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Old Aug 29, 2006, 07:18 AM // 07:18   #1
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Default Class Concept: Chaos Mage

Class Concept: Chaos Mage (or if you can think of a better or more fitting name for the GW universe)

While Elementalists master control of the four elements, the Chaos Mage embraces and masters that which has no control... Chaos itself. Mesmers touch on the insanity of Chaos a little in their use of Illusion Magic, though they only delve into how the mind perceives Chaos, and how to manipulate that. The Chaos Mage has learned how to see Chaos how it truly is.

While no mortal can control such hapless forces, a Chaos Mage can weave the powerful forces of Chaos to do what is mostly intended by the caster. This incredible force of will can have dire circumstances. Not only has the Chaos Mage nearly lost all sanity due to the nature of the magic, but occasionally, the Chaos Mage's own spells can come back on them! This rare event, known as Paradox, injures the caster because of their own foolishness, the foolishness of not realizing the true randomness of Chaos itself!

Armor: Standard caster armor (with +2 energy regen, max AL 60)
Weapon: Standard caster weapons

New Mechanic: Paradox!
I mostly got the idea for this class and this mechanic from a tabletop/LARP RPG called Mage, from White-Wolf. The idea here is basically a Necro-esque life sacrifice, that only has a percentage of actually happening. So basically, you could have a spell with a 10% chance of Paradox. In essence, 1 out of 10 times, Paradox will hit. What Paradox actually does is inflict a certain percentage of damage, which is also random. I think a fair randomality would be 20% chance of either 5%, 10%, 15%, 20%, or 25% life taken. Or, maybe a 4% chance of any percentage of life taken from 1-25%. Also, the primary attribute, Chaos Weaving, can lower the chance of Paradox by 4% for each point.

Example: A Chaos Mage with 16 points in Chaos Weaving can lower the chance of Paradox by 80%. So if he casts a spell with a 10% chance of Paradox, there is actually only a 2% chance of Paradox. If that Paradox actually hits, there is then the random chance of how much life will be taken.

BTW: Paradox is the name I have slapped on there, but since it was actually the term used in Mage (the White-Wolf publication), it would probably be a good idea to change the name to something a little more, Guild Warsy.


Example Skills are in format = name - (energy - cast time - recharge time - paradox) - skill type - description

Attributes:

Chaos Weaving - Primary. For each point in Chaos Weaving, you gain +5 Health each time you are hit with Chaos Damage. Every 2 points in Chaos weaving gives you +1 Energy each time you inflict Chaos Damage with a skill. Each point also lowers the chance of Paradox by 4%.

Example Skills:
1. Power Trip - (5e - 2c - 15r - 10p) - Spell - One nearby foe loses 5...15 Energy. You and one nearby foe gain the same amount of Energy.
2. Weird Happenings - (10e - 3c - 30r - 20p) - Spell - For 3...13 seconds, all foes near the area in which this spell was cast lose one enchantment, but gain +3...+1 Health Regeneration.
3. Chaotic Surge - (15e - 2c - 45r - 10p) - Spell - One of the following occurs: One nearby foe loses 10...76 Health, One nearby Ally gains 10...76 Health, One nearby foe loses 5...10 Energy, One nearby Ally gains 5...10 Energy
4. Foolish Pride - (10e - 2c - 10r - 20p) - Enchantment Spell - For 8...18 seconds, you gain 25...65 Health each time you are interrupted. All your spells become easily interrupted.
5. Signet of Chaos - (0e - 3c - 20r - 0p) - Signet - For 3...9 seconds, all damage you recieve becomes Chaos damage.
6. {E} Lucky Break - (10e - 1c - 30r - 0p) - Enchantment Spell - For 15...30 seconds, the next time you recieve damage that would drop your health to 0, that damage is negated, inflicted on one nearby foe, and you gain an equal amount of health.

Celestial Magic - No inherent effect. Many Chaos Mage skills, especially spells which deal Chaos Damage and hex foes, become more effective with higher Celestial Magic.

