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Old Nov 08, 2006, 09:51 PM // 21:51   #1
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Default Concept Class Feral

I have come up with 3 ideas for classes all worked toward a caribean themed expiation to GW.
Don’t worry I won’t dump them all on you at once, it would give me a head ache writing them out too. Expect the next about a week after the discussion around this one dies down.
Be sure you check the Edit section at the bottom of the post, if you are worried that you are posting something some one else had already Covered.

First the Feral;
Description
A Feral is a class oriented toward mythic warlords; about awesome powers hiding in the body of the weak, feeble, young (many anime series have preceded me in that aspect) or old.
Ferals would have low DPS when not using their special skills, they also have low armour 60 on most ermour peices, 70 with one set but it increases damage taken from shadow attacks.
They would have only 25 energy at 3 pips, that is not very much at all seen the cost of their skills.
Health is far as I know not reliant on Class but instead on race, so they have same health as everyone else.

Appearance
Now a feral will not look weak or old or anything in that trend, the basic feral will be just as young and Olympic figured as all the other GW classes, their amour and weapons however do not look as tough as a warrior’s or as magical as elementalist’s.


(the eye candy is courtesy of Dragos Stanculescu, A. Kajsa Flinkfeldt, Colin Price Thank you very much. I know I did not ask permission to portray copyrighted work, sorry, But I have linked the pic’s to your galleries, see it as involuntary advertising. I hope you won’t mind, just post if you do and I’ll edit your picture(s) out.)
Hopefully most have noticed they all have a sort of natural/native theme to them, which is necessary for a Feral in order to preserve the power within them they most stay attuned to their heritage and not indulge in laziness, or gluttony; like the chiefs of the tribes and the intruders do.

Role
The team/combat role of a Feral is very similar to that of an assassin; Melee Spiking done over short term damage bursts.
Though a Feral does not use combos like an assassin does, they use empowerings that enhance them in attack or defense, these are similar to enchantments however they are always selfonly and a Feral without the primary skill can only sustain 1 at a time.
However the niche of successful a Feral is just that they can sustain more than 1 empowering.
Ferals are suposed to be easy prey when not empowered, so they should have poor healing skills(plz corect me if I went over again I tend to do that on heals)
As they have empowerings and weapon spells, they sorta know about magical effects and have reasonably good Hex control and removel on themselves, they also have a bit of condtion control on themselves .

Weapons and offhands
A Feral should use a low tech, but reasonable melee weapon.
Behold the cudgel:

is a native version

is a more European version
Also the Aztec type, with shark tooth and flint between 2 aerodynamically shaped pieces of wood, I would love to see featured.
The damage would be 5-20 with a reswing of 1.33 that puts it at a DPS of 4.188
which is between an axe(5.695) and a hammer(3.375 though trough the higher damage hammer has much better armor penetration per hit)
(the formula I used was (( max - min ) / 2 + min)*( 2 - reswing ) = average damage over 2 sec / 2 and you have DPS)
These bludgeons are obviously all one handed, The off hand items would be reliant Channel Rage(Thorny Fetish, Ruby Eye) and Spiritual Guidance(Ghostly Wrappings, Emerald Eye), not Guardian Manifesting as this creates its own off hand items.
The offhand items are indeed casting focuses and give up to a normal max of +12 energy, this is to balance out the low energy Ferals have without them.

Attributes
It’s a melee weapon user class so there is first a weapon skill that governs attack skills and weapon damage, then a primary attribute meant to improve the weapon without directly affecting it with attacks. And then additional attributes 1 for survivability skills one for alternate damage combinations

Bludgeon Mastery
Each point in bludgeon mastery increases your damage when using Bludgeon weapons, also your skills affecting bludgeon attacks become more effective with high bludgeon mastery.

Channel Rage - Primary
For each level in Channel Rage your empowerings last 2% longer, and for every 4 levels in Channel Rage you can have 1 more Empowering on you.
(this totals 0=1…4=2…8=3…12=4…16=5, points in attribute maintainable empowerings)

Guardian Manifesting
No inherent effect, for each level in Guardian Manifesting your weapon spells become more effective.

