Their headpiece is an animal head of some kind. The entire outfit would make the Feral appear to be some kind of half-man/half-animal.

AL = 70-75 (between Ranger and Warrior) with bonuses like [+15 AL vs. Cold], [+5-25 HP depending on piece], [+10 vs. Physical], [+15 vs. Piercing], etc. 3 Energy Regen Armor can offer up to +15 Energy (35 total)

Headpiece = Appearence based on stats
Lion Head: +1 Call of the Wild
Tengu/Eagle Head: +1 Claw/Arm-blade Mastery
Bear Head: +1 Animal Instincts
Rhino/Elephant/Bison Head: +1 Survival
Wolf Head: Standard/No Attribute
Dire Wolf Head: Collector's (basically a more detailed, meaner look than the normal Wolf Head)

Weapon of choice - Claws or Arm-blades. The claws are essentially katar-like hand daggers that, when held, give the appearence that they protrude from your knuckles (ala Wolverine). Arm-blades have similar function, but are strapped on the arms, and consist of only one blade on each arm (think Bloodrayne or Baraka from Mortal Kombat). Of course, this also means they are two-handed and you get no benefit from shields or off-hand items.

Weapon Stats: Speed - 1.33; Max Damage - 10-25; Type - Slashing

New Mechanic: Form
Forms are similar to Stances, in that you can only have one active at any given time. However, there is no time limit associated with Forms. They typically have an equal upside and downside and only affect you. Like the Monks maintainable enchantments, you can Double-Click to end the current Form, or you can simply activate another Form and replace your current one. Forms are essential to many Feral skills, as they are a requirement for activation.
*NEW* (There are no special animations for Forms. They are not transformations or shapeshifting, but more like a 'fighting style', i.e. a martial art 'Form'. If there could be a change in the way the character is standing, for instance fluid and low to the ground for "Deadly like the Serpent" Form, it might become easier to see if said character was in a Form.)

New Mechanic: Immobilize
Immobilize is a very unique 'condition' (though not treated as such) in that it affects both the inflicter and the inflicted. Once instigated, neither the inflicter of Immobilize, nor the now inflicted of Immobilize can move, attack, or activate skills for a maximum of 3 seconds. The one who activates a skill that Immobilizes, is considered to be activating that skill for the longevity of the Immobilization and likewise may be interrupted (using a normal skill that interrupts, like Disrupting Chop).
Some skills that Immobilize might come with an extra downside to being interrupted (like the skill "Impale").

Attribute & Skills: (Energy or Adrenaline/Cast/Recharge)

[Primary] Survival - For each point in Survival, you gain +5 HP and a 3% reduction in duration from Poison, Disease, Bleeding, Cripple, Deep Wound, and Weakness. Skills in this line are primarily self heals/protection.