Example Skills:
1. Bolt From Beyond - (10e - 1c - 10r - 10p) - (projectile) Spell - Target foe is struck with 10...41 Chaos Damage. Adjacent Foes are blinded for 1...5 seconds.
2. Dark Supernova - (15e - 2c - 15r - 10p) - Spell - All adjacent foes are struck for 10...75 Chaos Damage.
3. Lyssa's Sign - (10e - 3c - 20r - 20p) - Hex Spell - For 10 seconds, this Hex does nothing. When this Hex ends, target foe and all adjacent foes become Dazed for 5...15 seconds.
4. Unstable Reality - (15e - 2c - 10r - 40p) - Spell - For 8 seconds, one foe near the area this spell was cast is struck for 5...30 Chaos Damage each second.
5. {E} Cast from Flame - (10e - 3c - 10r - 20p) - Hex Spell - For 5 seconds, this Hex does nothing. When this Hex ends, target foe is struck for 15...58 Chaos Damage and set on fire for 1...3 seconds.
6. {E} Warped Mind - (5e - 1c - 5r - 10p) - Spell - Inflict 10...41 Chaos Damage to target foe for each Hex they are suffering.

Space Alterations - No inherent effect. Many Chaos Mage skills, especially spells which teleport and move objects and people, become more effective with higher Space Alterations.

Example Skills:
1. Mistaken Location - (10e - 2c - 20r - 20p) - Enchantment Spell - For 8...18 seconds, the next time you are hit with a melee attack, the damage is negated and you are teleported to a random nearby location.
2. Out of Phase - (15e - 1/2c - 30r - 20p) - Enchantment Spell - For 5...10 seconds, you move 10% slower, but have a 75% chance to evade Physical Attacks.
3. Unequal Footing - (10e - 1c - 20r - 10p) - Spell - Both you and target foe are knocked down for 3 seconds, and become Crippled for 3...13 seconds.
4. Unusual Armor - (15e - 2c - 10r - 20p) - Enchantment Spell - For 3...9 seconds, any foe that strikes you in melee become weakened for 3 seconds. Each time you are struck in melee, this enchantment is renewed.
5. Confused Displacement - (15e - 3c - 10r - 40p) - Hex Spell - For 5...15 seconds, whenever target foe attacks, one nearby foe is struck by the attack instead.
6. {E} Telekinetic Push - (10e - 2c - 20r - 20p) - Spell - Target foe is teleported to a random nearby foe. Both foes are knocked down and suffer 5...25 Physical Damage.

Time Alterations - No inherent effect. Many Chaos Mage skills, especially spells which affect time and speed, become more effective with higher Time Alterations.

Example Skills:
1. No Time to Waste - (15e - 3c - 45r - 30p) - Enchantment Spell - For 5...10 seconds, all party members attack 5...10% faster, and have 5...10% faster cast and recharge rates for all skills.
2. Hex Undone - (5e - 1c - 3r - 10p) - Spell - Remove 1 Hex from target Ally. The foe who cast the Hex gains energy equal to the cost, and the skill used is recharged instantly. You gain 5 Energy.
3. Time Heals all Wounds - (10e - 2c - 15r - 20p) - Enchantment Spell - For 5 seconds, this enchantment does nothing. When this enchantment ends, you gain 5...20 Health for each attack that hit you while the enchantment was active.
4. Revert - (5e - 1c - 10r - 10p) - Hex Spell - For 8 seconds, this Hex does nothing. When this hex ends, target foe is teleported to the exact spot they were when the Hex was cast.
5. Against the Flow - (10e - 2c - 20r - 10p) - Hex Spell - For 3...13 seconds, target foe moves and attacks 50% slower.
6. {E} Outside of Time - (5e - 1/4c - 15r - 20p) - Enchantment Spell - For 3...9 seconds, you move 50% faster. When this enchantment ends, you teleport to a random nearby location.

No attribute
Example Skills:
1. Intentional Mistake - (15e - 1c - 20r - 20p) - Spell - Your next action is interrupted, then all adjacent foes' actions are interrupted.
2. Light of Discord - (5e - 2c - 10r - 10p) - Spell - All nearby foes lose all conditions. You gain +1 Energy for each condition that was removed.
3. {E} Ambivalence - (5e - 3c - 10r - 20p) - Hex Spell - Each time target foe casts a spell, you gain Health equal to the cost of the spell.