Spiritual Guidance
No inherent effect, for each level in Spiritual Guidance you’re the spells reliant on Spiritual Guidance will become more effective.


Skills
Here is list of example skills for the Feral, these all need additional balancing and additional skills. The headers of the attributes also contain a how and why explanation.
all skills are noted in the same uniform type:
<Name>
<type>
<energy># (<activation>#)/<special activation> <recharge>#
<skill description> (1…6…8 means 1 at ability level 0, 6 at 12 and 8 at 16)

Bludgeon Mastery
This ability is for the bludgeon skills, they generally affect how to attack and at times where to strike. Even though the Feral can (apparently)dual wield while under a Feral weapon spell they do not get a dual strike chance like assassins do each attack or attack skill only counts for 1 hit.
Now bludgeons are blunt they are not as heavy as 2 handed hammers they do NOT knockdown foes as often or as easily, I’ve put in just 1 skill that causes knockdown I think we should keep it at that.
The attacks are based on natural process, as in the Feral watched the land and learned from it’s ways.
All skills of the bludgeon attack type naturally require you to be wielding a bludgeon when using them.

Breaking Wave(Bludgeon Mastery)
Bludgeon attack
energy 5 next attack recharge 16
Your next attack causes Cripple for 5…10…12 seconds and target foe is knocked down. If target foe is knocked down, you are knocked down.

War Slam(Bludgeon Mastery)
Bludgeon attack
energy 5 next attack recharge 2
If you are under the effects of an Empowering this attack is unblockable.
(either somonelse uses a AoE one on you, hostile or friendly, or you are running one yourself)

Canyon Crash(Bludgeon Mastery)
Bludgeon attack
energy 10 next attack recharge 8
If you are under the effects of a weapon spell, you strike target foe twice, each attack dealing 25...18...15% less damage.

Wild Flail(Bludgeon Mastery)
Bludgeon attack
energy 10 next attack recharge 12
Strike target foe and up to 1…3…4 foes adjacent to you, for each target that evades Wild Flail you may strike 1 additional foe. If Wild Flail is blocked it causes exhaustion.

Switchero(Bludgeon Mastery)
Skill
energy 10 instant recharge 15
For 10 seconds, if you are not under the effect of a weapon spell, you deal 8…4…2 less damage and your attacks can not be blocked.

Channel Rage

Channel rage is the main skill for empowerings, though not all skills on Channel Rage are empowerings and not all empowerings are under Channel Rage.
Channel Rage focuses on keeping control of the hidden powers within the Feral, and release tem in a way that they will be beneficial to the user and not just wasted effort.
Empowerings come both in good, evil and neutral flavors.


Empowerings explained
Empowerings are similar to enchantments, however they stack to a limited amount (defined by your Channel Rage attribute) and are much more powerful.
You can only cast empowerings on yourself, they have a average energy cost(5-15) very short activation times(instant to ¾) very long recharge times(25-50) and short durations(5-10 also increased by Channel Rage).
Empowerings are not affected by remove enchantment/hex/whatever also they are not affected by spell recharge decreases or increases, they can be interrupted but only if you are lucky because they have such short activation times.
The %duration increase they receive from Channel Rage is rounded so 7 at 0 = 7 is 7 seconds, 7 at 3=7.42 is 7 seconds, 7 at 4 = 7.56 is 8 seconds 7 at 16 = 9.24 is 9 seconds.

The reasons are that you should be able to rapidly cast many empowerings on yourself, and not have the first one end before you finish casting the last gaining maximum benefit during your power burst.
After a power burst you are to be punished sufficiently by being less effective while you wait for the recharge which is long enough.
And that using a empowering can be pretty tiring to your hero, and you can only use that may high energy ones at a time.

The term power burst is a strategy for Ferals, they can also power strain.
During a power burst you activate as many empowerings as you can, gaining a suddenly high damage output or survivability, useful to for example kill a boss. Channel Rage is important here as it affects the maximum of empowerings that can be used simultaneously.
During a power strain you try to use each empowering just as the last one ends, maintaining a constant heightened combat effectiveness, Channel Rage is important to gain those extra 2 or 3 seconds to the duration of a empowering.