Example Skills:
*(5e/1c/5r) Lick Wounds – Skill – Must be in "Fierce like the Wolf" Form. Heal yourself for 10…45 Health.
*(15e/3c/60r) Hibernation - Skill - Must be in "Strong like the Bear" Form. You are knocked down for 5 seconds, but gain Health Regeneration of +3...9, Energy Regeneration of +1..3, and +10...50 Armor for 5 seconds.
*(10e/2c/15r) Hardened Skin – Stance – For 10 seconds, you gain +10…40 Armor vs. Physical Attacks.
*(10e/2c/15r) Elemental Resistance – Stance – For 10 seconds, you gain +10…40 Armor vs. Elemental.
*(10e/1c/10r) Bones of Steel – Stance – For 18…36 seconds, you cannot be Crippled or inflicted with a Deep Wound, and have +10 Armor vs. Piercing Attacks.
(5e/3c/10r) Prepared Meal – Skill – Exploit touched corpse to create a “Prepared Meal” at it’s location. When “Prepared Meal” is picked up by an ally, that ally gains 35…105 Health.
(10e/1c/10r) Rested Stance – Stance – You gain +3…9 Health Regeneration for 10 seconds. Rested Stance ends if you attack or use a skill.
(10e/1c/10r) On the Move – Skill – For 30…73 seconds, you can activate any non-spell skill while moving. Any skills activated this way are easily interrupted.
(5e/3c/45r) Totem's Blessing - Skill - For 4...12 seconds, you gain +1 Energy Regeneration for each Spirit in the area.
(--/2c/30r) Focus Signet - Signet - Gain +1 Energy Regeneration every 10...3 seconds. Focus Signet ends if you move, attack or use a skill.
(--/2c/60r) Signet of Evolution – Signet – Remove one Hex from yourself. For 60…90 seconds, you cannot be the target of that same Hex.
*Removed Dolyak's Milk*
(10e/3c/45r) {E} Final Infusion – Skill – Lose the rest of your Energy. Heal yourself for 3…13 Health for each point of Energy lost this way.
*NEW* (10e/2c/45r) {E} Serpent's Regeneration - Skill - Must be in "Deadly like the Serpent" Form. For 8...18 seconds, you gain +1...3 Health Regeneration. All physical damage is reduced by 50%, and each time you are hit with physical damage, you lose 5 Energy or Serpent's Regeneration ends.

Claw/Arm-blade Mastery - Each point in this Attribute increases your damage and critical hits when using a Claw or Arm-blade weapon.

Example Skills:
(5e/--/5r) Devastating X – Claw Attack – Must be in a Form. If this attack hits, you strike for +3…15 damage.
*(10e/1.5c/10r) Gut Opener – Claw Attack – Must be in a Form. If this attack hits, target foe suffers from Bleeding for 4…10 seconds. If that foe already suffers from Bleeding, they become inflicted with Deep Wound for 5…15 seconds.
*Removed Immobilize* (made it a Condition instead)
*(15e/1c/20r) Impale – Claw Attack – If this attack hits, you strike for +3…18 damage. You and target foe are Immoblized for 1...3 seconds. If you are interrupted before Bearhug ends, both you and target foe are knocked down.
*(10e/--/5r) Disarming Slash – Claw Attack – If this attack hits, target foe’s action is interrupted and cannot attack for 1…3 seconds.
*(5e/--/30r) Deflect – Skill – For 10 seconds, you have a 25%…50% chance to block incoming attacks. Deflect ends if you attack.
*Removed Blinding Blades*
*(15e/1.5c/10r) Bearhug – Claw Attack – Must be in “Strong like a Bear” Form. If this attack hits, you and target foe are Immobilized for 3 seconds. When Bearhug ends, inflict 10...25 damage to target foe and they become Crippled for 3...9 seconds.
(10e/--/10r) Mauling – Claw Attack – Must be in “Strong like a Bear” Form. If this attack hits, target foe’s action is interrupted and is struck for +1…16 damage.
(5e/--/2r) Quick Swipe - Claw Attack - Must be in "Strong like a Bear" Form. This attack cannot be evaded.
(10e/1.5c/15r) Lunge – Claw Attack – Must be in “Fierce like a Wolf” Form. If this attack hits, you strike for +1…16 damage and target foe is knocked down.
(10e/--/10r) Rend Flesh – Claw Attack – Must be in “Fierce like a Wolf” Form. If this attack hits, steal 5…18 Health from target foe. Target foe becomes inflicted with Deep Wound for 5...15 seconds.
(10e/--/5r) Jugular Strike - Claw Attack - Must be in "Fierce like a Wolf" Form. If this attack hits, you strike for +1...8 damage and cause Bleeding on target foe for 8...18 seconds.
(5e/--/1r) Coil and Strike – Claw Attack – Must be in “Deadly like a Serpent” Form. If this attack hits, you attack target foe twice, but at 33% less damage.
(10e/1.5c/5r) Venom Fang – Claw Attack – Must be in “Deadly like a Serpent” Form. If this attack hits, inflict +1…8 damage and target foe suffers Poison for 3…10 seconds.
(10e/--/30r) Viper's Omen - Skill - Must be in "Deadly like a Serpent" Form. For 5...12 seconds, you have a 50% chance to evade attacks. Inflict 3...15 damage to each foe who fails to hit you in battle.
(5e/--/5r) {E} Rapid Blades – Claw Attack – Must be in a Form. Strike at up to 3…6 adjacent foes for +4…12 damage.
*NEW* (15e/--/20r) {E} Scissors - Claw Attack - For 3 seconds, you and target foe are Immobilized and you strike your foe once each second for +1...12 damage.

