Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Oct 24, 2006, 05:38 AM // 05:38   #1
Wark!!!
 
Winterclaw's Avatar
 
Join Date: May 2005
Location: Florida
Profession: W/
Advertisement

Disable Ads
Default Concept Class: Inventor

Overveiw: a ranged attacker based on scientific knowledge, has mechanical and alchemical skills for both attack and support. Its skill lines are alchemy, which allows him to use potions to help others and attack his enemies, auto-crossbow, the main weapon of the inventor, inventions, which is his primary skill and well rounded, and mechanics, which allows him to lay traps and use mechanical robots to attack and defend himself.

Armor: Inventors have 70AL base armor that has +10 energy and +2 regeneration.

Looks: I would imagine that an inventor's armor would probably have a more practical look to it. Lots of bandoliers, belts, pockets, maybe a visibal backpack, and he might even have goggles or cap+goggles on his helment slot.

Auto Crossbow: this is a two handed weapon an inventor uses. It has an attack rate of one attack every 1.6 seconds and does 2-6 damage for every bolt that hits. At 12 points in auto crossbow, an inventor can shoot a burst of 5 bolts for a total of 10-30 damage. Auto crossbows have the same range as spells.

.

Alchemy
Alchemy is the origin of science and is obsessed with finding the philosopher's stone, that legendary stone that can turn lead into gold and grant someone youth. The Alchemy has a number of potions that are used to attack and help. Note for Monk/Inventors healing effects of alchemy don't trigger divine favor bonus.

1. Caffeinated Drink – 5e, 1 cast, 30 recharge
Alchemy Potion. For 7-12 seconds, target touched ally has +2-4 energy regen.

2. Curative Elixir – 5e, 1 cast, 5 recharge
Alchemy Potion. Target touched ally has one condition removed and gains 7-28 health. Disease and poison will be cured first, even if there are cover conditions.

3. Deadly Liquid – 10e, 1 cast, 25 recharge
Alchemy Potion. Target foe and adjacent take 7-30 damage and are diseased for 3-7 seconds.

4. Health Potion – 5e, 1 cast, 5 recharge
Alchemy Potion. Target touched ally gains 20-84 health.

5. Fire Bomb – 15 e, 1 cast, 15 recharge
Alchemy Potion. Target foe and adjacent foes take 8-48 fire damage and are set on fire for 1-4 seconds. Has half the normal spell range.

6. Liquid Nitrogen – 10e, 1 cast 10 recharge
Alchemy Potion. Target foe and adjacent foes take 8-56 cold damage; liquid nitrogen has 20% armor piercing. Has half the normal spell range.

7. Lotus Powder – 10e, 1 cast, 20 recharge
Alchemy Potion. Target takes 10-25 damage and is poisoned for 4-10 seconds. Has half the normal spell range.

8. Muscle Relaxant – 15e, 2 cast, 20 recharge
Alchemy Potion. For 3-12 seconds target foe is weakened and crippled. Has half the normal spell range.

9. Noxious Potion - 15 e, 1 cast, 15 recharge
Alchemy Potion. Target Foe and adjacent are dazed for 10 seconds. Has half the normal spell range.

10. Philosophers Stone (Elite) – 15e, 4 cast
Skill. Target touched dead ally is brought back with full health, energy, and 15% less death penalty. Skill recharges on moral boost once it has been successfully used.

11. Sun bomb - 10e, 1 cast, 20 recharge
Alchemy Potion. Target Foe and adjacent are blinded for 10 seconds. Has half the normal spell range.

12. Ye Olde Hand Grenade –15e, 1 cast, 10 recharge
Alchemy Potion. Target foe and nearby take 15-80 damage and are knocked down.

13. Ye Holy Hand Grenade (Elite) - 15e, 1 cast, 10 recharge
Alchemy Potion. Target foe and nearby take 15-80 damage and are knocked down, does double damage to summoned creatures (including undead) and man-eating bunnies with very large fangs.

