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Old Jan 02, 2007, 02:06 AM // 02:06   #1
Lion's Arch Merchant
 
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Default Chrono Legionnaire

Story: After the Searing and the fall of Ascalon, Orr became the next target for the invading Charr army. Tensions increased as Orrian commanders reported heavy casualties each day in battle. The two greatest of the king's advisors, Vizier Khilbron and Vizier Amtarge argued over what was to be done. As Khilbron prepared for the invoking of The Cataclysm, Amtarge had other plans. Sacrificing his own life, he forced 10 of his most trusted followers 100 years ahead of time, in hopes one day they will return to save the doomed empire.

And now they have.

Concept: The Chrono Legionnaire (CL) uses time manipulating powers and short ranged attacks to displace enemies and impede the effectiveness of their skills. Has 60AL at max, and 25 energy with 4 pips of energy
regeneration. (statistics subject to change)

Primary Attribute:
Delay
For every 4 levels in Delay, enemy skills and effects take an extra 1/8 seconds to take effect on the Chrono Legionnaire. Also improves the duration and effectiveness of spells that delay time, allowing one to prevent the inevitable. (delay seconds and increment levels subject to change)

This does not increase enemy casting times.
example I: An enemy attacks with Hamstring. At lvl 16 Delay it will take an extra 1/2 second before the cripple effect is applied on the CL.

example II: An enemy casts Immolate. At Lvl 16 Delay both the damage and the burning is delayed by 1/2 seconds.


Secondary Attributes:
Chain Mastery
Chain Mastery increases basic chain damage and critical chance as well as damage dealt by chain skills.

Displacement Magic
Increases the effectiveness and duration of skills and spells that deal with position and movement.

Time Magic
Increases the effectiveness and duration of skills and spells that deal with shortening or increasing time taken.


How Chain Attacks Work:The Chain and Shackles is a weapon that deals blunt damage at a range of shortbow and has an attack rate of 1.75 seconds. Most Chain Attack Skills will shackle an enemy from 1 - 3 times. This will be indicated on the enemy target health bar like lead, off-hand, dual attacks of the assassin. By attaching a shackle to an enemy, other skills that cause the release of these shackles may be used to apply other effects on that enemy. However, apply shackles to another target will cause all shackles to be removed from other targets. Also, if the enemy has 1 shackle, using a skill which adds 3 shackles will not give the enemy 4 shackles, rather, only 3. Apply shackles will only add the amount equivalent to the highest amount. Incidentally, if the enemy has 2 shackles, using an attack which adds 1 shackle will not reduce the shackles to 1, and will stay at 2. The maximum amount of shackles is 5 per target.

Example Skills
e = energy
ct = casting time
rc = recast time
cas = Chain Attack Skill
-e = -1 energy regeneration

Chain Mastery

Arrest: cas 5e 6rc
If this attack hits, you strike for +X damage and shackle the enemy once.

Justify: cas 15e 8rc
Remove one shackle from target. If a shackle is removed, this attack deals +X damage and causes deep wound.

Chains of Ferocity: stance 10e 20rc
For 8 seconds you attack 33% faster but deal 25% less damage while using Chains. You shackle the enemy once upon each chain attack for a maximum of 1 - 3.

Spiral: elite cas 15e 20rc
Remove one shackle from target, If a shackle is removed from an attacking target, target is dazed for X seconds. Otherwise, this attack strikes for +Y damage. Remove all shackles from target.

Chains of Misery: stance 10e 10rc
For 8 seconds whenever you strike an enemy suffering from a condition, you shackle the enemy once for a maximum of 1 - 3 shackles.

Vindicate: elite spell 10e 1ct 12rc
Remove a shackle from target enemy every second until all shackles are removed. For each shackle removed this way, target suffers X damage. Vindicate ends when there are no shackles on target.


Displacement Magic

Shifting Sands: spell 15e 2ct 20rc
Remove one shackle from target enemy. If a shackle is removed you are dazed for X seconds. If you are successfully dazed in this way, you and target foe switch positions.

Physical Displacement: enchantment spell 10e 1/4ct 4rc
For X seconds, the next time you are hit with an attack, you are teleported 10ft from your position away from the attacker.

Arcane Displacement: enchantment spell 10e 1/4ct 8rc
For X seconds, the next time you are struck by a non-hex spell, you are teleported 10ft from your position away from the caster.

Unsummon: spell 5e 3ct 20rc
Remove 1 shackle from target minion or spirit. Unsummon target minion or spirit. The master of the minion gains energy equal to the amount needed to summon it. Effects that trigger upon the death of a minion or spirit do not trigger. The exploited corpse used to summon target minion becomes unexploited if it is within your spellcasting range.

Shackling Conjuration: spell 5e 2ct 10rc
If target foe is moving, you shackle the target once.