Call of the Wild - Skills in this line are shouts, AoE skills, and other skills. Note: The shouts, since having the character yell “HOOOWWWL!” is just silly, I was thinking it would actually simply say “[name of character] howls like a wolf!” and the character actually make the noise.

Example Skills:
*(10e/--/30r) Wolf’s Howl – Shout – Must be in “Fierce like a Wolf” Form. For 3...9 seconds, all nearby allies deal an additional +3...15 damage each time they hit with a Piercing attack.
(10e/--/30r) Lion’s Roar – Shout – All nearby foes take 5…23 damage. Adjacent foes take an additional 5…23 damage.
(10e/--/30r) Hyena’s Cackle – Shout – All nearby Allies gain 1…5 hits of Adrenaline.
(10e/--/20r) Bear’s Growl – Shout – Must be in “Strong like a Bear” Form. For 8…18 seconds, each time your attacks are blocked, target foe is knocked down.
(10e/--/30r) Serpent’s Hiss – Shout – Must be in “Deadly like a Serpent” Form. For 5…15 seconds, all nearby Allies attack 10% faster.
(10e/--/45r) Debilitating Laughter – Shout – For 8…20 seconds, all nearby foes suffer –1 Energy Degeneration.
(10e/--/10r) “Go Away!” – Shout – Inflict 5…18 damage to all adjacent foes for each Hex and condition you currently have.
(5e/--/20r) Break Free – Skill – For 1…3 seconds, you can go through creatures as if they weren’t there. When you travel through a foe, that foe is knocked down for 1 second and suffers 5…23 damage.
(10e/1.5c/15r) Falling Boulder – Skill – You jump and land on the ground, sending out a shockwave that causes 5…23 damage and Knockdown on all adjacent foes for 1…3 seconds.
(5e/--/30r) Dust Cloud – Skill – You become Knocked down for 3…1 seconds. You and all adjacent foes become Blinded for 3…7 seconds.
*(--/2c/20r) Signet of Culling – Signet – For 10…24 seconds, the next time target foe has less than 50% Health, that foe becomes Crippled, and you move 33% faster for 3…8 seconds.
*(10e/--/45r) {E} “No Mercy!” – Shout – For 5...13 seconds, all nearby allies who hit a foe in combat removes one Enchantment from them.
*(15e/2c/20r) {E} Primal Scream – Shout – Must be in a Form. All adjacent foes become Weakened for 3…15 seconds and Dazed for 3…5 seconds.
*NEW* (10e/--/30r) {E} "For the Pack!" - Shout - Must be in "Fierce like the Wolf" Form. For 10 seconds, all nearby allies' physical damage becomes Piercing and causes bleeding for 5...18 seconds.

Animal Instincts - Skills in this line are mostly stances, but also a few interrupts and other skills.

