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Old Dec 11, 2006, 08:30 PM // 20:30   #1
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
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Cool Channeler

The channeler understands the natural connectedness of all living beings. His skills reside in bringing to existance these links, and to manipulates them and bends them to his will.

He is a spell-caster who is dependent on his links to cast his spells. These links have to first be established before use, and they create a visible energy link between those characters linked. Link creation can be interrupted, or once a link is established, a character can remove it (as though an enchantment) or by moving away a sufficient distance from the link source (usually the channeler, but occasionally can be linked to other individuals).

Attributes
Links (primary): Points in this increase the duration of links (hence the number of links that can be established), and increase the potency of link-based spells. Most link spells have no effect by themselves. Sample spells: link target ally, link target foe, network (springs random between already-linked characters and new characters), sever link (breaks links, but in the process drains health, gives damage, etc), strengthen links (increase the potency and duration of links), hub (adds static hubs through which links that get broken can pass through instead to reach further), elongation (temporarily increases the distance links can stretch over before they break), hooked link (damages ennemies when a link to them is broken), linked arrow (next arrow damage inflicted from a linked ally adds a link between that ally and the foe that was hit).

Surge: Various damaging / healing / buffing / battery spells (mostly with effects over time) that require links to function. Also includes a couple of "feedback" spells, which require a link to be established between multiple channelers (primary or secondary), and feedback spells co-activated by all channelers included in the feedback link. Also include a few spells to counter other channelers.

Mindmeld: direct spells that temporarily link the channeler with a single target, and produce various effects (damage, drain, etc) as long as the channeler maintains the spell active. That is, once the spell is activated, its effect continues until either: (1) the target moves out of range, (2) the link is broken (interrupted or removed), or (3) the channeler moves, attacks, or uses another skill / spell / etc. Importantly, in all cases, the channeler must interrupt his own spell to cast other spells or move. Many mindmeld spells benefit passively from other active links at the time the spell is cast (e.g. X damage per second, plus 1 for every link active at the time the spell is initiated). Some spells steal aspects of the target (i.e. steal armor while active, drain energy) while others do damage over time.

Heaven and earth: Enchantements that add potency and effects to the links. Only one enhancement can be active at a time. Heaven skills add cold damage, slows ennemies, increase speed of allies, and regenerates energy. Heaven skills however damage the caster over time with lightning damage. Earth skills heals (roots), add earth damage, and knockdowns / daze. Earth skills also considerably reduce movement speed of the channeler.

Balance:
The channeler plays much like other casting classes, with an emphasis on AoE effects (Surge & Heaven and Earth), buffs / debuffs, and includes some direct effects (Mindmeld). Most of these spells either require links to be established before they are cast, or benefit from links to become more effective. As such, channelers are less effective at the beginning of a fight than other casters, and really shine through when they create and maintain multiple links. Because these links are visible, however, opponents can try to break these links via a multitude of methods including killing the channeler (which removes all links he established), isolating a bottleneck in the network and disrupting that link (see above for methods), etc. If players ignore the channeler and take no precaution to remove the links, he will be as effective as other casters that are allowed to add conditions, buff / debuff / etc with nobody impeding their efforts.

Stronger spells are balanced by being similar to spells in other classes, e.g. gale, unstable earth, etc. Even though these spells might be stronger with more established links, they usually will only have an effect on the target.

Why it would be fun:
This class introduces a new dynamic, where players are rewarded for cooperation, either in establishing and maintaining links, in establishing feedback links, or in breaking opponent links. Because the links can be broken with distance and using standard debuff spells, they do not require additional counters. The class is not unbalanced relative to other caster classes, as the links essentially "selects" the recipients of spell effects, thus potentially extending the area of influence (AoE) of those spells at the cost of establishing and maintaining them.

The complexity of creating and maintaining links is not for everyone. As such, some players who are interested in this concept will enjoy playing this class, while other players can skip on the experience. Players playing against this class will need to incorporate some strategy and a minimum of puzzle-solving to be effective in countering this profession.
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Old Dec 13, 2006, 06:30 PM // 18:30   #2
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
Default Point-form version for quick reading

Perhaps my original post is long to read, so here's a point-form version.

Overview:
A spell-casting profession which relies on establishing links between foes / characters, with spells acting via those links.