Because of this a Feral you will constantly be looking for what is the best balance of, how many empowerings to take and which ones to take. Like assassin attacks carrying 1 is not very effective as they are best combo’ed, but carrying 8 may also not be the best strategy.

Thunder Revenant(Channel Rage)
Empowering
energy 10 activation ¼ recharge 40
You are struck by lightning and take 60…40…30 lightning damage, for 7 seconds you deal lightning damage and all foes adjacent to your target take 5…20…25 lighting damage each time on of your attack hit’s.

Will of the Worthy(Channel Rage)
-Elite- Empowering
energy 5 instant recharge 25
For 9 seconds you gain 30…60…75 additional max. health and 10…25…30 additional amour for each hex or condition on you, hexes and conditions expire 50% faster and you are healed for 30…60…75 health whenever a hex or conditions on you ends.

Reavers Claws(Channel Rage)
Empowering
energy 15 activation ½ recharge 50
For 5 seconds you deal +20…35…45 shadow damage on each successful melee attack, whenever you do you are healed for the amount of shadow damage dealt.

Enraged Slam(Channel Rage)
Bludgeon attack
energy 5 next attack recharge 12
Knockdown target foe, this skill causes exhaustion.
(change of failure with Channel Rage 4 or less)

Light of the Fire(Channel Rage)
Empowering
energy 10 activation ¾ recharge 30
For 10 seconds you gain 3 health regeneration and nearby allies gain 1 health regeneration, foes adjascent to you take 5…9…10 fire damage each second.

Avatar of Fear(Channel Rage)
Empowering
energy 15 instant recharge 45
for 6 seconds all foes in your area attack 20…40…45% slower and suffer 2…4…5 health degeneration, but move 20% faster.

Guardian Manifesting

As I’ve said before Ferals have a hidden power inside them, this power can manifest part of it’s self as a weapon.
The weapons spells Ferals cast through Guardian Manifesting are exactly the same as ritualist weapon spells, except that the conjured weapon look is different.
But a Bludgeon does not have a affected by a weapon spell look;
Whenever someone wielding a bludgeon comes under the effects of a weapon spell, their bludgeon becomes a 2 handed item and increases in attack speed 25% and the animation for attacking changes with a 2nd bludgeon(of grey stone like stuff, or white transparent energy) materializing in the off hand.
They do not actually wield a second bludgeon, for the implementation benefits it’s just a attack speed effect and the visuals of dual wielding.

Thus a hero using a bludgeon sacrifices the bonuses of his off hand items for a attack speed increase, whenever under the effects of a weapon spell. This also works with a hostile weapon spell.

I’ve tried hard as I can to keep there as different as possible from ritualist weapon spells, which proved surprisingly hard, there for I’ve given the weapons a aggressive like setting instead of a magical like one.

Finishing Weapon(Guardian Manifesting)
Weapon Spell
energy 5 activation 2 recharge 10
For 3…7…9 seconds target ally is wielding a Finishing Weapon, the next time target ally strikes a foe that is under 15% health, the attack is a critical hit.

Fevered Weapon(Guardian Manifesting)
Weapon Spell
energy 15 activation 3 recharge 12
For 6 seconds target other ally is wielding a Fevered Weapon, which adds +1…3…4 energy for each condition you are suffering, while Fevered Weapon is active you will not lose any conditions when Fevered Weapon ends you lose 1…3…4 conditions.

Blaming Weapon(Guardian Manifesting)
Weapon Spell
energy 10 activation 1 recharge 8
For 3…5…6 seconds you are wielding a blaming weapon, whenever you strike a foe all foes adjacent to your target lose 2…4…5 energy.

Unwilling Weapon(Guardian Manifesting)
Weapon Spell
energy 10 activation 2 recharge 20
For 3…6…7 seconds target foe is wielding a Unwilling Weapon, and his attack deal 2…10…12 less damage.

Hulking Weapon(Guardian Manifesting)
Weapon Spell
energy 8 activation 2 recharge 15
For 7…9…12 seconds target ally is wielding a hulking weapon and attacks 20% slower, but has 8…12…15% armour penetration.