.

Auto-crossbow
The Auto-crossbow is the main weapon of the inventor. It is a light-weight crossbow that the inventor has modified to shoot rapidly. The more skilled you are with the auto crossbow, the more attacks you get with it, gaining additional attacks at 3, 6, 9, and 12 ranks in auto-crossbow which are shot in bursts. Bursts are considered one attack each (for things like vigorous spirit, conjure lightning, spirit spite, blind, or a zealous mod) no matter how many shots are fired.

EDIT FROM REPLY: For auto-crossbow purposes, 1 burst (1-5 shots) would constitute one attack for spells like conjure ice or vig spirit or hex that triggers on attack. Think of it like this: only the first shot really counts for purposes of triggering those spells and for things like conjure the first one to hit would do the extra damage.

NOTE: For AoE attacks each burst or arrow to hit a different foe would count as a seperate attack, as would firing two bursts at one target, for spells like ignite arrows, conjure fire, vig spirit, or empathy.


1. Armor Piercing Rounds 10e, 2 seconds, 10 recharge
Ammo. Your next 1-5 bursts have 20% armor piercing.

2. Armor Piercing Incendiary Rounds (Elite), 10e, 2 seconds, 30 recharge
Ammo. Your next 1-4 bursts have 10% armor piercing and set targets on fire for 1 second. If interrupted while activating this skill, you will be set on fire for 1-4 seconds.

3. Cover Fire 10e, .5seconds, 20 rechrage
Attack. You fire a burst of rounds at your target and every foe in the area (1 burst apiece) and interrupt their actions. Shots fired with cover fire have a 10% chance of hitting. If you don't have enough ammo to hit every target at a full burst, every foe has a random chance of being targeted by each arrow (up to your maximum for the burst) and Cover Fire ends when you run out of ammo. After using Cover fire, you run out of ammo and reload.

4. Empty Magazine 10e, 1 second, 30 recharge
Attack. For 5 seconds you attack 66% faster until you unload your magazine, 5 bursts, on target foe. You cannot move, attack other targets, or use any skills while Empty Magazine is in effect. After you have fired all your shots, Empty Magazine ends and you run out of ammo and reload. This attack causes exhaustion.

5. Explosive Rounds 10e, 2 seconds, 10 recharge
Ammo. Your next 1-5 bursts do 1-12 fire damage to your target and all adjacent creatures. If interrupted while activating this skill, you and all adjacent creatures take 5-60 fire damage.

6. Incendiary Rounds 10e, 2 seconds, 10 recharge
Ammo. Your next 1-5 s will cause burning for 1-3 seconds. If interrupted while activating this skill, you will be set on fire for 1-5 seconds.

7. Lyssa's Luck (Elite) 5e, .25 seconds, 20 recharge
Skill. For 5 seconds, attacks and projectile spells have a 10-50% chance of missing you and you have a 10%-50% of overcoming effects that would cause you to miss, such as blind, hexes, enchantments, evade, and block. If your target also has the effect of Lyssa's luck, your chance to hit or evade are further modified by the difference between your ranks in Auto-Crossbow and your opponents.

8. Shoot 'em up 5e, 1second, 7 recharge
Attack. Fire a burst at a foe, if this attack hits, opponent starts bleeding for 3-15 seconds.

9. Sniper's Round (Elite) 15e, 2 seconds, 30 recharge
Ammo. Your next 1 shot deals + 10-34 damage and has 25% armor piercing. Because of the nature of ammo, you cannot use bonus shots with this skill, the first bolt fired will cause the recharge to trigger.

10. Sniper's Shot 15e, 5 seconds, 30 recharge
Attack. This attack has +25% range, 10% armor piercing, and if hits causes a critical. This attack is easily interruptable.

11. Take Cover 5e, .25seconds, 10 recharge
Stance. You are knocked down for 3 seconds, but while you are knocked down, you have a 90% chance to evade projectile attacks and spells.