Again, this is just an example skill list. I was thinking that interrupts could be more prevalent, but that might make this class a little too Mesmer-ish. Up to you guys. Any ideas are more than welcome, as well as comments/criticism, etc. You know the drill.
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Old Aug 29, 2006, 01:13 PM // 13:13   #2
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I like this proffession and would be all over playing one. I like the idea of randomness with the char. I think it might be interesting to have a
Cm/Me, then u could interupt more.

Chaoist

Crawling Chaos

All foes in area are slowed by 50% for 5 secs
All Allies gain 50% speed for five secs
when effects wear off foes gain +5 health regen



Surge of Insanity

All allies have +5 energy regen for 5 seconds
When SoI wears off all allies effected suffer blind,bleed or cripple (5% chance)


Song of Mischief

All enemies within AoE start to dance until hit for 2-5 secs


*the number five is sacred to discordians that why I keep using it*

~ 7}{3 <}{40$ R47 ~

Last edited by legion_rat; Aug 29, 2006 at 01:15 PM // 13:15..
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Old Aug 30, 2006, 12:55 AM // 00:55   #3
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Nice ideas! I love Crawling Chaos, although I'd probably drop the speed boosts to 20% or something like that. It would go great under the Time Alterations attribute.

Anyone else got any ideas?
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Old Aug 30, 2006, 01:16 AM // 01:16   #4
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It sounds too complicated for the simplistic Guild Wars world, all this about health degen/regen and energy gains and losses, moving things and people, and speed alterations. The effects of the skills you've laid down may be too hard to fabricate, and this whole subject of Paradox is just another auto-roll they'd have to put into the game.

Also, this "Paradox" would most likely cause too much confusion to the gamers behind the characters, and you muct think about secondaries, too. What's going to happen to someone with a "Chaos Mage" secondary if they use a skill that triggers paradox of health sacrifision? Will they automatically get the max, the min, somewhere in between? Will it be random as to how much health is lost?

It acutally seems much more like an addition to the Mesmer class than a new class in itself, but all to complicated to really do anything with. Good idea, really, just adjust your thoughts a bit.

Also, Chimera could replace Paradox for the roll of the new mechanic, they mean the same thing, essentially.

edit: nice ending signature there, rat!

Last edited by Storm Crow; Aug 30, 2006 at 01:18 AM // 01:18..
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Old Aug 30, 2006, 01:23 AM // 01:23   #5
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If Id be allowed.. Id like to do this.. (see my next post)

Last edited by Carl Butanananowski; Aug 30, 2006 at 02:56 AM // 02:56..
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Old Aug 30, 2006, 01:28 AM // 01:28   #6
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Quote:
Originally Posted by Storm Crow
It sounds too complicated for the simplistic Guild Wars world, all this about health degen/regen and energy gains and losses, moving things and people, and speed alterations. The effects of the skills you've laid down may be too hard to fabricate, and this whole subject of Paradox is just another auto-roll they'd have to put into the game.
I kinda agree with you on this one. At least the first part. Some effects might be a bit wacky, but that's kinda the idea. He's all about wacky and chaotic. He's the addition to the team that mixes everything up all the time. As far as the mechanic of Paradox, I see no problem with it's 'complexity' as far as implementation goes... see below.

Quote:
Originally Posted by Storm Crow
Also, this "Paradox" would most likely cause too much confusion to the gamers behind the characters, and you muct think about secondaries, too. What's going to happen to someone with a "Chaos Mage" secondary if they use a skill that triggers paradox of health sacrifision? Will they automatically get the max, the min, somewhere in between? Will it be random as to how much health is lost?
I thought I explained it pretty clearly. Essentially, all the spells have a chance of Paradox. Of course, the Chaos Mage can lessen the chance of Paradox using Chaos Weaving, so anyone using CM as a secondary will have to deal with full chances.

But that's it, only the chances of Paradox occurring is the only thing altered. The chance of how much life is taken is always the same. There may be spells that can lessen the 'effect' of Paradox, essentially dampening the overall life taken. So when Paradox hits, the chance of how much life is taken remains the same no matter the primary/secondary.