Fortunate Weapon(Guardian Manifesting)
Weapon Spell
energy 10 activation 1 recharge 20
For 6 seconds you are wielding a Fortunate Weapon, and attacks against you have 6...10...12% chance to miss.


Spiritual Guidance

This is the Ferals main healing and energy management attribute. As they already gain health trough empowerings and are not meant to be very energetic, it’s not meant to be very powerful.
The skills are tuned to gaining benefit from words of wisdom, I've not made any to use on allys as the class should not tend towards a suport role.

Tranquil as the Stream(Spiritual Guidance)
Skill
energy 5 activation 3 recharge 15
All your attack skills are disabled for 5 seconds; you gain 15…25…30 health for each skill disabled this way.

Grateful Weapon(Spiritual Guidance)
Weapon Spell
energy 10 activation 2 recharge 10
For 8…11…12 seconds you are wielding a grateful weapon, when an other ally casts a spell on you they are healed for that spell’s converted energy cost.

Wise Weapon(Guardian Manifesting)
Weapon Spell
energy 15 activation 2 recharge 10
For 6...12...15 seconds you are wielding a Wise Weapon, and have an additional 4...8...10 maximum energy, this maximum energy is not instantly filled when added.
(like the ritualist energy adder you lose the + 12 from a focus you might have been holding, or if ur not wielding a bludgeon, you do not get a speed increase from this and it might not even be usefull to have)

Ritual of Passing(Spiritual Guidance)
Skill
energy 15 activation * recharge 20
For each nearby corpse this spill takes 1.5 seconds longer to activate, for each nearby dead ally you lose 1 hex, for each nearby dead foe 1 nearby foe loses a hex.

No Attribute
For skills that should/could not vary in power and do not really belong anywhere else.

Quiet Seas
Skill
energy 15 activation 1 recharge 20
Remove all Enchantments and Empowerings from you; for each removed Enchantment you gain +1 energy regeneration for 5 seconds, for each removed Empowering you gain +1 health regeneration for 5 seconds.

Surprising Smack
Bludgeon attack
energy 5 next attack recharge 6
This attack can’t be blocked or evaded.

Utter Determination
Empowering
energy 5 instant recharge 50
For 10 seconds, your attacks can not be interrupted; whenever an attack would be interrupted it instead becomes a critical hit.


Current Problems
Here go problems, people have alerted me to and/or which I haven’t been able to come up with a solution for.
I’m asking everyone to give them serious though so we can make this class the best it could possibly be.

AI
NPC Ferals would have to handle Empowerings correctly; it for the players will already be very difficult to use Empowerings as efficiently as possible, to code the AI so that NPC’s will be able to would be near to impossible.
Lets say the average life expectancy of a mob once it enters combat with a team of players is 12 seconds and 18 seconds for a soloing player(should not be too far off) it would for a mob be beneficial to always Power Burst but this might lead to mobs being overpowered and it would look improper if mobs knew they where going to die in a few seconds and not show any signs of fear.
On the other hand a boss using a power burst would make way to hard for the first few seconds but leave them way to weak afterwards if someone manages to kite the boss for that duration, they could probably solo bosses that should not be soloed.
Making mobs use power straining would make them fail to employ the full power a feral has, again making them to easy.
All of the above hardly matters for low lvl mobs, as they have to little skills for bursting or straining to matter anyway. But mobs above lvl 20 and bosses would defiantly be affected by this problem.

Need more duetr…SKILLS!...yes skills..*sweat*..I mean skills
The skills I’ve put up here might make up 1 build; they are more sort of a random collection of skills to show what kind of skills the attributes should have.
I wan’t to ask every one to hit me with suggestions for more skills, I’ll keep adding ones myself but will in time run out of insperation.

Eye candy gone bad
The pictures featured here, are only to sort of give a idea about the armours for the class. There ofcource will be many more versions of the armour.
Especially for the hard time I had finding these pictures that matched with what I needed, I bid everyone to help me find prettier pictures, that well really look like the mouthwatering eye candy to show off the class.