12. "Take Cover Now!" 5e, 15 recharge
Shout. You and all allied in earshot are knocked down for 3 seconds but have a 90% chance to evade projectile attacks and spells.

13. Tyrian Standoff 5e 10 recharge.
Stance. For 5-10 seconds, while targeting a foe that is using ranged attacks, you move and attack 25% faster and have a 25%-50% chance of evading ranged attacks. You reload 25% faster.

14. Tyrian Style (Elite) 10e, 30 recharge.
Stance. For 5-15 seconds, you wield a second auto crossbow with the same stats as your equipped one and you attack 20% faster. All your attacks are duel attacks in this stance. You reload 25% faster.

15. Vital Damage 10e, 1 second, 12 recharge
Attack. Fire s burst at target foe and if this attack hits, target gets a deep wound for 5-20 seconds. This causes a critical hit versus physical, non-living foes (constructs and some undead).

.

Inventions
Inventions are a variety of things that any inventor may invent in his spare time. Inventions are the primary skill of the inventor. For every point you have in inventions, all your inventor skills have a +2% chance to be used at +1 skill level.

1. Auto-crossbow Armorbane Modification Device 10e, 15 recharge
Auto-crossbow Attack. You fire a burst that has 10%-20% armor piercing plus you do 1-2 damage for 2 AL over 60 your target has versus your current damage type. Note the extra damage cannot be reduced by AL.

2. Deflector Shield 10e, 1 second, 30 recharge
Skill. For 60 seconds, deflector shield will absorb half the damage you take from elemental or projectile attacks up to a total of 10-120 damage.

3. Ethereal Harmonizer 10e, 1 second, 20 recharge
Skill. For 5 seconds any hexes on you have no effect. If you trigger them to end with some effect, that ending effect will not happen either. (Example you have this active and diversion is put on you and you use another skill, it won't have an extra long recharge for setting off diversion).

4. Experimental Shadow Cannon (Elite) 15e, 3 seconds, 30 recharge
Projectile Attack. Does 24-100 shadow damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you take 12-50 shadow damage. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

5. Gas-Leaking Fire Cannon (Elite) 15e, 3 seconds, 30 recharge
Projectile Attack. Does 24-100 fire damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you are set on fire for 2-5 seconds. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

6. Magnet Thrower 10e, 1 second, 15 recharge
Skill. Fire a magnet at your target, target must be equipped with a weapon or armor made of iron, steel, or deldrimor steel to hit. If the target isn't equipped with a metal item, but an adjacent creature is, the adjacent creature is the target of the magnet. For 10 seconds, foe and all adjacent creatures are crippled if wear armor made of metal and attack 25% slower if equipped with a weapon or shield made of metal.

7. Malfunctioning Ice Cannon (Elite) 15e, 3 seconds, 30 recharge
Projectile Attack. Does 24-100 cold damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you are crippled for 10 seconds. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

8. Net Launcher 10e, 1 second, 15 recharge
Skill. Fire a net at your target (hi arc). If it hits your target and all adjacent creatures are knocked down and then are move 50% slower and are easily interrupted for 5 seconds.

9. Neural Disruptor 10e, .5 seconds, 15 recharge
Skill. Target foe is interrupted and is dazed for 1-4 seconds. If a spell or ritual was interrupted, foe loses 3-7 energy.

10. Poorly Insulated Electric Cannon (Elite) 15e, 3 seconds, 30 recharge
Projectile Attack. Does 24-100 lightning damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you are dazed for 2-7 seconds. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

11. Prototype Light Cannon (Elite) 15e, 3 seconds, 30 recharge
Projectile Attack. Does 24-100 light damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you are blinded for 2-5 seconds. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

12. Specteral Nullification Device 15e, 2 seconds, 45 seconds
Skill. For 2-8 seconds all rituals in range lose all functions and won't attack. Rituals lose 1%-25% of their max health and expire 50% faster.