Quote:
Originally Posted by Storm Crow
It acutally seems much more like an addition to the Mesmer class than a new class in itself, but all to complicated to really do anything with. Good idea, really, just adjust your thoughts a bit.

Also, Chimera could replace Paradox for the roll of the new mechanic, they mean the same thing, essentially.
Not sure I'm following you on the Chimera part. What does a fire-breathing mythological creature have to do with Chaos Magic?

As far as it being an addition to the Mesmer class, that's what I was trying to stray from. I agree it could be in danger of that, but I think having random events occur along with direct damage, AoEs, and buffs, it could be just different enough. Maybe.

Thanks for the input, definately!
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Old Aug 30, 2006, 01:35 AM // 01:35   #7
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Bah, I capitalized it. >< Uncapitalized, second definition in any Marriam-Webster dictionary (I use the one online because I'm cheap ^^), an illusion or fabrication of the mind; especially : an unrealizable dream. The site's thesaurus also states fantasy as a direct synonym. So, it's almost like chaos, wherein chaos is fabricated, and not a natural occurance, as your original post suggests.
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Old Aug 30, 2006, 01:51 AM // 01:51   #8
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Quote:
Originally Posted by Storm Crow
Bah, I capitalized it. >< Uncapitalized, second definition in any Marriam-Webster dictionary (I use the one online because I'm cheap ^^), an illusion or fabrication of the mind; especially : an unrealizable dream. The site's thesaurus also states fantasy as a direct synonym. So, it's almost like chaos, wherein chaos is fabricated, and not a natural occurance, as your original post suggests.

Oh no no no... Chaos is very real. The Illusion part was referring strictly to the Mesmer's Illusion attribute line, in that they can tap into the powers of chaos in order to alter other people's minds, thus causing Illusions. The magic is very real, the effect of the magic ends up being an illusion.

The idea here is that the Chaos Mage can use the Magic in it's purest, by weaving Chaos itself instead of mere trickery. Thus Chaos, Discord, Chance... you name it.
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Old Aug 30, 2006, 01:52 AM // 01:52   #9
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Overall, the primary seems a bit overpowering. I mean..look at:

" Signet of Chaos - (0e - 3c - 20r - 0p) - Signet - For 3...9 seconds, all damage you recieve becomes Chaos damage."
I wonder what the implications of Echo and Mantra of Inscriptions (making the recharge about 11 seconds I do believe) with this skill. Every hit you'd gain (16*5) or 80 health.

and

"Dark Supernova - (15e - 2c - 15r - 10p) - Spell - All adjacent foes are struck for 10...75 Chaos Damage."
If you hit two enemies, you could have this spell cost less than what you gain. Almost all of your chaos damage spells are virtually free, and in order NOT to be abused, no "chaos damaging spells" can cost 5 energy, or else they'd serve as energy management. I mean, say a 10 second recharge, 5e skill that deals chaos damage -> 3 energy ever 10 seconds, about 1 pip of energy. Also: CHAOS STORM. Say it hits more than once? Say it hit more than one enemy more than once. You obviously see that there'd be no need for e-management in PvE, since a mesmer secondary could deal damage and have possibly the best E-Management in the game. (say it hits 2 targets 2 times, that's 32 energy) Net: about 17 energy per 30 seconds, or .56 energy per second. Not quite 2 pips, but that's only assuming 4 total hits in a PvE environment. Think about if it hits a total of 6, or 8 times O_O And really, Chaos Storm does *not* need another nerf O_O


Also some skills I can *tell you* would be reworked such as:
1. Power Trip - (5e - 2c - 15r - 10p) - Spell - One nearby foe loses 2...8 Energy. You and one nearby foe gain the twice the amount of Energy lost in this way.

It's the wording on other e-denial mesmer skills, since a pop of 15 energy was almost total shutdown in many cases.
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Old Aug 30, 2006, 02:54 AM // 02:54   #10
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Changes are in bold.


Quote:
Originally Posted by arcanemacabre



Chaos Weaving - Primary. For each point in Chaos Weaving, you gain +5 Health each time you are hit with Chaos Damage. Every 2 points in Chaos weaving gives you +1 Energy each time you inflict Chaos Damage with a skill. Each point also lowers the chance of Paradox by 4%.