Example Skills:
(5e/2c/10r) Strong like the Bear – Form – You attack 33% slower, but deal +10…20 damage in melee.
(5e/2c/10r) Swift like the Cheetah – Form – You move 20% faster, attack 10% faster, but have –20 Armor.
(5e/2c/10r) Fierce like the Wolf – Form – You inflict +5…15 damage to all foes that are suffering from Bleeding, but Disease and Poison last 33% longer on you.
(5e/2c/10r) Brave like the Tengu – Form – Each foe your party kills in combat gives you a 2% Morale Boost (Maximum 10%). When this Form ends, you lose all Morale you gained with this skill.
(5e/2c/10r) Sturdy like the Yak – Form – You move and attack 10% slower, but gain +60…150 maximum Health.
(5e/2c/10r) Deadly like the Serpent – Form – You attack 20% faster, but have 15% less maximum Health.
(5e/2c/10r) Solid like the Tortoise – Form – You move and attack 50% slower, but you and adjacent Allies gain +40 Armor vs. Physical and Elemental.
(5e/1c/20r) Shedding of the Skin - Skill - Must be in "Deadly like the Serpent" Form. For the next 10 seconds, you automatically evade the next attack against you. You gain +10...35 Health when you evade this attack.
(15e/2c/60r) Heightened Senses - Skill - Must be in "Fierce like the Wolf" Form. For 10...24 seconds, you cannot be Blinded and your attacks cannot be Evaded.
(5e/--/10r) Anticipation – Skill – Interrupt target foe’s action. If the action was an attack, inflict 8…35 damage. If the action was a skill, target foe becomes Dazed for 3…8 seconds.
*Removed Incoming Threat*
*(10e/1c/60r) Lay Low – Stance – For 8…18 seconds, you move and attack 33% slower, but have a 75% chance to dodge ranged attacks, and 50% chance to block in melee.
(10e/2c/15r) Air of Hostility – Skill – For 10…23 seconds, you and all creatures near you deal +3…16 damage each time they hit, but take twice as long to cast spells. (creatures meaning all characters, in the same sense Heal Party heals all ‘creatures’)
(10e/1.5c/60r) Scent of Fear – Skill – For 18…36 seconds, you deal +10…35 damage per hit against moving foes that have less than 50% health.
(10e/1c/20r) {E} Blind Rage – Skill – For 5…12 seconds, target foe becomes Blind, and attacks 33% faster. Each time target foe misses in combat, they lose 5 Energy.
*(15e/2c/15r) {E} Natural Defenses – Skill – For 8…18 seconds, each time a foe attempts to use a skill against you, that skill is interrupted, and you lose 5 Energy or Natural Defenses ends.

No-Attribute Skills:
(10e/--/20r) Disarm – Skill – Target touched foe cannot attack for 5 seconds.
(--/--/10r) Beast Signet – Signet – Gain 2 Energy for each animal nearby.
(10e/1c/30r) Natural Immunity – Skill – For 20 seconds, you cannot be Poisoned or Diseased.
(5e/--/5r) Berserk - Skill - Must be in a Form. Attack all adjacent foes. These attacks have a 50% chance to miss.
(10e/2c/15r) {E} All or Nothing – Melee Attack – Strike for +50 damage. This skill is easily interrupted. If interrupted, you gain +5 Energy.
*NEW* (//) {E} Pushover - Skill - Must be in "Strong like the Bear" Form. You and target touched foe are knocked down and Immobilized for 3 seconds. When Pushover ends, target foe is knocked down again for 3 seconds.

This isn’t all the skills, but a sizeable list to give you a really good idea how this class could work. I tried to be fairly unique in it’s implementation, and of course any help, comments, suggestions, criticism is welcome. I put around 3 days of thinking into this, so it’s not on the fly, nor is it completely fleshed out.

Props go to:
Hunter Sharparrow who suggested a Werewolf class, which got my juices going on this. Check out his thread at: http://www.guildwarsguru.com/forum/s....php?t=3010008
Ken Dei who suggested many great skill balance changes
General Typhus
actionjack

EDIT: All modified entries are marked with a *. See my latest post for modifications if you want to know.