Wastrel's Lag: elite hex spell 5e 1ct 5rc
Target foe is hexed with Wastrel's Lag. After 3 seconds, target foe is returned to the positions they were in when hexed with Wastrel's Lag. Wastrel's Lag ends prematurely if target foe stops moving for 3/X seconds.

Delay

Rescind: enchantment spell 5e 1/8ct 3rc
For 2 seconds the next condition applied on yourself is prevented and rescind ends. If no condition is prevented Rescind takes an additional 3 seconds to recharge. 50% chance of failure with 4 or less Delay.

Increased Delay: enchantment spell 10e 1/8ct 10rc
For 0 - X seconds, the delay effect is increased by 1/X of a second. When Increased Delay ends you are dazed for X seconds.

Delay: spell 5e 1/8ct 12rc
If target foe is using a skill, that skill's effects are delayed by 1 second.


Time Magic

Time Paradox: hex spell 10e 1/2ct 20rc
Target foe is hexed with Time Paradox. For X seconds target foe moves 33% faster and you move 33% slower. For each second that foe moves, his movement speed is reduced by 11% and your movement speed is increased by 11%.

Time Rift: elite enchantment spell -1e 15e 2ct 60rc
While you maintain Time Rift, you lose 5% of your maximum HP every second. When Time Rift ends, your position, HP, energy and conditions suffered is returned to the state it was in when Time Rift was cast.

Force of Will: elite spell 5e 3/2ct 20rc
You are dazed for X seconds. If you are successfully dazed in this way, the effects of the most recent harmful non hex-spell which targeted you is removed. Force of Will does not benefit allies affected by the same spell.
example I: An enemy casts Immolate on you. Force of Will heals you for the damage you take from the initial damage and burning damage and decreases the burning duration caused by Immolate. The 'healing' from Force of Will does not count as 'healing', such that spells like scourge healing will not apply.

example II: For spells like Meteor Shower, if you were the target, Force of Will heals you for the damage you take from Meteor Shower, and Meteor Shower stops.


Lyssa's Hourglass: enchantment spell 10e 2ct 30rc
For X seconds, you gain +Y energy regeneration. You lose Z energy regeneration each second.

Dwayna's Hourglass: enchantment spell 5e 1ct 12rc
For X seconds, you gain +Y health regeneration. You lose Z health regeneration each second.

Grenth's Hourglass: elite enchantment spell 15e 1/4rc 60rc
For X seconds, you cannot die. When Grenth's Hourglass ends, you die. If you die in this way, you cannot be resurrected for Y seconds.

Balthazar's Hourglass: enchantment spell 10e 2ct 20rc
For X seconds, you attack 33% faster. You lose 11% attack speed each Y seconds.

Melandru's Hourglass: enchantment spell 10e 1/2ct 30rc
For X seconds you gain +33% movement speed. You lose 11% movement speed each Y seconds.

Time Stop: elite spell 10e 1/8ct 60rc
Stop time for 1/2 second for everyone within your casting range. When time continues again you are dazed for 10 seconds. This spell causes exhaustion.




Authors Comment: this is all I can think of at the moment. i hope everyone will give this concept build a look. However, before anyone thinks a certain skill is too powerful or unbalanced, i urge you to think of the many counters in place for it at the current time, before you comment on its error. However, if you think a certain skill is too weak, you are probably right. Also, this concept is designed to restructure the way certain players play pvp. For instance, it is common knowledge to use cover hexes when hex removal is heavy, in the same way that players will learn to use cover spells when spells such as Time Rift is used.

This concept profession also adds skills to existing professions, such as Ranger trap skills which shackles targets, or Ritualist spirits which add shackles on attack.

Last edited by kKagari; Jan 02, 2007 at 11:53 AM // 11:53..
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Old Jan 02, 2007, 04:05 AM // 04:05   #2
Hell's Protector
 
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Ok....this is VERY interesting....

It doesnt delay the casting....it delays the effect.....I like it!
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Old Jan 03, 2007, 10:47 PM // 22:47   #3
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1/2 a second at 16 attr seems a bit useless imo.

Although you have thought of some nifty ideas, im confused as to how it would fit into a team, does "stopped time" prevent everybody from moving / acting or what.

It also seems highly complicated and although alot of effort has gone into thinking this up, and there are some good ideas, its not a concept class I can support fully.

(also, sorry, but a few - points for the plagerised title)
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Old Jan 03, 2007, 11:05 PM // 23:05   #4
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this looks sexy...needs to be a bit more guild wars ish though
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Old Jan 03, 2007, 11:33 PM // 23:33   #5
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I love it except....change the name to something not from Red Alert II please...lol
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Old Jan 03, 2007, 11:38 PM // 23:38   #6
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Time Stop: elite spell 10e 1/8ct 60rc
Stop time for 1/2 second for everyone within your casting range. When time continues again you are dazed for 10 seconds. This spell causes exhaustion.