EDITS
  • 08-11-06
    Name Empowerments changed into Empowering, I hope I changed it everywhere
  • 09-11-06
    Changed weapon damage form 8-22 to 5-20 to emphesise unempowered gimpyness, and improve balance.
    Increased breaking Wave rechargetime
    Changed War Slam to have less efects
    Decreased damage to adjascent from Thunder Revenant(1...12...18 counting armor)
    Fixed Spiritual Guidance how&why text
    Changed Canion Crash back into a less powerfull dual attack
    Removed the critical increase form the swichero
    Reduced Health Degeneration from Avatar of Fear
    Halved the fire damge form Light of the Fire, as only a foes feet would actually be in the fire
    Got rid if Blackjack as it is to modern and does not fit in the setting
    Gratfull Weapon now only heals other allies
    Got rid of Signet of Silence, What you Want to Know and What you Need to Know on account of Spiritual Guidance having healing skills but it should only have a few.
    Added Ritual of Passage Spiritual guidance skill, to emphesise hex controll Ferls have, though the activation time alows mesmers to easely interupt it.
    Modiefied Feral description to include base AL and base energy
    Changed Role descrption to include the Feral's take on healing/condition & hex management
    Changed Wild Flail to never hit more that 4 targets might make an elite flail that hits more but for now that is dervish teritory.

    Increased the Breaking Wave Recharge some more
    Changed the Recharge on warslam which I forgot to do when I canged it before

    Added Fortunate Weapon, Guardian Manifesting
    Found out I had magically edited this post in the furture and set the dates in edit list to the corect values
    Added Wise Weapon, Spiritual Guidance
  • 12-11-06
    Added the 'Eyecandy not sweet enough' problem to the known problems list

Last edited by System_Crush; Nov 12, 2006 at 12:06 PM // 12:06..
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Old Nov 08, 2006, 10:17 PM // 22:17   #2
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good class, now for some notes

-SLice the dazed...its one of the most lethal conditions out there, it seems almost every attack deals it
-You seem to have to much going on in attack skills (+damage AND Kockdown +And conditional damage AND condition)

most other skills are okish, but need toneing down..the damage is...insane

for example that thunder thingy (lol names escape me)
is some sort reverse SS, but its not elite...insanly powerful

Last edited by Mr. G; Nov 08, 2006 at 10:20 PM // 22:20..
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Old Nov 09, 2006, 10:38 AM // 10:38   #3
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Well I will tone down the attackskills, so far I'v only 2 dazers(but that is just what a bludgeon was for in historical use)

I am going to seperate damage and conditions attack skills(wariors and assassins do both with 1 skill but I want this class to be diferent from the others)

As for the empowerings, they are suposed to have the power of elites. This is becouse without them the Feral is a gimpy low damage poor AL bad energy class normaly.
Instead for balance I should dump some healing, Ferals are suposed to have a hard time staying allive, if not for their empowerments.

Last edited by System_Crush; Nov 09, 2006 at 11:46 AM // 11:46..
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Old Nov 09, 2006, 01:01 PM // 13:01   #4
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I feel i could have been a bit moreconstructive lol, heres a breakdown of my opinions ^^

Breaking Wave(Bludgeon Mastery)
Bludgeon attack
energy 5 next attack recharge 10
Your next attack causes Cripple for 5…10…12 seconds and target foe is knocked down. If target foe is knocked down, you are knocked down.

generally a balanced skill, may want to up the recharge thou (to say 12) - despite the fact you get knocked down its a rather constant knockdown, just to take the edge off

War Slam(Bludgeon Mastery)
Bludgeon attack
energy 5 next attack recharge 15
If you are under the effects of an Empowering(either somonelle uses a AoE one on you, hostile or friendly, or you are running one yourself) this attack is unblockable.

another nice skill..id say LOWER the recharge on this, compare 15 seconds for an unblocakble - but LESS for a crippling knockdown

Canyon Crash(Bludgeon Mastery)
Bludgeon attack
energy 10 next attack recharge 8
If you are under the effects of a weapon spell, you strike target foe twice, each attack dealing 25...18...15% less damage.

nice skill, recharge is balacned with energy cost

Wild Flail(Bludgeon Mastery)
Bludgeon attack
energy 10 next attack recharge 12
Strike target foe and up to 1…3…4 foes adjacent to you, for each target that evades Wild Flail you may strike 1 additional foe. If Wild Flail is blocked it causes exhaustion.