Last edited by arcanemacabre; Apr 19, 2006 at 06:41 AM // 06:41..
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Old Apr 17, 2006, 08:52 AM // 08:52   #2
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I like it, all of the concept classes I bother to read then to be a "what if they released skills / stats that make my idea of a erfect wammo" etc etc, too often concept classes are based too much on a current class-combo and end up copying that, no offense to the players who put time and effort into them, but I dont see the point in making a 'concept class' that almost, but not quite exsists as a 2 class combination, next people will be saying "Concept class: Wammo" just to have all the skills easily under one roof.

But that little rant aside I really like your concept, I like the combination on "must be in this stance" ideas, very nifty, and if I would ever come up with a concept class its probably something i would use also.

So yeah, me like alot, and I'd probably play this class primary if it were released, but maybe the Elite "All or Nothing" is mildly unblanaced, when i read the name I thought it would be a desperate blow type thing, with a high +damage or a knock down on miss with a drop in accuracy, but yours works just as well.
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Old Apr 17, 2006, 09:17 AM // 09:17   #3
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You do know that you are suggesting a W/R
with assassin weapons do you? :P

anyways i didnt like the idea il
stick to ritualist
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Old Apr 17, 2006, 09:26 AM // 09:26   #4
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Brilliant idea. Very well thought out and thorough.

I like the utilization of stances and primal shouts. Maybe 3 pips of regen would be better, and "No Mercy" seems a bit overpowered with no recharge.

I'd love to see something similar in the next GW installment.

Last edited by General Typhus; Apr 17, 2006 at 09:28 AM // 09:28..
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Old Apr 17, 2006, 09:34 AM // 09:34   #5
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Quote:
Originally Posted by mega_jamie
...I like the combination on "must be in this stance" ideas, very nifty, and if I would ever come up with a concept class its probably something i would use also.

So yeah, me like alot, and I'd probably play this class primary if it were released, but maybe the Elite "All or Nothing" is mildly unblanaced, when i read the name I thought it would be a desperate blow type thing, with a high +damage or a knock down on miss with a drop in accuracy, but yours works just as well.
Definately appreciate the comment. The Stances and Shouts really were the main focus of this class. I was trying to think of a way to utilize things like Shouts and Adrenaline, but make it not so Warrior-like. I really like the Barbarian in Diablo, and gathered some ideas there.

"All or Nothing" was an iffy Elite, and I kinda like the idea of knockdown if interrupted (instead of on miss), I might change that. I want to make this character more of an enraged squishy-killer.

Quote:
Originally Posted by Alcazanar
You do know that you are suggesting a W/R
with assassin weapons do you? :P

anyways i didnt like the idea il
stick to ritualist
Sorry you didn't like the idea. Although it is similar to a W/R/A, it's still far different enough to where it could make a unique addition. A W/F, R/F, A/F, or reverse of each of those could all make very different types of characters, and I took all that into consideration. Skills that could compliment other classes, including the ones it's most likened to.

Having a new system that governs the character (like the combo-chain with the Ass or Ashes and Weapon Spells with the Rti) is something I struggled with. If I come up with something, other than the Stance idea, I'll post it. Unless someone else wants to help with some ideas...?

Quote:
Originally Posted by General Typhus
Brilliant idea. Very well thought out and thorough.

I like the utilization of stances and primal shouts. Maybe 3 pips of regen would be better, and "No Mercy" seems a bit overpowered with no recharge.

I'd love to see something similar in the next GW installment.
Thanks. I think you're right about "No Mercy". I think I'll make it cost 10e, and have a big recharge like, say, 30r? Sounds good. The energy regen did seem a little low, but I think it's doable. Maybe I should include some more energy-gaining skills to balance it out. I could definately see an armor set with a high amount of energy, too. I'll think about it.

Last edited by arcanemacabre; Apr 17, 2006 at 09:51 AM // 09:51..
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Old Apr 17, 2006, 10:44 AM // 10:44   #6
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Quote:
Originally Posted by arcanemacabre
Definately appreciate the comment. The Stances and Shouts really were the main focus of this class. I was trying to think of a way to utilize things like Shouts and Adrenaline, but make it not so Warrior-like. I really like the Barbarian in Diablo, and gathered some ideas there.