13. Structural Armor Analyzer 5e, 1 second, 30 recharge
Skill. For 5-30 seconds you take twice as much time firing your auto-crossbow, but you have double the chance to make a critical.

14. Surprisingly Functional Chaos Cannon (Elite) 15e, 3 second, 30 recharge
Projectile Attack. Does 24-100 chaos damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you lose all energy and get half your max energy in exaustion. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

15. Thieves' Automated Tools 5 seconds, 30 recharge
Skill. You can open some locked targeted doors (like in GvG) automatically. You can also use this on a targeted chests and open them 1%-25% of the time. You can only use this skill once on any chest (per instance) and you can still only open a chest once. Using this against a targeted corpse will give you an extra drop 1-13% of the time (if the creature would normally drop an item).

16. Trap Deactivatoromatic 10e, ¼ seconds, 30 seconds
Skill. For 7-15 seconds you have a 10-46% chance to harmlessly deactivate any traps that you spring.

17. Uncalibrated Crystal Cannon (Elite) 15e, 3 second, 30 recharge
Projectile Attack. Does 24-100 earth damage to target foe and all adjacent creatures. Has a 20% chance of backfiring, in which case does damage to user and all adjacent creatures and you are knocked down for 3 seconds and are weakened for 6-12 seconds. If Cannon backfires, has double recharge time. If knocked down or interrupted during use, will still go off, but the chances of hitting and backfiring are switched. Once activated, it cannot be stopped; if you die it will target your current location once the time is up.

.

Mechanics
Mechanics is the Inventors ability to build and repair fascinating mechanical devices that astound, amaze, and attack. Mechanics is mostly Mechanical pet and mechanical trap related skills.

Less than 1. "Auto Repair!" 5e, 5 recharge.
Shout. Your construct heals himself for 10-50 health. Does not work if he is under 25%-10% health.

1. Blade Trap 10e, 4 cast, 45 recharge
Trap. For 30 seconds, while active, this trap does 5-25 slashing damage to adjacent foes every second. You are easily interruptible while using this skill.

2. "(Name), I choose you!"
With this skill on your skill bar, your selected construct comes with you. If you don't have any constructs in your inventory, this skill has a blank icon. The icon of this skill changes with the base type of construct you are using. Note (name) in the skill title is replaced with the construct's name. You can only have this skill equiped once, no matter how many pets.

3. "Change Attack Pattern!" 1 recharge
Shout. This skill causes your construct to cycle through available attacks. Construct pauses for 1 second then continues its actions.

4. Chocking Gas Trap 10e, 3 cast, 60 recharge
Trap. For 20 seconds, while active, this trap does 4-16 damage to nearby foes every second and interrupts them if they use shouts or cast a spell. You are easily interruptible while using this skill.

5. Dart Trap 10e, 3 cast, 45 recharge
Trap. For 30 seconds, while active, this trap causes 1-5 degen to nearby foes every second. You are easily interruptible while using this skill.

6. "Evasive Maneuvers!" 5e, 20 recharge
Shout. Construct Stance. For 5-10 seconds your construct has a 25%-50% chance to evade attacks. For each attack he evades, you gain 1 energy.

6 and a half. "Fight Back!" 5e, 20 recharge
Shout. Construct Stance. For 5-12 seconds, your construct has a 25%-75% chance to block attacks against him. If the construct blocks a melee attack this way, the attacker takes 10-30 damage.

7. "Go on, beat 'em up (name)!" 5e, 20 recharge
Shout. Construct Stance. For 5-10 seconds your construct attacks 25% faster and has a 10%-20% chance of knocking target down.

8. "Go on (name), you can do it!" 10e, 30 recharge.
Shout. Construct Stance. For 10-15 seconds your construct has +12-20 AL and +20-120 health.

9. "Hit Him!" 5e 4 recharge.
Shout. Construct attacks target foe for +1-16 damage. If target is dazed or knocked down, this attack does double damage.

