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Old Dec 23, 2006, 11:51 PM // 23:51   #1
Lion's Arch Merchant
 
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Default The Puppet Master

My idea of a puppet master is a support class who is able to have great versatility with a Marionette (somewhat like a pet, but with much more magical components), with an appearance of an undead Orrish human. has 4 energy regeneration and 40 energy (with armor on)

Primary Attribute: Inanimateness <--yes the name sucks...
Increases the effectiveness and duration of skills in this tree, and for every 4 levels you gain +5 armor whenever you stand still and do not activate skills and do not attack.

Secondary Attributes:
String Mastery: this is much like swordsmanship, hammer mastery etc, but for the weapon strings. Strings will be a new weapon which have the attack range of a short bow, deals slashing damage, and can attack another enemy adjacent to the target.

Control Magic: this tree of skills will aim towards hindering the effectiveness of the enemy, disabling skills in their skillbar and causing chaos in their formation.

Marionette: tree includes skills in summoning marionettes, altering their personalities, and their attack skills.


Concept Skills:

e = energy
ct = casting time in seconds
rc = recast time in seconds
Marionette:
3 skills will summon a marionette of then which a number of personalities can be applied to 2 of them. personalities work like stances. only one active allowed, however, personalities will change the appearance of marionettes.


Animate Lesser Marionette: 10e 1ct 15rc
Summons a marionette of lvl 0-16. damage depends on level, does melee attacks. you may only have one marionette active at a time. while this skill is active your movement speed is reduce TO 90%. this marionette does not have alter personalities. reactivating this skill while controlling a marionette destroys your active marionette. destroying your marionette does not trigger the rc time of this skill.

Animate Marionette: 15e 2ct 15rc
summons a marionette of lvl 4 - 20. damage depends on level (does more damage than lesser marionette at same level). you may only have one marionette active at a time, your movement speed is reduced to 75% while active. reactivating this skill while controlling a marionette destroys your current marionette. this marionette has alter personalities. destroying your marionette does not trigger the rc time of this skill.

Animate Greater Marionette: (elite) 15e 2ct 30rc
summons a marionette of lvl 8- 24. damage depends on level (does more damage than marionette at same level). you may only have one marionette active at a time. reactivating this skill while controlling a marionette destroys your current marrionette. this marionette has alter personalities. destorying your marionette does not trigger the rc time of this skill.

the following personality skills can not be activated whilst controlling a lesser marionette. ALL personality skills have a global cooldown of 2seconds.

His name is John: (marionette personality) 5e 4rc
Your marionette becomes john and attacks 33% faster but takes double damage for 8 seconds. if john dies, you lose 20% of your max hp.

Her name is Jane: (marionette personality) 5e 20rc
your marionette becomes Jane and cannot attack. gains +80 armor and 7 hp regeneration, lasts for 1 - 9 seconds.

His name is Chucky: (personality) 10e 60rc
your marionette becomes Chucky for 15 seconds. You lose control of your marionette and may not animate another marionette for 15 seconds. Chucky becomes hostile to the group with most enemies and gains +25% attack speed and +3 regeneration for the (amount of enemies present minus 1) seconds. Chucky becomes hostile to you at the end of 15 seconds.

His name is Romeo: (personality) 15e 20rc
for 1-8 seconds your marionette becomes Romeo, all damage dealt to you is redirected to Romeo. if this damage would destroy romeo, you die too.

Her name is Juliet: (elite Personality) 10e 30rc
for 1 - 6 seconds, your marionette becomes Juliet. all damage dealt to you is redirected to your Juliet.



Other personalities may include increases in movement speed, evasion and blocking, interrupt upon attack etc.

Poison Mechanism: spell 5e 8rc
the next attack against your marionette causes the attacker to be poisoned for x seconds.

Trapdoor Mechanism: spell 5e 1ct 12rc
swap positions with your marionette. you may not move for 2 seconds.

Destruction Mechanism: spell 15e 3ct 45rc
your marionette is destroyed, deals 20 - 150 damage to adjacent enemies.

Iron Maiden: Marionette attack 10e 12rc
must target a knocked down foe. is easily interrupted. your marionette strikes for +X damage, target foe's skills are disabled for 0 - 3 seconds if successful.

Guillotine:Marionette attack 10e 12rc
must target a knocked down foe. your marionette strikes for +X damage, target foe suffers from deep wound for x seconds.

Electric Chair: marionette attack 15e 20rc
is easily interrupted. your marionette strikes for +x lightning damage and target foe's skills are disabled for 0 - 2 seconds. this attack has +20% armor penetration.


[Control Magic]
Entangle: Hex Spell. 5e 1ct 20rc
Target foe and adjacent foes are hexed with Entangle 1-7. while you continue to attack this target with strings, entangle causes the hexed foe to move 50% slower.

Strings Attached: elite Hex Spell 15e 2ct 20rc
Target foe is hexed with Strings Attached for 1-8 seconds. Whenever target foe attempts to use a skill that costs energy, 5 energy is lost prior to using the skill. if the remaining energy is not sufficient to cast the spell, that spell is not cast.