"All or Nothing" was an iffy Elite, and I kinda like the idea of knockdown if interrupted (instead of on miss), I might change that. I want to make this character more of an enraged squishy-killer.



Sorry you didn't like the idea. Although it is similar to a W/R/A, it's still far different enough to where it could make a unique addition. A W/F, R/F, A/F, or reverse of each of those could all make very different types of characters, and I took all that into consideration. Skills that could compliment other classes, including the ones it's most likened to.

Having a new system that governs the character (like the combo-chain with the Ass or Ashes and Weapon Spells with the Rti) is something I struggled with. If I come up with something, other than the Stance idea, I'll post it. Unless someone else wants to help with some ideas...?



Thanks. I think you're right about "No Mercy". I think I'll make it cost 10e, and have a big recharge like, say, 30r? Sounds good. The energy regen did seem a little low, but I think it's doable. Maybe I should include some more energy-gaining skills to balance it out. I could definately see an armor set with a high amount of energy, too. I'll think about it.
Don't even bother commenting on Alcanazar, he won't respond. He's Mr.Onelineer with something like too much like W/R too much like W/Mo etc etc... (He compares everything to existing classes) Some people don't understand GW has already implemented the basics of any MMO in the core 6 professions, if anymore additional professions were to be added there would be overlapping...

Anyways, I like the idea; except the canabalism.. Prepared meal, would this work on humans as well?
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Old Apr 17, 2006, 03:07 PM // 15:07   #7
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I really like this concept. The chaining of separate types of skills is a nice twist.

Would the max energy be the same as that for a Ranger?

And Prepared Meal should be "picked up by other ally" - that way they won't know if they're eating a White Mantle Zealot .
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Old Apr 17, 2006, 03:21 PM // 15:21   #8
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I kinda felt Druid myself.
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Old Apr 17, 2006, 03:29 PM // 15:29   #9
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DId you get this feral idea from Far Cry? I love that game lol
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Old Apr 17, 2006, 07:20 PM // 19:20   #10
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I must say, i start reading it with a bias and a automatic rejection to it, thinking it would be just another melee ranger. However, after reading it in more depth, I have to say I like it. a Very good concept class indeed.

Wonderfully layed out, well organize, nicely name in skills, and good blance and creative use skills. Kudo on it all.

However, while it is a stance depended, but it still cover much of the same function as a warrior. I would want to see it differnt even more from a warrior. (like how ranger is not just another range attacker, but also have pets and traps and spirits) So yeah, need to see it doing something more unique, a new playing mechanic, a addtional Nitch.
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Old Apr 18, 2006, 06:33 AM // 06:33   #11
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Thank you all for your comments and suggestions. I'm glad most of you are liking it. I was considering making "Prepared Meal" affect non-human corpses, but then it would have very little use in PvP, if at all (aside from pets). But yeah, hehe, cannibalism is great (my main is an MM, I love desecrating bodies, muahahahaha!)

I agree, actionjack, that it needs something a little more unique. I shall ponder this more, I really want this class to become something.

Making some changes:

Animal Stances will now be called "Forms". This is how it goes:
Forms are a kind of 'permanent enchantment' so-to-speak, much like the maintained enchantments that Monks use. It's not treated as an enchantment, stance, or shout, just something new and called a "Form". You can double-click the form to end it, or you can simply cast a new "Form" to change it. I am modifying the Forms so that they aren't too powerful (I hope), seeing as you can now have a Stance on top of the Form.

This will hopefully introduce a unique enough mechanic to warrant it's own style.

Feral will no longer use Adrenaline, as it is too much of a primary mechanic behind Warriors, and this needs to be something seperate.