With that recharge, elite status and consequences, this is incredibly underpowered, give it a 2 second duration, and a 45 recharge and it would be better (if the duration/recharge is too long/short then BloodSpike would be on the rampant, run up, freeze the monks, you bspike the target, wham.

Delay is incredibly underpowered. if you delay the conditions by .5 seconds for every rank (8 secs at 16) then it'd work. the concept is good, but doesn't really fit with the theme of Guild Wars
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Old Jan 04, 2007, 03:27 AM // 03:27   #7
Lion's Arch Merchant
 
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(following response are in no way intended to be insulting or any objective other than conveying my own ideas)
my response to 'theme of guildwars and fitting thereof':
ok the name does kinda sucks but i still think time travel isnt too far off the fantasy world than what seems to be brought up here. just an opinion thats all. in fact i rather enjoy fantasy mixed in with a bit of technobabble, and games like final fantasy can do that very well.

my response to the power of delay:
as i mentioned in the original concept, the statistics for delay are subject to change. However, here is what i think:

as delay works automatically against spell damage, condition inflicting spells and condition inflicting attacks at ALL times, this already seems powerful in the way its an unconditional defense mechanism. so far most guildwars primary skills require some action to trigger its benefits, except maybe for...expertise and fast casting? and even then, none of these skills are really defense mechanisms. also, my intention is not to have overpowered CLs that depend heavily on delaying attacks upon them, the 1/2 a second would be beneficial for situations where an excellent player has incredibly fast reaction, excellent anticipation of his opponents attack, or even a happy-go-lucky prot monk who saves himself in the nick of time. it was not intended to be overpowering.

my response to time stop:
ok, first of all this is the token spell for any sort of time stopping magician, and again, i did not intend this to be overpowering. though i do agree 1/2 a second might be a bit useless. the intention of this spell is somewhat like a snare. for the CL to get into the enemy lines and stop the people there.
actually i think 1/2 a second is immensely powerful.

picture this: a HoH where you can stop the other team in their tracks while your relic runner gets that 1/2 a second extra movement with a speed boost. might be JUST enough for them to run outside a 'gale' caster's range.

and yes, it stops your teammembers too, be careful =)


doesnt anyone like the chain weapon =(?

thanks for the feedback, will add more soon
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Old Jan 04, 2007, 05:03 AM // 05:03   #8
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Eh, the chain weapon is nice-ish, but I don't know if it fits.

1/2 second is really nothing compared to, say, gale. Deep freeze. Dash.

So eh.

The reversing effects look sexy though. How about the ability to displace enemies, though? Halfway to you, or to a random location nearby or somesuch. It would interrupt them becasue of the game engine, so it would have a dual purpose and deserves a short cast, proably gonna need to make them energy-intensive and moderate recharge then.

And for delaying cast spells, though it looks fun, what mechanic would you suggest to stop it from being realy overpowered, perhaps stacked with shame? I mean, were that kind of effect to ever exist.
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Old Jan 04, 2007, 06:35 AM // 06:35   #9
Lion's Arch Merchant
 
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ok this what i thought:

at lvl 16 you get 1/2 second, and only at lvl 16, and they also come in increments of 4 levels. i thought that 1/2 second delay is already quite difficult for a regular players reaction time. i play a mesmer myself, and im quite a pathetic interrupter, the only time i stop those 1 second cast time spells is when i anticipate it. which is the same idea of delay, delay simply makes prevention possible to anticipate and prevent effects that normally wont be possible, but at an incredible difficulty such that prevention is better than cure.

so at lvl 16 delay, you are already suffering from having 97 attribute points put into one tree, -75 hp from superior rune just to get 1/2 second delay. the trade-off seems to be fair.

though im sure there are certainly skills out there currently that could be abused with delay, though new classes have always brought a whole list of nerfs to existing skills etc...and i think anybody writing a concept class wont be able to deal with all of the deadly combinations just yet.
eg. watch yourself was recently changed due to paragons (though i may be wrong)



my other proposal for delay was perhaps a higher amount of delay but only occurring due to chance.
also a CL will have an extra bit in the UI which queues up what effects will 'soon' be applied. (this is probably useless with an unbuffed delay duration, i mean, no one can read that fast )

Last edited by kKagari; Jan 04, 2007 at 06:40 AM // 06:40..
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Old Jan 04, 2007, 07:25 AM // 07:25   #10
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Quote:
Originally Posted by Kendar Muert
I love it except....change the name to something not from Red Alert II please...lol

Agreed lol

Also, I know you "prenerfed" the skills to make sure people dont say "OMG too powerful, no comment". But I honestly can't see myself using any skills at the moment. As a comparison, mesmer interrupts not only interrupt, but generally add a powerful effect as well. Also too many skills are very alike to each other, I'd like to see if you could come up with more unique ones
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