Attributes:
Links (primary): Establishing & maintaining links
Surge: spells (mostly with effects over time) that affect linked allies / foes, including "feedback" spells which get stronger if co-activated with other linked channelers using the same or different feedback spells.
Mindmeld: spells affecting one target and require continued use, and become stronger with more established links.
Heaven and earth: links to heaven or earth, act as enchantements

Balance:
Similar to other casting AoE buff-debuff classes
Links gives greater control over AoE effect like whom it affects and how widely it spreads, but takes some time to establish.
Links are visible, and can be broken by various methods (e.g. killing the channeler, walking out of range, removing link via enchantment removal, etc). No new skill is needed to disrupt links.

Why it would be fun:
Introduces a new dynamic, where players are rewarded for cooperation.
No new counters required.
Not unbalanced.
Introduces a new element of strategy.
Established links are visible, and will look cool.
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Old Dec 14, 2006, 02:36 PM // 14:36   #3
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can we get some sample skills?
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Old Dec 14, 2006, 05:38 PM // 17:38   #4
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
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Cool

Here's some sample skills for the four attributes.

A note on balance: I put X or X..X instead of numbers. The actual numerical values are up to the designers to find a good balance. Rule of thumb, the stronger the skill sounds, the higher its cost will be &/or the lower its duration or damage will be.

Costs are: energy - cast time - recharge time

Links (primary):
Link target ally/foe: adds a link between yourself and target, for a duration of X. (2-1/2-1/2)
Grow Network: add X random links between any two nearby characters, for a duration of X (10-1/2-1/2)
Sever life: breaks all links to target foe, and steals X life for each link severed this way. (15-3-10)
Sever energy: breaks all links to target foe, and steals 1 energy for each link severed this way, up to X. (15-3-10)
Enduring connection: adds X to duration of all links (15-3-60)
Elongation: for X seconds, all links can grow 50% longer before they break (10-2-60)
Painful separation: for X duration, target foe suffer X damage each time a link to him is severed. (10-1-30)
Linked arrow: for X duration, arrows from target ally/foe that hits also add a link between them (10-3-10)

Surge:
Power surge: linked foes suffer X damage (10-3-10)
Parasites: for X duration, linked allies gain 1 health regeneration, and linked foes suffer -1 health regeneration (15-3-30)
Feedback circuitry: for X duration, 10% of damage received by target linked ally feedbacks to random linked foe. (10-3-30)
Sharing life: X% of life from linked ally with highest health is transferred to linked ally with lowest health. (10-1-60)
Parasitic link: X% of life from target linked foe is transferred to linked ally with lowest health. (10-1-60)
Magnetic spike: target foe suffers X damage. All "feedback" spells initiated by allies while casting this spell are redirected to target foe instead. (20-2-60)
Power shortage: target foe loses X energy, plus X energy for every "feedback" spell initiated while casting this spell. (15-2-60)
Network failure: for the next X duration, linked foes have X% chance that their spells will fail. (20-3-60)
Power cycle: after X duration, damages nearby foes by X damage. If a "feedback" spell is cast during that duration, this skill recharges. (10-1-60)

Mindmeld:
Note that all spells here will mention that: Spell terminates early if the link is severed, or channeler moves or casts another spell."
Dying link: drains X life (+1 per link) from target linked foe for each second, for up to X duration. (10-3-60)
Weak link: drains 1 energy from target linked foe for each second, for up to X duration. (15-3-60)
Fragile link: target linked foe has X% chance (+X% per link) of bleeding when being attacked, for up to X duration. (15-3-60)
Unsteady link: target linked foe has X% chance (+X% per link) of falling when being attacked, for up to X duration. (15-3-60)

Heaven and earth:
Winterize: for X duration, damage dealt via a link becomes cold damage. For the same duration, caster receives X cold damage each second (10-2-60)
Entangling roots: for X duration, linked foes have X% chance of knockdown when moving. For the same duration, channeler moving speed is reduced by 50%. (15-2-60)
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Old Dec 14, 2006, 11:29 PM // 23:29   #5
Krytan Explorer
 
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wow, this would be definitely an interesting one to play. Adding a whole new playstyle. I noticed though that sever life + painful separation = death. New counters would have to be added (ie. Mesmer - Inspired Link: Target ally loses all links, you gain (1...3) energy for each link severed)

I could definitely see this being used in all forms of the game and it also does not seem to be overpowered ^_^

Good work on this one
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Old Dec 14, 2006, 11:54 PM // 23:54   #6
Furnace Stoker
 
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Like a Bonder, but with more effect associated with Links?

maybe something like this picture?