Energy Regen upped to +3 instead of 2 to make up for more energy-using skills replacing the adrenaline ones.

Adding some Energy gaining skills.

I'm going to start working on this... editing orginal post now.
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Old Apr 18, 2006, 07:01 AM // 07:01   #12
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Glad that you decided to change the "animal stances" into "animal forms", I have been refraining myself from writing:
"Wild Blow = gg animal stances"

Cheers, mate.
Keep those creative juices flowing.
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Old Apr 18, 2006, 07:37 AM // 07:37   #13
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nice choice on the forms, hopefully alot of people will read it and think that since they are creating a new class, they may as well create balanced new skill types.

I personally liked the Adrenal useage, it worked, its a meelee char so it will build up fast enough and it makes adrenaline more useful.
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Old Apr 18, 2006, 09:15 AM // 09:15   #14
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Yeah, I liked the Adrenal skills, too... but I don't want to take the last 'unique' thing the Warrior had left. I figured if they could make a melee class like the Assassin without Adrenaline, well, maybe they intend for that to be special to the Warrior.

I think the addition of some energy gain skills and extra Pip should offset the balance and make it worthwhile without Adrenaline. Either way, update is complete. Tell me whatcha think.
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Old Apr 18, 2006, 09:20 AM // 09:20   #15
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I <3 you.
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Old Apr 18, 2006, 10:10 AM // 10:10   #16
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seems like you love mixing ideas as this new class seems to be 1 hell of a mix...
the forms from seem to be from the Druid in Diablo, at least the Wolf and Bear forms while you added many of your own(too many I must add)
the weapons seem to be from the from the Assassin in Diablo(not from the new assassin in GW although it's rather similar)
the stances and shouts seem to be a Warrior/Ranger/Ritualist from GW
and you even got that corpse usage thing from the Necro's death magic in GW

so yeah, I get the point that you love the Druid in Diablo II LoD, I love it too and I really liked that game...
and I get that you wanna connect this Diabloish char to GW...
however I think it's just pure mixing of ideas with nothing really original, just editted so it fits a different game.
and I think you tried to mix too many ideas into this char...

also, you have too few elites and most of your forms barely have skills for them only...
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Old Apr 18, 2006, 10:28 AM // 10:28   #17
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Quote:
Originally Posted by zling
seems like you love mixing ideas as this new class seems to be 1 hell of a mix...
the forms from seem to be from the Druid in Diablo, at least the Wolf and Bear forms while you added many of your own(too many I must add)
the weapons seem to be from the from the Assassin in Diablo(not from the new assassin in GW although it's rather similar)
the stances and shouts seem to be a Warrior/Ranger/Ritualist from GW
and you even got that corpse usage thing from the Necro's death magic in GW

so yeah, I get the point that you love the Druid in Diablo II LoD, I love it too and I really liked that game...
and I get that you wanna connect this Diabloish char to GW...
however I think it's just pure mixing of ideas with nothing really original, just editted so it fits a different game.
and I think you tried to mix too many ideas into this char...

also, you have too few elites and most of your forms barely have skills for them only...
Hmm.... interesting take. Honestly, I wasn't even thinking of the Druid when I did any of this. The Forms are simply called that as an homage to martial arts, not actually shapeshifting.

I did use other GW classes for 'inspiration', but simply for ideas of how the skills work, and how they would compliment each other. Also, I tried ferociously to make skills that weren't already in the game. If I tried to copy anything, it was the playstyle of the Barbarian in D2, not the Assassin or Druid (I played very little of the expansion, didn't care too much for it).

I'm going for a fun class to play here. I never liked the Warrior in GW, but yet I loved the Barbarian in D2, so I'm trying to bring some of that fun I had with him back.