Example Skills:
1. Power Trip - (5e - 1c - 15r - 10p) - Spell - One nearby foe loses 5...15 Energy. You and one nearby foe gain the same amount of Energy.
2. Strange Happenings - (10e - 3c - 30r - 20p) - Spell - For 3...13 seconds, all foes near the area in which this spell was cast lose one enchantment, but gain +3...+1 Health Regeneration.
3. Chaotic Surge - (15e - 1/4c - 45r - 10p) - Spell - One of the following occurs: One nearby foe loses 10...76 Health, One nearby Ally gains 10...76 Health, One nearby foe loses 5...10 Energy, One nearby Ally gains 5...10 Energy
4. Foolish Pride - (10e - 2c - 10r - 20p) - Enchantment Spell - For 8...18 seconds, you gain 25...65 Health each time you are interrupted. All your spells become easily interrupted.
5. Signet of Chaos - (0e - 3c - 20r - 0p) - Signet - For 3...9 seconds, all damage you recieve becomes Chaos damage.
6. {E} Lucky Break - (10e - 1c - 30r - 0p) - Enchantment Spell - For 15...30 seconds, the next time you recieve damage that would drop your health to 0, that damage is negated, inflicted on one nearby foe, and you gain an equal amount of health.

Celestial Magic - No inherent effect. Many Chaos Mage skills, especially spells which deal Chaos Damage and hex foes, become more effective with higher Celestial Magic.

Example Skills:
1. Bolt From Beyond - (10e - 1c - 10r - 10p) - (projectile) Spell - Target foe is struck with 10...41 Chaos Damage. All adjacent foes to that foe are blinded for 1...5 seconds.
2. Dark Supernova - (15e - 2c - 15r - 10p) - Spell - All adjacent foes are struck for 10...75 Chaos Damage. If you were hexed when you cast this spell, all adjacent foes
3. Lyssa's Sign - (10e - 3c - 20r - 20p) - Hex Spell - For 10 seconds, this Hex does nothing. When this Hex ends, target foe and all adjacent foes become Dazed for 5...15 seconds.
4. Unstable Reality - (15e - 2c - 10r - 40p) - Spell - For 8 seconds, one foe near the area this spell was cast is struck for 5...30 Chaos Damage each second.
5. Cast From Flame - (15e - 3c - 20r - 20p) - Hex Spell - For 5 seconds, this Hex does nothing. When this Hex ends, target foe is struck for 9...49 Fire Damage[/b] and set on fire for 1...3 seconds.
6. Cast From Frost - (15e - 3c - 20r - 20p) - Hex Spell. For 5 seconds, this Hex does nothing. When this Hex ends, target foe is struck for 9...49 Frost Damage and is slowed 66% for 4...9 seconds.
7. Cast From Earth - (15e - 3c - 20r - 20p) Hex Spell. For 5 seconds, this Hex does nothing. When this Hex ends, target foe is struck for 9...49 Earth Damage and is knocked down for 1...3 seconds.
8. {E} Cast From Chaos - (20e - 2c - 45r - 20p) Hex Spell. For 2...7 seconds, target foe is hexed with Cast From Chaos. When Cast From Chaos ends, that foes takes 9...29 chaos damage for each second this spell was in effect. When this hex ends on target foe, you steal 1...5 energy from them.
9. {E} Warped Mind - (5e - 1c - 5r - 10p) - Spell - Inflict 10...41 Chaos Damage to target foe for each Hex they are suffering.

Space Alterations - No inherent effect. Many Chaos Mage skills, especially spells which teleport and move objects and people, become more effective with higher Space Alterations.

