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Old Dec 03, 2006, 01:08 AM // 01:08   #1
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Default The Alternate Core

Since this is for concept classes, I thought it'd be a good place to suggest this. What this is, is a suggestion for a new chapter in Guild Wars, but this game takes place in another plane of existance similar to, but not the same as Guild Wars, or perhaps it takes place so far away, the skills once derived from long ago have split off into similar but different schools of magic. Here you'd be able to make a character not of the core, but of the Alternate Core professions.

Template:
Name of profession : (class counterpart) short description
primary attribute : description
Weapon type : attributes
attribute 1 : description
attribute 2 : description
attribute 3 : description

Maurader: (Mesmer) A tough fighter that uses the power of wind and magic to fight opponents.
Oddly Shaped items : Illusiory and Domination
Fast Slashing: You attack faster
Domination Mastery: Skills that focus around setting up the enemy for attacks
Illusive Arts: Skills that focus on creating illusions and fighting
Spirit Magic: skills that boost your adrenaline and raise team morale

Astronomer: (Elementalist) An arcane practicioner that looks to the stars and earth for power and knowledge.
Enchanted books which summon power from their element each time they're attacked with (like a wand): Sun, Moon, Earth, and Ocean magic
Energy Containment: You gain another pip of energy regen for every 4 levels in this attribute OR You release more power when you cast spells, thus making them more effective.
Sun Magic: Magic derived from the sun is more powerful.
Moon Magic: Magic derived from the moon is more powerful.
Planetary Magic: Magic derived from the planets is more powerful.
Ocean Magic: Magic derived from the ocean is more powerful.

Slayer: (Ranger) A hunter who plans and thinks through his plan of action for killing huge beasts or stalking down his next meal.
Small bow, sometimes specified hunting weapons like slingshot, boomerang, or throwing knives: Sniping
Evasion: You have a small chance to evade attacks
Spirit Mastery: Skills used to summon animals and your spirit deals more damage. (instead of you having a pet animal, you have a pet spirit and can summon animals)
Sniping: Skills used to attack and deal damage to opponents.
Weakness Exploting: Skills used to survive and kill specific or certain types of creatures.

Advocate: (Warrior) A strong fighter with weak defenses who uses different forms of martial arts and fighting styles to fight enemies.
Gloves or Metal Knuckles: all styles of fighting. Both hands are used to fight with, and each hand can wear a different glove
Stamina: you have more health
Dissania Style: attacks that focus around knocking down the opponent
Cozan Style: attacks that focus around hitting specific parts of the body
Shekshin Style: attacks that focus on conditions and multiple opponents
Technique: Stances and defense skills that have extra effects if requirements are met. (Example, if they miss they fall down, if you receive chaos damage you focus that damage into dealing more damage)

Disciple: (Necromancer) A master of dark arts and uses the forces of evil and corruption to do his bidding, and what the heck, sometimes to do good.
Soul Staffs: usually depict lizards or reptiles and life forces
Soul Power: You gain a small percentage of life every time you target an ally and receive any excess health or energy from party members you assisst with your skills.
Flesh Magic: Magic that affects how the character's allies and enemies are physically is altered.
Banishments: Magic that destroys or hampers negative conditions, hexes, or foes
Sorcery: Magic that gives conditional healing and energy to allies. (For example the spell might give an ally 10 energy and 25 health for each spell equipped on that ally, or they gain 300 life when this enchantment ends naturally if they have been attacked less than 3 times during the duration.)

Blasphemist: (Monk) They draw their power from Balthazaar to smite down foes with thier undying, god infused, vengeance from the heavens.
Broken Staffs: resmble statues of dwayna, sometimes set on fire like fiery/icy dragon swords.
Distorted Wishes: Your blasphemist spells deal 5.2 damage for each level
Catastrophic Magic: magic that intervenes in the actions of opponent's actions
Cataclysmic Magic: holy magic of balthazar used to smite down opponents and deal damage
Woe Magic: Skills that chain leaving souls to your weapon to do your bidding and magic that transforms life into power.

------

Possible Story:

Guild Wars: Onslaught

Long ago, when the crystal desert was a sea and Orr was still a land mass, and the ring of fire island chain hadn't errupted from the oceans, there were 3 basic ways of going through life. They were hunters, gatherers, and farmers. These three areas became imbued with the power of magic through the gods, and turned the hunters into melee and ranged classes, gatherers into religious philosiphers of life and death, and farmers into masters of the arcane arts.

As life went on, they evolved and changed into the classes we know today, except that thousands of years ago, when the blood stones were created, the lands split and separated. All around the world this happened, Istan and Shing Jea Islands are an example of this. But in Tyria, when the islands split, a tremendous volcanoe ruptured in the sea, and caused the island to be pushed off farther into the ocean, farther away than ever explored -- until now.

A few of the main nations of the world are attempting at conquering the new land and it's natives, and you must act as this uncharted island chain's protector and diplomat. The Canthan fleet isn't as easy to negotiate with when their emperor gives their commanders one command, and it is interpretted in another. The Krytans and many white mantle don't believe protecting these savages is the right thing to do, while Vabbians are too hungry for gold to listen to you.

