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Old Dec 28, 2006, 09:14 AM // 09:14   #1
Ascalonian Squire
 
Join Date: Jul 2006
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Red face Some Proffession Ideas

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Prophets (aka Summoners)-

yes I know I've seen them posted but there's reason in my madness

Prophets use the powers of the gods to summon protectors of the gods. The power upon summoning comes at a price of half energy and only one being is able to be out at any given time by a single prophet.

Some examples might include

Grenth's Golem-
Summon an Ice Golem from the depths of the underworld.

Melundru's Warrior-
Summon a wolf from the meadows of Melundru's realm.

Lyssa's Lore-
Summon a creature of the mist to come aid you.

Grenth's Gremlin-
Summon forth an imp of the underworld.

and so one and so forth.

Now the thing is each summon has a long recharge, last for a certain amount of time, only one can be summoned at any time by a single prophet, cost half energy for each summon, but each has it's own unique powers. It's as though you're mixing a ritualist and a dervish.

Some of you might say "why have a summoner when there's a rit?" well the rit spirits can't move, and more than one can be summoned. It's as though you're taking one of those spirits and breaking it free of it's chains.

Now the attributes would be something as follows.

Summoning- Increases the powers related with your summons.
Mace Mastery- Increases damage and effectiveness of mace strikes and mace-based skills.
Holy Intervention- Increases effectiveness on holy attacks and those related to summon enhancements.
Marvelous Conjuration- (Prime) Each time a signet is used, you gain +X health, and higher ranks increase the effectiveness of spells from this set.

Since prophets have such low energy, they will infact rely more heavily on signets. Signets will be their main sort of power. But not all skills will be signets. Mainly ones that pertain to summons. Since they have a summons to do their work for them, prophets must keep themselves going, so they won't have very much power themselves. This way it'll even out the balance of the two combatants (the summons and the prophet.) So not to overpower the prophet, there will be more summon buffs and heals than actual attacking skills.

Summoning, of course, would hold the spells related to the summons, and the summons themselves. Spells such as, reduce casting time, recharge time, next summon cost no energy, etc.

Maces was my idea for a weapon, a simple spiked-ball and chain weapon held on a stick for them to swing at their opponents. This allows them to stay a slightly further distance away from their opponent than the melee summons. It would initially be a melee/ranged attack weapon since you hit from further away but you hit them with a held weapon.

Holy Intervention is smiting/enchants. The smite skills are so the prophets can at least do some damage, and the enchants can be for the summoned being, the prophet, or other allied party memebers. They can be anything from +X hp to + armor or - dmg intake and such. Most smites in this area will be signets.

And last but not least, the prime. This allows prophets to be healed with each signet used, so to encourage them to use signets. It's also to kinda help keep the prophet going since the summon can't have aggro all the time.

To Sum it up lemme do this-

Armor- 60-70 maybe, very iffy on the 70 since the summons are the main focus of power in a prophet.
Energy- somewhere around 20 or 25 with maybe 2 energy regen. The Prophet isn't a caster class so there's no need for high energy.
Weapon- a mace maybe with 7-25 dmg (close to that of an axe but with slower strikes) Mace mastery focuses on few conditions but mainly cripples and bleeding. The weapon is slung around like any ball and chain on a stick weapon, crossed-angles and in a circular motion. The mace has a slightly longer range than any other melee weapon, since the ball is connected to a handle by a chain. This allows the summons to be closer that the prophet, giving a bigger chance for the summon to take aggro.
Summons- The summons take half of the max energy, and only one summon can be summoned at a time. All summons are signets with decent recharge. Summons vary from Ice Golems to a big wolf (an Alpha wolf if you will).

Pros to being a prophet- the variety of summons gives the player some versitile ways of playing. They also give powers not normally given to humans, a probable example of this would be the ever-lovable, beast stomp. We all know how much fun that was....Another pro is the signets in the Prophet's skill list. They provide attacks and heals for the prophet, so the loss of energy won't be so much of a loss.

Cons to being a prophet- the low energy is what prophets must overcome, and the fact that summons cost half max energy can really damage it. (but summons powers are quite great for the cost) If a prophet uses a casting or ranger summon, there's only the warriors of the party to be in front of him/her. The signets lack in power, such as a heal signet for the prophet could give +3 regen. or a smite signet would just knockdown, instead of both dmg and knockdown. (this is to even out the power of both the prophet and the summon so they won't be too much to overcome.


Well as I said it's an idea for a class, there would be some bugs to work out, I know, but that's the beauty of others.
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Kerbang (aka Berserkers)-

The name comes from the Norse mythology term describing the state that berserkers were in, "berserkergang." A play on words so to speak.