10. "Knock Him To The Moon!" 10e 20 recharge.
Shout. Construct attacks target foe. If attack hits, target is dazed for 4-10 seconds. If evaded or misses, target is knocked down. This attack cannot be blocked.

11. "Now Finish Him!" 10e 10 recharge
Shout. Your construct attacks target foe for +4-32 damage and knocks target down. If target is under 50% health or is knocked down, this attack does double damage, target is knocked down for 3 seconds.

12. Oil Construct 10e 1 cast, 30 recharge.
Skill. For 8-12 seconds, target touched allied construct moves and attacks 25% faster.

13. Repair 5e, 2 cast, 0 recharge
Skill. Heal target touched allied construct or mechanical trap 20-140 health. While using this skill, construct will not move or act. If construct is destroyed, bring construct back to life with 10-25% health.

14. Shocking Trap 10e, 3 cast, 45 recharge
Trap. For 30 seconds, while active, this trap does 5-25 electric damage to adjacent foes every second. You are easily interruptible while using this skill.

15. Thumping Trap 10e, 3 cast, 60 recharge
Trap. For 30 seconds, while active, this trap does 5-25 earth damage to adjacent foes every second and has a 25% chance of knocking them down. You are easily interruptible while using this skill.

16. "Use Secret Weapon!" (elite) 5e, 10 recharge
Shout. Construct uses its secret weapon.
Armored Turtle – Gigaton Cannon. Target foe and adjacent creature takes 20-150 fire damage. Has a 3 second cast time and +35 second recharge. If interrupted, the construct takes twice the attack's listed damage and is set on fire until the construct is destroyed or the inventor uses his repair skill (50% change). Each second, all adjacent creatures have a 50% chance of being set on fire for 3 seconds. Turtle won't act for 3 seconds after using this skill.
Blade Bird – Feather Rain. Jumps into the air and attacks every foe in nearby with feather attack 3 times.
Buzz Crab – Shoots two buzzerangs at target foe. If one hits, target is bleeding, if both hit, target has bleeding and a deep wound for 4-16 seconds. This skill has an additional 5 energy cost.
Mecha Me – Death Blossom. All foes in the area take 24-48 fire damage. Has +10 second recharge.
Mechanical Minion – Death Ray. Shoots a ray that does 20-54 dark damage and causes a deep wound for 4-16 seconds. Has half normal spell range.
Robodrake – Fires a ray of the drake's type that does 16-70 damage.
Sentinal Scarab – Attacks target 3 times. First attack cripples foe for 4-10 seconds. Second attack causes bleeding for 5-21 seconds. Third attack causes a deep wound for 7-17 seconds. This skill has an additional 10 energy cost and an additional 10 second recharge.
Steel Soldier – Rocket punch. Fires both fists at target foe. If they hit, each one does 16-32 damage.
Sword Devourer – Bio dart. Uses tail attack against target foe, if hits this attack causes poison and disease for 4-12 seconds. Has an additional energy cost of 5 and an additional recharge time of 20 seconds.

17. "Use Special Attack!" 5e, 8 recharge
Shout. Construct uses its special attack. Damage and effects based on type.
Armored Turtle – Stomp. All nearby foes are knocked over. This skill has an additional 4 second recharge time.
Blade Bird – Sonic Shout. Shout. Adjacent foes take 8-48 damage.
Buzz Crab – Buzz Spin – Crab spins around and attacks all adjacent foes twice. Crab won't act for 3 seconds after using this. This skill has an additional 7 second recharge.
Mecha Me – Bolt Barrage – target foe and adjacent foes take 25-50 damage.
Mechanical Minion – Spike Stab (melee). Can hit target foe 3 times with a normal attack.
Robodrake – Tail Sweep. Adjacent foes to construct take 20 – 50 bludgeoning damage.
Sentinal Scarab – Burrows underground for a few seconds. It jumps out of the ground at target's feet and does a duel slashing attack that if hit, is a critical and does +1-16 damage per attack.
Steel Soldier – Swings his axe at an opponent, if it hits target has a deep wound for 1-20 seconds. Has +12 seconds of recharge.
Sword Devourer – Attacks target foe twice, if both attacks hit, attacks them with tail.