Love the idea.. but for reasons, does sound a bit familar.....
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Old Dec 15, 2006, 03:19 PM // 15:19   #7
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
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Cool

Quote:
Originally Posted by actionjack
Like a Bonder, but with more effect associated with Links?

maybe something like this picture?

Love the idea.. but for reasons, does sound a bit familar.....
They can change the name if they want, as long as they put my name in the credits (jk)

Nice pic. Something like that, yes. I was thinking of a "looser" link for a graph, either like lightning or floating rope. Would different colors signify different kinds of links? Because in my idea, all links are the same regardless of effects or who started the link (aside from mindmeld links which are by definition stronger and should look different), but if we think of skills where different links have different effects, that would be nice too.

The idea is somewhat derived from a picture I saw of a FPS game somewhere, and I can't tell you which... The picture showed three players, the first "shooting" the second, and the second shooting the third, with what looked like lightning. According to the caption, the first two were on the same team, and shooting a team member was making the second player's attack stronger. Or something like that, can't remember precisely. I thought the concept was very cool, but I have veered off FPS games, and switched to strategy / action-RPG, so I never got to play it.

Helcaraxe: sever life + painful separation would be a good spike combo to use, with a nice payoff of high damage and some life stealing, but the tradeoff is that it takes a while to set up before you can reap the rewards. Nice thinking !!!
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Old Dec 15, 2006, 06:08 PM // 18:08   #8
Furnace Stoker
 
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Alaris:

Yes, I think a transparent/ghostly Chains might look better.
The color does mean differnt thread/bond/links, with differnt effects.
(It was orginally use for another CC.. maybe I will PM that link to you)

The FPS you were taking about is UT (I think its 2002...), where they have the chain lighting gun thingie.
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Old Dec 15, 2006, 08:20 PM // 20:20   #9
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
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Cool

I had to look up what a bonder was

Thanks for the refs. Yes, now that you mention it, UT 2002 sounds right.

In terms of establishing links of different colors, I think this is an excellent idea, and we should develop on that. The problem to solve is that links by definition connect two individuals, whereas the skills often target irrespective of who is linked (as long as they are linked), only distinguishing between foes & allies, as well as targets. This means that the effects might be quite different between any two ends of a link, making it difficult to ascribe it a color code.

Here's 2 thoughts:
1) Color code with respect to who is linked. I suggest this scheme:
Orange: links two allies
Green: links one ally to one foe
Blue: links two foes
Lighter links if there are channelers at either ends of the link.

2) Color code with respect to a mild effect of the link, which is added to the link itself when it is first cast. This is independent of whatever Surge spell you cast on individuals afterwards.
Green: life drain (-1 life regen on foes, +1 life regen on allies)
Blue: physical armor modifier (+5 allies, -5 foes)
Red: elemental armor modifier (+5 allies, -5 foes)
White: no inherent effect, passive link (the standard kind)
Purple: mindmeld spell in effect
Grey (chain): link will add damage if severed (specific to link, as opposed to painful separation etc).

Links might even fade with time, indicating how long they have left before disappearing.
Then you let the internet game sites figure out the color codes

This gets very complicated to balance though, but would add quite a bit to the fun of playing that profession, or playing against that profession.

Comments?
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Old Dec 15, 2006, 08:31 PM // 20:31   #10
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I like the idea, but how would this fare as a secondary profession? If all the skills require links and the only way to maintain effective links is through the primary attribute, I don't see it working.
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Old Dec 15, 2006, 11:36 PM // 23:36   #11
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
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Talking Channeler secondary

Thanks Isaac, for an excellent question.

Being a channeler secondary can work well, and here's a few ways to do it (see below for details):
1) Secondaries can grow networks just as effectively as primaries (sometimes even faster), but will have to invest more energy & time to maintain it in a long fight or between fights.
2) Many skills are useful even without setting up a network. Skills from Mindmeld and Heaven & Earth attributes jump to mind.
3) You can take advantage of an ally's or foe's network, in which case you don't need points in the primary.