Now I know this might start off sounding like a war, I've been told that but if you'll just hang on and read the whole thing, you'll understand why they're seperate. I've had people tell me it sounds like a war at first til I start getting to the end.

Ok, the main thing about Kerbang's is their ability to go into a hyper state. In Norse mythology, Berserkers would get enraged by someone unkown force, well that's how this works. I'll also explain my reasons behind some things as well.

The berserk state is categorized by a state of speed and power. But it would be unfair if a single melee person had both speed AND power advantages over warriors right? Well in Norse Mythology, the berserkers were nude. Of course I'm not suggesting no armor, no they sacrifice defensive powers and the ability to cast magic while in the state. Of course not all defense will be gone, just a good bit to even out the speed and strength. They can't cast magic, so how would they keep themselves healed? Maybe give them some minor skills that don't cost energy but can only be used in berserk state. Now let me explain some more in the attributes to make it a bit more understanding.

Balthizar's Rage- Increases the effects of the abilities in the berserker state. (side not- also holds the berserker skill)
Mallet Mastery- Increases damage and effectiveness of mallet strikes and mallet-based skills.
Fury Fist- Increases damage and effectiveness of gauntlet strikes and gauntlet-based skills.
Mortal Limit- (prime) Increases chance for a double hit.
Blind Strength- Increases the effectiveness of condition-removing & hex-removing skills.

Ok as you can see the two weapons of choice are mallets (small hammers) and gauntlets (fist weapons). With mallets you can wield a shield, but with gauntlets you can attack faster.

Balthizar's Rage holds the berserk skill and skills that you can use in the state. Skills such as attacks, minor heals, and slight buffs. Everything in this area is much weaker than normal attacks or heals, such as +9 dmg where other skills such as on the warrior can do +24, or +4 hp regen and such.

Mallet Mastery is the ability and attacks in the mallet area. These attacks can only be used out of the berserk state, but the effective ness of them is greater than those in the berserk state.

Same thing goes for the gauntlets. I think this would be a unique weapon since it would introduce hand-to-hand combat in Guild Wars. Gauntlets use the ability to double hit, kinda like the assasin's off hand attacks except automatic. These weapons would be slightly less powerful than the mallets, but provide faster hits, and the ability to hit twice often.

Blind Eyes is basicly condition and hex removing skills. Sicne the Berserkers don't have tanking abilities, they need a way to prevent heavy degen on themselves and to keep those nasty health damaging conditions such as poison or deep wound.

Once again I'll sum it up-

Armor- 70-80
Energy- 25 with +2 regen out of Berserk mode, 15 +3 regen in it
Weapon- A Mallet and gauntlets. Mallets are small hammers, so a shield can be equiped. Gauntlets are hand weapons that give a chance to hit twice. Pros to using a mallet would be the shield to help give def and other boost, and also some mallet attacks get boost in berserk mode. Pros to using gaunlets would be the ability to hit twice.
Berserk Mode- This is the main asset to the Kerbang, this is what distinguishes a Warrior and a Kerbang apart. In Berserk mode, Kerbangs loose some defense and the ability to cast. But since some attacks do in fact cost energy, they still have 15 of the original 25. They also gain a slight boost in energy regen. The good parts of this mode is the ability to hit harder and strike faster. This mode basicly gives them a temporary damage boost so they can do more damage in the time it last.

Pros to being a Kerbang- Berserk mode gives the ability to do heavy damage in a certain amount of time. Gauntlets have the ability to stike twice. In the mode, skills are given that can only be used in berserk mode. (this cancels out the possibility of another class just using the skill for what it does)

Cons to being a Kerbang- the ability to tank is definatly not strong within a Kerbang, but is always a possibility. Sacfiricing the ability to cast makes it harsh on healing yourself. Skills in the Berserk mode are weaker than most, attack skills give +9 when other give +20. This is because you already have damage and spped boost, so too much +dmg would be way overkill.

Well as I said on the summoner their works in progress and always have room for change.
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Last edited by Ghorta; Dec 29, 2006 at 11:35 AM // 11:35.. Reason: added info
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Old Dec 28, 2006, 09:39 AM // 09:39   #2
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I'd say this belongs to the Concept Classes sub-forum here:
http://www.guildwarsguru.com/forum/f...play.php?f=241

Otherwise, quite interesting ideas.
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Old Dec 29, 2006, 05:26 AM // 05:26   #3
Ascalonian Squire
 
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ah right, didn't see that before thanks XD
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Old Jan 06, 2007, 02:56 PM // 14:56   #4
Ascalonian Squire
 
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added some info and summed it up at the end of each,

bump
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