18. "You've almost won!" 5e, 45 recharge
Shout. If target foe is under 25% health, construct moves and attacks 25% faster for 5-10 seconds.

.

Non Attribute Skills

1. Resserection Signet
If you don't know what this is...

2. "Run like a bat out of FoW" 5e, 7 recharge
Stance. For 5 seconds you run 25% faster.

.

Ammo – a skill that when used, the next X amount of rounds someone wielding an auto crossbow fires (extra shots count towards shots fired) will have that effect. Only one type of ammo can be used at a time. When ammo runs out, you can't attack or use auto-crossbow attack skills for 2 seconds while you reload, but you can select a new ammo to load (which will reset the 2 second timer). Reusing an ammo skill before you run out of shots will reset the number of shots you can fire.

Mechanical Traps - Mechanical Traps. These are persistent traps that are always active and give their effect until they expire. Unlike ranger traps, they have Health equal to 40 plus the trap's skill times 20, and an AL of 10 plus the trap's skill times 5. Traps can be repaired by the inventor's repair skill.

Inventor's Constructs – Construct. These are "pets" that an inventor can build via a crafter in some towns, for 250 iron, 250 wood, and a third material. Pets can have several different attack styles (depending on the pet built) which change the base damage type of their attack as well as a number of attacks.
All constructs have a special attack and a secret weapon dependant on their type. Constructs have an average attack rate of 1 attack every other second and an average base damage of 20-40 at level 20. Constructs have a health of 80 plus 40 times its level and a base AL of 20 plus 3 times its level. Constructs always have a level equal to yours. Constructs cannot be healed with any skills other than the Inventor's Repair skill and will not heal over time when a battle is over. Constructs suffer from weakness and crippled when under 50%-25% of their health (based on your mechanics skill) and will not move or act when under 20%-10% of their health (based on your mechanics skill). When a construct dies, it does 10-120 fire damage to all adjacent creatures, cannot be exploited, and can only be resurrected by the Inventor's repair skill.
Constructs are inventory items that are customized for their maker (ie can't be used by anyone else) and can be dyed. To use a construct, you must have the Construct skill and a construct in inventory. In order to use it, go to your skill screen and select the Construct skill that corresponds to the Construct you want to use. You can only bring one Construct with you at a time. Constructs can have two upgrades, a prefix and a postfix upgrade, and will have different inherent abilities based on type. Construct upgrades can be crafted in town.
Constructs are named when built and can be renamed later, but you cannot have two constructs with the same name.

Construct Types
Armored Turtle – a mechanical turtle with a big cannon on its back. Cannon has a slow attack rate, one attack every four seconds, but at level twenty does 40-80 damage per hit.
Cannonball – ranged bludgeoning damage (shoots a cannonball from its cannon)
Fireball – ranged fire damage (shoots a fireball from its cannon)
Extra materials – 150 granite, 100 scales

Blade Bird – a robotic bird.
Feathered fury – melee piercing (attacks with beak and clawed kicks)
Blade Dance – melee slashing (attacks with wing feather blades and clawed kicks)
Deadly Down – ranged slashing (shoots metal feathers from wings at foe).
Extra Material – 250 feathers, 12 leather, 8 monstrous claws

Buzz Crab – a mechanical crab with two buzzsaw arms.
Buzzsaws – melee slashing damage
Buzzerrangs – ranged slashing damage (shoots buzzsaws)
Extra Material – 250 chitin