Switchero(Bludgeon Mastery)
Skill
energy 10 instant recharge 15
For 10 seconds, if you are not under the effect of a weapon spell, you deal 8…4…2 less damage and your attacks can not be blocked.

Seems like more of a stance than a skill

more soon!
Don't mind me I love to critisize (but not spell -.-')
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Old Nov 09, 2006, 01:33 PM // 13:33   #5
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Don't worry G I like to b**** too and I can't spell neither(I blame public schools!)

I don't play a warrior so I believe every word you say when you say I'm blancing the attack skills the wrong way.

I do play a assassin but he's a Criticaliser meaning he uses ranger attacks.

As for Breaking Wave and War Slam, those are minor changes and I'll fix them right away.

About Swicheroo, it may be sort of like a stance but i'm not intending to give Ferals any stances Empowerings and Weapon Spells are plenty of effects for yourself, and other than in Bludgeon Mastery there isn't really a base for them, as they are mental/ritual atributes.

Plus: the swiching it emplies to is, you juggle your weapon and offhand, whenever a foe expects a attack to come from the left it comes from the right and vica versa. You should be able to juggle wether you are standing normally or are reflexing lighting like(in fact your hands would move faster so you should be able to juggle longer)

Last edited by System_Crush; Nov 09, 2006 at 03:57 PM // 15:57..
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Old Nov 10, 2006, 11:26 AM // 11:26   #6
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I've pondered if the name Feral is still apropriate for the class, it worked in NWN where we had made only 3 empowerments(Good, neutral and evil), and by lack of a better animation we would just make the character, foam round his mouth and glow White, Blue or dark Purple, it fit their combat style of animal rage attacks quite well.

In guild wars there's plenty of chance to make them levitate, glowing eyes and much more myhical animation.

Then maybe I should change the name to fit the class better, though Feral still just sounds cool, and als suports the raging burst fighting style.
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Old Nov 12, 2006, 12:11 AM // 00:11   #7
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I kind of laughed when I saw the pictures. This isn't all bad, but honestly, who wants to play as a cave man?, attractive identities are a must, and I think brutish Warriors in Char Furs are barbarian enough for most.

I think you might be onto something with the empowering techniques, but basicly what you have is a stance. A new class which can use multiple stances would combine well with many other classes for interesting effects and "empowering", but making a new version of stance is totaly unneccessary.
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Old Nov 12, 2006, 12:00 PM // 12:00   #8
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Quote:
Originally Posted by BahamutKaiser
I kind of laughed when I saw the pictures. This isn't all bad, but honestly, who wants to play as a cave man?...

...making a new version of stance is totaly unneccessary.
Well, not so much a Cave man, but a native american folowing mythic warior traditions, Those come in several shapes and sizes and can probably be atractive especialy as they will automatically be as olimpic figured as all other hero's.

I had 1 picture where a old guy was wearing a lion mane jacket, it looked cool but i rejected it as he was too well armed(3 swords) to reperesent a Feral.

But if you have pictues or a large artistic talant(and unlike me a 'good' scanner)
Please do; wth, GREEN DOMINATION MAGIC ITEM GOING TO THE PERSON THAT WINS THE FERAL FASION SHOW!!!!


Actually, how is a empowerment a stance
Quote:
Originally Posted by System_Crush
Thunder Revenant(Channel Rage)
Empowering
energy 10 activation ¼ recharge 40
You are struck by lightning and take 60…40…30 lightning damage, for 7 seconds you deal lightning damage and all foes adjacent to your target take 5…20…25 lighting damage each time on of your attack hit’s.

Light of the Fire(Channel Rage)
Empowering
energy 10 activation ¾ recharge 30
For 10 seconds you gain 3 health regeneration and nearby allies gain 1 health regeneration, foes adjascent to you take 5…9…10 fire damage each second.