Become an ally to this nation and fend off intruders, and learn the lost magics and ways of the native people. Explore the many shores and exotic statues on its sandy coasts, explore the intricate vine and sea dungeons, view the world from atop the great blue canyons on the main island, and enjoy the many new features of GW:O.

New features:
Map now scrolls if you put your cursor at the edge of the map and click arrows. (Core for everyone, regaurdless of if they own the campaign and can map to there. If they're in tyria they can scroll down and see the crystal desert turn into elona)

Adventurer is a new secondary PVE only class with 3 attributes. These new skills and attributes are used in missions to accomplish goals such as loosen vines to swing over holes, chop trees to make bridges, or set bait to lure beasts. Campaign skills are now accessable through here including Vial of Holy Water, Disarm Trap, etc, even though they have no use. The attributes will be created by me in another update to this thread :P

Fishing is a title similar to Beer drinking. You just grab a line, and one bait per fish. You can cut fish into multiple bait, but you're not guarenteed a fish every reel, and you're not guarenteed a good fish either. Admiral Saidon the Eternal in the fissure of woe is one of many people involved in the new title. It's kind of wild.

Each class has a unique purpose for every challenge in GW:O including having a Slayer (or ranger) use his pet to hit a switch inside a room that a person can't get to, using certain spell types in certain areas in unison to perform combos, and some missions split the team up into teams for intellectual missions such as puzzles and time based games, for no apparent reason since you're trying to defend the island chain from invaders but instead you're playing games and fishing. Get off your lazy ass. Actually just kidding, for some reason in the heart of the island there's a strong power that will give the locals a major advantage to make their boats into levitating ships of doom that you can cast spells out of down at people while you're obstructing their shots lol... Wheee.... I'm a bit brain dead for now.

To be continued...?

Last edited by Kai Nui; Dec 07, 2006 at 12:30 AM // 00:30..
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Old Dec 03, 2006, 01:33 AM // 01:33   #2
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Interesting.... o.o
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Old Dec 03, 2006, 02:02 AM // 02:02   #3
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Could also do it for a new race.... New race.. new Core?

It would be somewhat Mirror of the existing core, but "re-shuffle" each of the functions, or make them play/use differntly.

It would add on new game strategy and interest to try out the new proff, while be seperate and reduce the need to co-blance it to the existing proff.

I think it is one valid option that we might see in the futre GW.

(and nice list Kai Nui, good suggestion for alt_cores)
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Old Dec 03, 2006, 02:19 AM // 02:19   #4
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Thanks, I'm taking a short break, I kind of tried to keep it original but still bound to the similar classes we all know with a twist that could leave a decent taste in everyone's mouth. I'm going to let this sit for a while and come back to it later, I am overall satisfied and would like to add some skill suggestions aswell, since just seeing the name of Earth Magic, it just doesn't show how it's different from the elementalist counterpart (actually I need to change the name since I just realized it's exactly the same.) My idea of earth magic would be able to create barriers of earth that jutted out of the ground such as in a circle containing target foe or a wall that trails behind you for 5 feet. Maybe not, just one of the many ideas floating in my head.
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Old Dec 04, 2006, 08:23 AM // 08:23   #5
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Ha i think that is the best thing for new professions yet that i've read, (absolutly love the slayer i think it is! just the art of "Sniping" makes me get goosebumps...) nice job on a good thinking of a game(whats the name gonna be??? if anet decides to make it, it should have a name.)
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Old Dec 06, 2006, 11:39 PM // 23:39   #6
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Done for now, this is turning into a whole campaign lol. For a second I thought that I deleted everything right as I was posting. Glad I didn't. I tried to interweave it into the GW universe, I'd like to get some other things in there too, like later on in a mission you meet up with a woman who has been living here for a while as a refugee from a far off land wearing a familliar blue dress and red cape. After a storm brought her here, and lost her mother... Her mother still wonders where she is, from within the Underworld...

Last edited by Kai Nui; Dec 07, 2006 at 12:35 AM // 00:35..
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Old Dec 07, 2006, 04:30 AM // 04:30   #7
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It is an interesting concept, but the core classes cover the the most neccessary functions in a party, and creating a completely alternate core would be hard pressed to meet all the needs of a party without seriously overlapping every exsisting profession.

Beyond that you end up making 6 new classes which are even harder to develope and balance than the 6 original ones and obviously harder than 2 for the chapter.

Personally, I perfer that new classes be geared toward alternate options as well as original opportunities which make each class unique and certain to add something different to the party instead of a complete repeat of the core classes. They are either going to need an unparralleled amount of effort to make them universally supportive and functional wile original, or they are going to create massive repetative abilities making it worth.....less.