Mecha Me – an armored suit that the inventor can get in. Operates similar to holding an item in terms of speed reduction and the inventor cannot attack while in it. If the inventor targets his Mecha Me, he can get in or out using the item interface. While the inventor is "holding" the Mecha Me, the construct absorbs all damage aimed at the inventor. If the Mecha Me is destroyed with the inventor in it, the inventor takes double the normal damage that a construct would give when dying. Only the inventor can use his Mecha Me.
Mecha Crossbow – a larger version of the auto crossbow which the Mecha Me has for arms.
Shoulder Cannons – Ranged fire damage
Bayonet Blades – ranged piercing damage (attacks with spikes on mecha crossbow arms).
Extra Material – 25 Deldrimor Steel, 12 leather (for interior of course)

Mechanical Minion – a humanoid construct with a bone motif, and scythe arms
Bone Blades – melee piercing damage (swings right scythe arm)
Bone Club – melee bludgeoning damage (swings left club arm)
Extra Material – 250 bones

Robodrake – a mechanical drake. Note it is created with an elemental prefix of user's choice and can never change its prefix upgrade. Prefixes: icy, fiery, shocking, ebon, light, dark, or chaos. Color is based on prefix: blue-white, red-orange, yellow-blue, green-brown, white, black, or purple. Cannot be dyed.
Bite – melee piercing damage
Claws – melee slashing damage, two claw attacks
Breath – ranged breath weapon of prefix damage type.
Combined Attack – randomly alternates between bite, claws, and breath attacks
Extra Material – 250 scales, 4 monstrous fangs, 10 monstrous claws
Prefix Extra Material – (Prefix) Gem: crafted in town for 250 glittering dust plus 5k

Sentinal Scarab – a robotic insect that closely resembles scarabs which are found in tyria.
Sweeping Attacks – melee slashing damage (sweeps blade arms)
Thrusting Attacks – melee piercing damage (thrusts blade arms)
Extra Material – 250 chitin, 2 monstrous claws

Steel Soldier – a mechanical suit of rock and metal armor with glowing eyes.
Automatic Axe – melee slashing damage (axes spring out of fore arms)
Smash – melee bludgeoning damage (swings fists)
Extra Material – 25 deldrimor steel, 250 granite

Sword Devourer – a mechanical devourer with two swords for arms and a tail which shoots darts.
Sword Arms – melee slashing damage
Tail Darts – ranged piercing damage
Extra Needed Material – 250 chitin






Well that's it. I know it's pretty close to ranger, but I think it has some nice flavor to it. Some of the skills will probably need to be balanced better, but I think it's a pretty good start.


Question 1 for feedback: what do you all think about philosopher's stone? I think it needs something to make it more skill dependant so I want to add something like fails 50% of the time if less than 7 ranks in alchemy.

Question 2 for feedback: Redly has a few good suggestions, especially about auto-crossbow attack energy and recharge. Should I lower them a little?


edit1:
-added "Fight Back!"
-added Construct Stance to the skill "Go on, you can do it"
-with the exception of philosopher's stone, alchemy potions now have the type alchemy potion instead of skill.
-reduced recharge of sniper's shot from 60 seconds to 30 seconds.
-added "Auto Repair"
-added armor looks.

Last edited by Winterclaw; Mar 03, 2007 at 06:49 AM // 06:49..
Winterclaw is offline   Reply With Quote
Old Oct 24, 2006, 05:49 AM // 05:49   #2
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

Seem fresh and well polish. GJ.

(Might comment more later)
actionjack is offline   Reply With Quote
Old Oct 24, 2006, 06:15 AM // 06:15   #3
Red
Rawr!
 
Red's Avatar
 
Join Date: Mar 2006
Location: Kentucky, USA
Guild: Team Love [kiSu]
Profession: Mo/
Default

Quite possibly the most interesting class EVAR. Winter, I would LOVE to play one of these. ^_^ We talked some in IRC, but here's some thoughts:

SUGGESTIONS

-) Can we say R/I Expertise that spams skills like R/N Touch rangers?