Avatar of Fear(Channel Rage)
Empowering
energy 15 instant recharge 45
for 6 seconds all foes in your area attack 20…40…45% slower and suffer 2…4…5 health degeneration, but move 20% faster.
Stances never have AoE, they don't deal damage on activation(though thats just a technicality) nor do they have activation times.

Now I agree the combination of reasonable energy cost, instant casting time, long recharge and a good buff has been done before, its a logical approach to balancing.

But due to several skills related to stances(mirrored stance, WildBlow, and others) They would first of all be bugged as they work expecting there to only be 1 stance on their target
(but teh devs can just alter them, going with a while(Target.getActiveStance() != null) instead of a if(""))
Second it would be rather unbalancing for Ferals, to have their power burst coppied by a assassin who does not need empowerings to be effective.
Then again it might make assassing viable for pvp again as mirrored stance works on teamates to: take 1 Feral + 3 assasins feral takes elite healing stance + several damage stances, activates them all assassins coppy them and triple in effectiveness untill mirored stance ends, only a waeerion or best master that can end stances could avoid the xtrmely high spikes and when used correctly the huge presure as well.
Finally the stacking of stances from a ranger(especially serpents quickness) with empowermetents, makes R/F F/R combinations attractive as empowerings' damage or speed increases should NEVER apply to ranged weapons or staffs.


And yet more yapping(yay!)
What is the difference between weapon spells and enchantments?
You can only have 1 weapon spell and more enchantments on you(4 I heard somewhere), truly that is the only mechanics change I can think of, the weapon reskins are purely cosmetical.


On the other hand, I realise you could have meant that if empowerings where stances, Channel Rage would allow a other class to stack their stances.
That would Indeed lead to may new and interesting possible combinations.
Though Warrior and Ranger stances are for a larger part overlapping, rangers get 3 75% evade chance stances, when stacked they would cap at 100% evade and only their secondairy effects would matter.
warriors get 3 riposte stances and 2 parrys(or is there a elite parry too?) which would also overlap.
For mesmers however, it would be wonderfull! their mantra stances are individually weak and I think most of them are not used at all(mantra of precistance and distortion are the only popular ones)
But if they where allowed to combine the stances it would be greatly usefull to them and definatly a positive and new game mechanic.

Though I do play a mesmer and used to have a ranger that used the escape stance oftenly, I can for the game mechanics and balance towards Mirrored stance and other stance based skills, aswell as the resoning behind weapon spell v.s. enchantment; not say I wan't to change empowerings, it would change too much in other classes.
It could even lead to the problem of the False Profession line in AO, where the devs actually gave up on trying to get the thing balanced and just left it as it was, moving on to other nano lines.
Eventhough the huge and rather obvious diference between FC and Anet, I fear that a change in 1 class that would change soo much for people multiclassing with it, is too much of a change in balance fro class combinations that could not multy stance.
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Don't bother reading the above here is a quick reform:
  • Ok the eye candy might not have the most stunning look, as the armours of ferrals can be quite plain.
    But BahamutKaiser I like the char furs idea, and wanted to put more furs in than just the first picture, but had trouble finding them.
  • PLEASE POST PICTURES to improve the looks you can(and should) post pictures of how you think the class should look, you might win a Mina's gaze(green chanta domination magic offhand)
  • Empowerments are empowerments not stances for a reason, just like ritualist get weapon spells not enchantments, spirits not wards and dervishes get Forms not stances. Its because of game mechanics and balancing reasons
  • Feel free to outreason me on the empowerings issue, I know I can be a bit stubourn, but will change anything if you have a good and turough explanation of why I should
    (political explenations{lots of talk without directly adressing the point} do not count)(and yes if you want to outreason me you'll have to read that long post, sorry)
thank you for your thoughts BahamutKaiser I apretiate it.

Last edited by System_Crush; Nov 12, 2006 at 12:14 PM // 12:14..
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Old Nov 14, 2006, 07:15 PM // 19:15   #9
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Thread necromancy is a bad thing!

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