The duration increase of the links from the primary is useful in spending less time & energy in maintaining a network, thus the channeler primary can grow a larger network or spend relatively more effort in using spells to make use of that network. The few skills that additionally benefit from points in this attribute have increased duration &/or relatively mild effects. A mesmer primary could grow a network faster, whereas an elementalist primary has more energy to draw from to create and maintain the network. A ranger primary can use Linked Arrow to create the links instead of casting each link himself, perhaps combined with a poison preparation for added benefit! Moreover, any profession can use Enduring Connection to maintain the network. The duration increase of links gained by points put in this attribute would have to be balanced against other primaries, such that both primary and secondary channelers builds are viable and interesting to play.

As is the case for most balanced professions, many skills are useful without points in the primary attribute. Indeed, most (if not all) skills under the Mindmeld attribute will create their own link for the duration of the spell, and as such don't require other links to be made. Players who create additional links do get additional bonuses, but small enough that these skills remain useful without them. Just like a mesmer's interrupts work as secondary, or necro's summons are useful as secondary, but the primary of either profession is better for that purpose. The same is true for Heaven & Earth skills, some of them will be useful even without a network in place.

Remember, you don't need to create your own network in order to use it. As such, there are also a few strategies as a team or single player to consider. As a team, you can have several individuals helping with setting up the network and blasting effects through it. You will see channeler teams. In many cases, some of these channeler teams will have a mix of primary and secondary channelers, with secondary channelers sometimes even using the links without establishing them themselves. You could also take some channeler skills with you and hope to parasite someone else's network (a risky thing to do). Imagine the satisfaction of using your foes' networks against them. Or you could use feedback spells in tandem with other channelers, or as a response to channeler foes.
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Old Dec 16, 2006, 07:52 AM // 07:52   #12
Frost Gate Guardian
 
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So your saying if the other team sets up the links one person could bomb the network? like a mesmer/channler. Throw a resseruct type spell in this class I see that happening in a gvg team. love the idea Alaris.
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Old Dec 18, 2006, 05:06 AM // 05:06   #13
Frost Gate Guardian
 
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
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Sometimes it's hard to search properly the forums, especially for concept classes / professions. I therefore want to acknowledge ActionJack who has had similar ideas. From his post, there are many more skills, many of which could make a nice addition here.
http://www.guildwarsguru.com/forum/s...d.php?t=101419

In particular, I like ActionJack's idea that some links cause damage etc if foes cross through them.

ActionJack also includes some form of Summoning in his profession. I'd love to see a summoner myself, whether combined with this profession or as a separate profession. Though I'd vote for a separate profession...

Let's get the momentum going...
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Old Dec 18, 2006, 07:48 AM // 07:48   #14
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Thanks for the acknowlegement, Alaris.. thought wasn't expecting or needing it. It was a old one that has little read, so I don't think there were any copy around.

On issue of summoning... its only partial summon in puppeteering. Have other ideas for a for summoner class (thought was never fully put down on paper)


In all cases, a Linker/bonder I think is still good concept, one who will take damage from allie, and redirect it to enemy, which offer both defensive and offensive ablity at same time. Can also have other "fun" with the link/cord/spirit chains, such as adding damage/effect to them when foe cross them (allowing the team play of runing around "rounding up" the foes to maxiumize its effect), or cord jumping/movment (partly taken from Jesh's Phade CC). Other ideas could follow.
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Old Jan 04, 2007, 08:11 PM // 20:11   #15
Frost Gate Guardian
 
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Following Isaac's question on why would someone want to be Channeler secondary, here's a consideration of what secondaries would be good for a Channeler.

Being primarily a caster, the channeler suffers from the usual drawbacks. He has some spells to steal life & energy through his network, and to deal AoE or direct damage. He also has some ability to reduce spikes and to create spikes.

He would benefit from other classes by taking on abilities related to:
1) Self-protection in the forms of armor or damage reduction
2) Self-preservation in the forms of removing hexes and conditions
3) Energy management (always an issue with casters, and he might find better ways to manage energy than stealing small amounts; glyphs and signets come to mind).
4) Access to hard-res or to a pet (which can be linked).
5) Movement issues: speed enhancements on self, cripple on others.
6) Backup abilities for the setting up a network is prevented to inefficient (i.e. as would be the case when someone else is removing links that you are putting up).
7) Any spell that combines with your own for added effects. Hexes come to mind.
8) Healing: the network could be used to drain energy, which is used to power the monk secondary healing spells. This means more healing and resurrecting towards the middle and end of a fight, where most monks are already drained.
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