Loose String: elite spell 10e 1/4 ct 30rc
if target is casting a spell which targets an ally, that spell now targets YOUR ally instead. if that spell targets a foe, that spell now targets YOUR foe instead. if target foe is casting a spell which targets himself/herself, that spell now targets you. this spell causes exhaustion.

Choke: hex spell
Target foe is hexed with choke and can not use shouts or chants while you continue to attack hexed target with strings for 2-9 seconds.

Mimic Stance: elite hex spell 15e 3ct 30rc
Target foe is hexed with mimic stance. whenever you enter a stance, target foe enters the same stance for the same duration. lasts 1-7 seconds

"I didn't mean it": elite spell 15e 2ct 30rc
a random shout or chant is disabled from target foe, that shout or chant is activated upon your allies instead. this spell causes exhaustion

String Mastery:
Barbed String:
a regular bleeding attack for the strings.

Trip: string attack
target foe and adjacent foes are knocked down for 3 seconds. your skills that require casting time are disabled for 3 seconds.

Lash out: stance 15e 30rc
While in this stance you may not move. your string attacks may attack an additional target. 4- 12 second duration

Extend: stance 10e 45rc
while in this stance you may not attack enemies adjacent to yourself, but your attack range is increased. 1-8 second duration.

Restring: attack skill 10e 30rc
attack must hit a knocked down foe, if this attack hits, target is knocked down after 3 seconds.

Inanimateness
Inanimate attack: stance 5e 10rc
for 1- 5 seconds, the armor bonus of inanimateness will still apply even if you attack

Playing the puppet: skill 5e 10rc
your skills that require casting time are disabled for 3 seconds and you may not move, armor bonus of inanimateness is doubled.




thats about all i can think of ....hope people will give it a browse

Last edited by kKagari; Dec 23, 2006 at 11:57 PM // 23:57..
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Old Dec 24, 2006, 12:49 PM // 12:49   #2
Jungle Guide
 
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I like it, its another suggestion for a class that suports their pet instead of their pet supporting them.
And as I believe the amount of simelar ideas is more important to getting the devs attention to a consept than the single best CC thread ever.

Its a nice idea, the primary seems very interesting there should be some pretty tactial aplications for that, does work while casting spells as well?

2 points though.
How are strings their weapon? sort of magical guided to target and stangle(tentacle like) if so do they do a DoT for strangeling damage?
Or do you snap them at your foes(tention on a wire breaking it and it flays out with reasonable force) if so they should not be normal pupet strings those don't weigh enough.

Also your a bit to technical, with a the roman hints in prophesies and the farao ages of NF a electric chair might be a bit predated and romeo and juliet won't be written for another 1000 years or so.

Other than that, jesters likely used pupets very early in history, and with the magic that is around in GW making your pupets move through magic instead of strings is a likely choice and would make the pupets usefull for things other than entertainment.

And charging your pupet with 'mechanisems' or effects that you can't put on humans but are viable on an expendable thing like a puppet is a nice idea too.

needs a bit of work to make it fit into the GW world a little more, and (O Grenth; I fear I sound like Bahamut, what am I doing ) it needs a bit of name and public image changes to make it 'cool' and atractive to play.
but the consept of the way they fight and use skills is nice I like it!
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Old Dec 24, 2006, 10:13 PM // 22:13   #3
Furnace Stoker
 
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Interesting concept. Look good.
I like the Personality for the Marionette, its catchy.

Primary sound intersting too, and certainly work well with such class. (but would still make the armor bonuse when casting spells, to make it work better with other classes)

String seem like a strange weapon to equip. Would just give them lots String attack skills, but not as a weapon.

Also maybe give it the ablity to switch control between the Marionette and the Puppeteer?
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Old Dec 25, 2006, 02:18 AM // 02:18   #4
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Why not change the string to a whip? it would be more of a realistic weapon that could be mid range dmg or upclose if you add more armor to it. like the idea, id play it if it came out!! Either that, or make the string like a rope, or lasso.

the Animate Greater Marionette skill is too much like Flesh Golem, change it up a bit, make the marionettes less like minons of necros. (I know you have the personality change as something different, but you need something else, or this class wont go anywhere)

Last edited by Dean Harper; Dec 25, 2006 at 02:23 AM // 02:23..
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Old Dec 25, 2006, 02:21 AM // 02:21   #5
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I think I've seen this concept somewhere before. Can't put my finger on it though.

I like it, although some alterations would be necessary, such as different names. No offense, I just think the name Jane sucks for Guild Wars lol.
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Old Dec 25, 2006, 07:34 AM // 07:34   #6
Lion's Arch Merchant
 
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my reasoning behind the john and the jane is that they are the cookie cut basic names in the english ..err..namebook? so they have ur cookie cut basic 'stances'....haha now that i think about the system crushes point about predated technology does make sense...

and as for strings hmm...i got the idea from chinese kung fu movies where theres always the odd assassin with very innocent looking string ball which ends up spilling tons of blood a few scenes after....probably very very flexible thin metal ones, ill leave it up to ur imagination ^^

thanks for the feedback
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