Example Skills:
1. Mistaken Location - (10e - 2c - 20r - 20p) - Enchantment Spell - For 8...18 seconds, the next time you are hit with a melee attack, the damage is negated and you are teleported to a random nearby location.
2. Out of Phase - (15e - 1/2c - 30r - 20p) - Enchantment Spell - For 5...10 seconds, you move 10% slower, but have a 75% chance to evade Physical Attacks.
3. Unequal Footing - (10e - 1c - 20r - 10p) - Spell - Both you and target foe are knocked down for 3 seconds, and become Crippled for 3...13 seconds.
4. Demensional Armor - (15e - 1/4c - 20r - 20p) - Enchantment Spell - For 3...9 seconds, any foe that strikes you in melee become weakened for 3 seconds. Each time you are struck in melee, this enchantment is renewed.
5. Confused Displacement - (15e - 3c - 10r - 40p) - Hex Spell - For 1...11 seconds, whenever target foe attacks, one nearby foe is struck by the attack instead.
6. {E} Telekinetic Push - (10e - 2c - 20r - 20p) - Spell - Target foe is teleported to a random nearby foe. This foe, and foes adjacent to them, are knocked down and suffer 5...25 Physical Damage.

Time Alterations - No inherent effect. Many Chaos Mage skills, especially spells which affect time and speed, become more effective with higher Time Alterations.

Example Skills:
1. No Time to Waste - (15e - 3c - 45r - 30p) - Enchantment Spell - For 5...10 seconds, all party members attack 5...10% faster, and have 5...10% faster cast and recharge rates for all skills.
2. Hex Undone - (5e - 1c - 3r - 10p) - Spell - Remove 1 Hex from target Ally. The foe who cast the Hex gains energy equal to the cost of that hex. (Removed Effect) You gain 5 Energy.
3. Time Heals all Wounds - (10e - 2c - 15r - 20p) - Enchantment Spell - For 5..11 seconds, this enchantment does nothing. When this enchantment ends, you gain 5...20 Health for each attack that hit you while the enchantment was active.
4. Revert - (5e - 1c - 10r - 10p) - Hex Spell - For 8 seconds, this Hex does nothing. When this hex ends, target foe is teleported to the exact spot they were when the Hex was cast.
5. Against the Flow - (10e - 2c - 20r - 10p) - Hex Spell - For 3...13 seconds, target foe moves and attacks 50% slower.
6. {E} Outside of Time - (5e - 1/4c - 15r - 20p) - Enchantment Spell - For 3...9 seconds, you move 50% faster. When this enchantment ends, you teleport to a random nearby location.

No attribute
Example Skills:
1. Intentional Mistake - (15e - 1c - 20r - 20p) - Spell - Your next action is interrupted, then all adjacent foes' actions are interrupted.
2. Light of Discord - (5e - 2c - 10r - 10p) - Spell - All nearby foes lose all conditions. You gain +1 Energy for each condition that was removed. (This skill would NEVER be used, but I wont change it)
3. {E} Ambivalence - (5e - 3c - 10r - 20p) - Hex Spell - Each time target foe casts a spell, you gain Health equal to the cost of the spell.
Hooray!
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Old Aug 30, 2006, 03:20 AM // 03:20   #11
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arcanemacabre is awsome artist.
you should draw some pic for it.
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Old Aug 30, 2006, 03:40 AM // 03:40   #12
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Wow. Believe it or not, this is one of the few concept classes I actually like. It is very unique, not original really, but very different. Not another variation of Samurai/fist fighter/super nuker you seem to see around here most of the time.

I think this has great potential and I'd support it if it becames a new class. The only thing I'm iffy about is some of the skills seem overpowered (mostly energy cost/ recharge). But heck, if Anet ever added this then they could deal with balancing them .
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Old Aug 30, 2006, 05:24 AM // 05:24   #13
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Quote:
Originally Posted by actionjack
arcanemacabre is awsome artist.
you should draw some pic for it.
Heh Thanks! Was actually considering drawing a concept sketch if this class got enough support. It's looking good!


Carl, excellent changes and additions! I applaud the modifications! If you don't mind, I might just change to OP to reflect your contribution. All except the Cast from Flame, etc spells. The idea with Cast From Flame was to reflect basically the birth of a Star, ie. the celestial magic. Basically, Chaotic forces form the star from within their body, which they are then ignited aflame when the transformation is complete. I can picture a pretty cool animation with that one.

TGgold, I hear ya on the Primary att. being overpowered. Trying to think of an effect that's a little more broad, but a little less powerful. Signet of Chaos could have the recharge upped to about 45 seconds, that might fix that. Maybe make the energy gain for Chaos Weaving +1 every 4 points? That way it's very basic energy management, but can have decent payoffs with AoEs.