I would rather see original features or alterations available to the core classes than a completely new core, this would be especially significant if a new attribute was added and that chapter did not have skills for certain previous attributes, but provided skills for the new ones instead.
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Old Dec 07, 2006, 05:40 AM // 05:40   #8
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That depend on how you make the the new alt core classes.
In my thinking atleast, new alt core classes would mean they won't over lap or combined with the exisiting ones. (thus you cann't make a Slayer/Ranger) Given so, that allow them to have similar or mirror functions as the existing ones, but reshuffle the existing function and turning some mechanic.

So say in the a new core you got a Berserker, which will retain the function of Warrior melee damager, but loose the Tactic-Defense ablity, yet gain new line of health stealing skills... and so on. In that sense, repeating is still alright.

It give player new spain and freshness of playing them, thought they do still function somewhat like the exisiting, (assume it got resuffle right), and not be bog down by the needed balancing issue to the "old" classes. Not to mention the new looks, new weapons, and primaries that could go with it.

Thats my thinking anyway. Think there are still lots room that can be added to that of human with out going to alt core, and if see alt core, do hope to see it for another race... but for most part, would still be interesting to see such thing added in the future chapters. (and a possible valid way of adding Samurai and Stalkers...)
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Old Dec 07, 2006, 05:43 AM // 05:43   #9
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hmn...after reading the more finished stuff, i was really hoping for a more "shuffled" version.

ie:

The alternate warrior would have:

Strength
Swordsmanship
Beastmastery
Axemastery
Tactics

Ranger alternate would have
Expertise
Hammer Mastery
Marksmanship
Protection Prayers

that sort of thing.....
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Old Dec 07, 2006, 03:57 PM // 15:57   #10
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Quote:
Originally Posted by actionjack
Could also do it for a new race.... New race.. new Core?

It would be somewhat Mirror of the existing core, but "re-shuffle" each of the functions, or make them play/use differntly.
Wow...(moment of silence... must keep silent... **** this is hard...)
What a exelent idea, its like the first good idea I've seen someone make as to introducing new races.

That way a race would matter, and most importantly have a truly unique identity.
A dwarf could have a truly robuste and forcefull skill set for each profession, while human has a blanced one.
While a Charr would have Aggressive and reckless skills.

Like you said the professions would all have diferent names, though I think a slayer is more something of a warrior that a ranger(as a dragon slayer generally was in full plate mail)

But for a race that is swift and deceptive(we don't have any halflings yet do we?), a scoundrell would use throwing knives and stuff and basically have altered versions of all the ranger core skills, and abilitys exept beast mastery which he exhanges for a part inspiration magic(arcane thievery and energy stealing) based of dexterity.

Exelent Idea, both the altered core and the individual race core.
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Old Dec 10, 2006, 11:51 PM // 23:51   #11
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Yeah, I am really not the guy to design the entire alternate core all by myself. I'm sure the 6 classes of guild wars including attributes and skills weren't all invented by one guy in a few days. Just brainstorming, feel free to help out. I like the new species thing. Also I intended for this to be possible to have a core have it's alternate core as it's secondary eventually maybe what the heck.
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Old Dec 11, 2006, 05:26 AM // 05:26   #12
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The idea of mixing diffent attributes together in a new race would be very cool.

Imagine a Tengu like creature with a name like BattleMage using Air mastery, Wind prayers, Inspiration and Leadership. A commander that leads his troops and calls targets with bolts of lightning!

Being a mix of classes these would have no secndary classes, limiting them somewhat but still would give them great flexibilty.

Very cool concept!
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Old Dec 11, 2006, 02:10 PM // 14:10   #13
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This idea completely gets rid of the problem of overlap. A kind of you don't like the rules change them. Haveing the new professions only available to a new race or new unknown culture of people would definately be necessary. You could also introduce new gods so you are not hampered by the restraints of the 5 exsisiting gods.
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Old Dec 15, 2006, 04:06 AM // 04:06   #14
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Quote:
Originally Posted by Giddeanx
This idea completely gets rid of the problem of overlap. A kind of you don't like the rules change them. Haveing the new professions only available to a new race or new unknown culture of people would definately be necessary. You could also introduce new gods so you are not hampered by the restraints of the 5 exsisiting gods.
Yeah definitely, or maybe just have the worship the same gods, but be much more attuned towards Dwayna and Melandru or Lyssa instead of Grenth or Balthazar. So instead of the UW or FOW, you'd have something like the Ethereal Palace of the Sky for Lyssa, The Dense Lands for Melandru, and maybe Kayak Racing for Dwayna.

If classes aren't able to inter-change, then this would set up some new rules for PVP to make the limitations better and more unique. You can use this primary and this secondary but not this primary and that secondary, although they can team with you.
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Old Dec 15, 2006, 04:57 AM // 04:57   #15
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i think they need to make a "backup" prof that will help support and boost the allies with a new type of skill, such as a new type of hex or conditon that benifits the user/party as well as hurting the foe. Either that, or we need a symbolist that makes symbols on teh ground taht have AoE damage and effects. i dont think we need a repeat of the core profs, i like them the way they are. Id even be happy if there were no more new profs, its getting so much more complicated the more professions Anet adds.....
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