Oh, and, corpse usage thing? Like the Necro? Nah, never considered it! And here I was thinking that skill was actually kinda unique. Back to the drawing board...
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Old Apr 18, 2006, 12:01 PM // 12:01   #18
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This class is not a Druid, its Gau from Final Fantasy 6!



seriously though, i love it ^_^
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Old Apr 18, 2006, 05:21 PM // 17:21   #19
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I was going to post a shorter response, but this class has to much potential, so I'm going to identify the skills I take issue with.

Survival:

(10e/2c/15r) Hardened Skin – Skill – For 10 seconds, you gain +10…40 Armor vs. Physical Attacks.

(10e/2c/15r) Elemental Resistance – Skill – For 10 seconds, you gain +10…40 Armor vs. Elemental.

(10e/1c/10r) Bones of Steel – Skill – For 18…36 seconds, you cannot be Crippled or inflicted with a Deep Wound, and have +10 Armor vs. Piercing Attacks.

-Individually, not much of a problem, but stack them together and you have the potential for a somewhat overpowered tank. The skills need to either have minor draw backs, i.e. Hardened Skin makes you attack slower, OR they shouldn't be stackable.

-Survival Overall: The defense/self heal skills need a good amount of tweaking, what you've created here is a tank that can heal itself far better then a W/Mo, or Enchanted Mo/W. This is probably my biggest gripe with the class.

-Claw Mastery: Minor tweaks here, no individual skills are a problem, but even with some skills requiring forms to proform, you've basically made Warriors and Assassins obsolete.

-Call of the Wild:

(--/2c/20r) Signet of Culling – Signet – For 30…60 seconds, the next time a nearby foe has less than 50% Health, that foe becomes Crippled, and you move 33% faster for 3…8 seconds.

(10e/--/30r) {E} “No Mercy!” – Shout – For 15…30 seconds, the next time you hit a foe in combat, that foe is Knocked Down for 1…3 seconds, and suffers Bleeding and Deep Wound for 8…18 seconds.

(15e/2c/20r) {E} Primal Scream – Shout – All foes in the area become Weakened for 8…18 seconds and Dazed for 5…10 seconds.

-All overpowered skills. You could wipe out entire teams with these and even a moderately competent build.

-Call of the Wild Overall: Same complaint as before, you've outdone other classes with your skills.

Animal Instincts Overall: I didn't really have any problems with this batch, it's the unique niche of the class so it can't be compared to anything.

Non-Attribute Skills: No problems here.


Conclusion:
I know everyone seems to love the class, and I admit when I read through it the first couple of times it "seemed" balenced. But if you really start digging through your mind for abusive combos you'll start seeing some problems. And if you start comparing this classes abilities to other classes, you'll see what I'm talking about with the obsolesence.

The skill aren't done BADLY, they're actually, for the lack of a better term, done far to well. This is how Warriors and Assassins "should have been," truely capable of surviving the travel between targets and effectively buffing a team.

I'm not sure how to fix the class, except maybe add a few detriments to a good number of skills that don't require forms. I.e. the BEST skills work with forms, so there's not very many means by which to abuse them, and because they require extra effort, don't outclass other classes.
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Old Apr 18, 2006, 05:23 PM // 17:23   #20
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I was thinking too about what else could be added to make it more unique...

Consider "Bite"
Bite are melee skills that uses Adralines. However, the biggest differences is that there are no weapon requirement. Which means a magican equipting wands can use those if he/she wanted. (but its damage or duration is not too high)

(6a/--/--) Fresh Meat – Bite– If hit, target oppoent are damage for X, and you are hearl for Y.
(4a/--/--) Chump – Bite– If hit, target oppoent are damage for X.
(6a/--/--) Rabies Bite – Bite– If hit, target oppoent become diseased for T seconds.

I would still keep some claw skills Adr base. But maybe make it lower adr needed (like 3 to 5 adr range) but with weaker effects , so it is more spamable.

Might even consider "Spiritual Beast" type of summon in there (see my Druid concept class about it)

And if you do want to add Bite, do please add me in the credit as well...)
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