Again, the skill lists are just examples. The numbers are arbitrary, but it's just a list to give a good idea of where I was going with the class. The Paradox was something I thought could even out the abuse by other Primary classes. As in, the spells might be very useful to a Mesmer or Ele, but do they really want to chance the Paradox? Could make for some really unusual builds and odd strategies, I think. Playing a Chaos Mage will be almost entirely unpredictable, which is the idea

Quote:
Originally Posted by xBakox
I think this has great potential and I'd support it if it becames a new class. The only thing I'm iffy about is some of the skills seem overpowered (mostly energy cost/ recharge). But heck, if Anet ever added this then they could deal with balancing them .
Exactly what I was thinking!
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Old Aug 30, 2006, 05:30 AM // 05:30   #14
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I suppose, instead of Paradox or what have you, you might consider having the primary attribute of Chaos Mages being related to Hexes beginning and ending in their vicinity--kind of like Mysticism or Leadership for Dervishes and Paragons, except related to foes rather than oneself (as it can be rather tricky to "make" oneself get hexed. Or would it be more balanced that way...?)
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Old Aug 30, 2006, 09:29 AM // 09:29   #15
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The Paradox is easy to pull off, we already have a fighter skill with it (drunken blow) its a simple numbers game. Since it is from Mage though you could call it backlash, or Reality Shift.


Mauraders Eye 10* 2 5@
Next Spell cast by foe near char has a 10-50% chance to cause paradox and backlash against caster or set caster on fire but work as normal.

Golden Apple 25* 5 60@ ~elite~
All spells cast by foe for next 5-10 secs are interupted, (if ----- is under 4) you have a +50% chance to fail casting this spell.

Ravens Laugh -1 10* 2 20@
Enchant target foe. As long as you maintain the enchantment, target for has a + 5-30% to feel Paradox when using spells or skills.




~taR "soahC evol I" ehT"
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Old Aug 30, 2006, 12:05 PM // 12:05   #16
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I personally would'nt play it, it would give me a head-ache, but the Chaos Mage would certainly make for an interesting experience. Not only do you have no idea what an enemy Chaos mage will do, but he probably isn't so sure either
Telekenetic Push FTW !
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Old Aug 31, 2006, 12:45 AM // 00:45   #17
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Quote:
Originally Posted by legion_rat
Mauraders Eye 10* 2 5@
Next Spell cast by foe near char has a 10-50% chance to cause paradox and backlash against caster or set caster on fire but work as normal.

Golden Apple 25* 5 60@ ~elite~
All spells cast by foe for next 5-10 secs are interupted, (if ----- is under 4) you have a +50% chance to fail casting this spell.

Ravens Laugh -1 10* 2 20@
Enchant target foe. As long as you maintain the enchantment, target for has a + 5-30% to feel Paradox when using spells or skills.
Love the names! The effects are pretty fitting, as well. That last one, not sure how the mechanics could work to enchanting a foe... Could definately make for some interesting combos with skills that affect foes that have enchantments...
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Old Aug 31, 2006, 12:25 PM // 12:25   #18
Desert Nomad
 
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Quote:
Originally Posted by arcanemacabre
Love the names! The effects are pretty fitting, as well. That last one, not sure how the mechanics could work to enchanting a foe... Could definately make for some interesting combos with skills that affect foes that have enchantments...
think about enchanting them and then rending enchantment. It could be interesting to have skills that did this. Would be very effective against bosses.


I think that players (not char) suffer a -5 intelligence and -230 maturity for doing nothing but dance in town. Must be a real bad spell cast by chaos mage to make em do it.


~the "I didnt do it" Rat~
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Old Nov 29, 2006, 04:45 AM // 04:45   #19
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I really like this concept. How do I vote for it?

--- figured it out *smacks head DUH*

Last edited by bhavv; Nov 29, 2006 at 05:11 AM // 05:11..
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Old Nov 29, 2006, 05:20 AM // 05:20   #20
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you vote in the concept class voting sticky

Anyways I like it The skills and definately the primary attribute need reworking a bit for balance, but this is about the concept of the class not the class exactly as it is :P
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