-) Shake the Can - Alchemy skills with touch range now operate at half-range, and half-range skills have the full range of normal spells.

-) I'd buff all the healing potions, and add more. The idea of a healing inventor is really interesting to me.

-) I'm extremely concerned with the possible combo of I/E with Conjure Fire/Frost/Lightning, or I/R with Ignite Arrows. The sheer devisation of Conjure or Ignite hitting FIVE TIMES ON A SINGLE SHOT.... overpowered much?

-) Crossbow skill 10 - Sniper's Shot is much too weak, at least for ANY hope of PvP. 5 second cast, for just a bit more range and 10% sundering? Q_Q

-) Crossbow skill 12 - "Take Cover Now!" <---- the skill that guarantees that I will never bring one of these into my party. I do NOT want an Inventor interrupting my monk casts.

-) No "Canthan Style?"

-) Inv skill 1 "Auto-crossbow bleh bleh" is the most confusion skill ever.

-) Inv skill 6 "Magnet Thrower" is so interesting. A bit over the top, but awesome. I would love to see it wreck havoc in PvP.

-) Inv skill 9 Neural Distruptor, as an interupt, should be .25 cast time instead of .5.

-) Inv skill 15 Thieves Tools - delete this. Now. Get this PvP-breaking, PvE-chest-run-cheating skill out of this post before I slap you and shout Wark.

-) Speaking of which, where is the "Wark!" skill?

-) Mechanics skill 2 and 13 - combine these. Due what ANet SHOULD have done with Charm Animal and Comfort Animal. Notice that there are no Beast Masters in GW? It takes too many skill slots to do anything other than have a pet there to act as pressure/tank. Alleviate this by USING your Charm Animal clone to heal/res.

-) Mech skill 12, etc - do not use touched construct skills. It just decreases the overall value. Call of Haste and Protector's whatever are shouts, not touch skills. In general, don't force your inventor near your construct.

-) Mech skill 18 "You've Almost Won" should have a MUCH longer affect rate. Otherwise, why not just use the much nicer skills 8 and 12.

Other things we talked about in IRC

-) Inventors have CRAP energy management....

-) Compare the recharge times on most of your skills (especially the crossbow!) with the recharge rate of... well, anything. Rangers can use their skills very often (and do!)... warriors as soon as they have adrenaline or within a short time... most basic monk spells are repeatable, eles only have to wait a short time to use good skills again (ignoring crap like Meteor Shower, etc).... in short, your inventor just isn't going to be doing much, because nothing will be active... but if it were, all the energy costs are prohibitive. Make their lives easier please...

-) Ranger expertise will RAPE with this, much like an R/N exploits the skill-not-spell nature of life stealing necro touches. And THESE skills (I'm looking at the potion skills) have some range on them! AHHHH! Consider making a new type of skill, "Potions", that do not benefit from Expertise.

-) As a sidenote to the above... perhaps you may want to swing the other way, and instead encourage the R/I and I/R combinations. With one using Marksmanship with a bow, and the other Auto-Crossbow Mastery with a crossbow... it just seems like the two could be easily interchangable. Wilderness survival preparations (kindle! apply poison!) on auto-crossbow skills? Hehehehe...

Though let me say again, beware things like Ignite Arrows, which cause AoE damage on hit, being combined with 5 arrows shooting in a single burst. Ranger spike was made on the sheer damage output of Ignite/Kindle/Read combined with Dual Shot. This is, like, 250% more power than Dual Shot.

Also: Conjure ele spells, or any other skill that causes "for X seconds, all your attacks/arrows cause +damage."

One thing I noted was that you edited the bursts to be a single attack, such that Spiteful Spirit, Empathy, or Vigorous Spirit only triggers once (unlike Barrage, which counts as 6 seperate attacks all happening at the same time). Maybe you could also say that stuff like Ignite Arrows or Conjure Fire would only work once with each burst attack as well?

Might cause issues with the cross-bow attacks that hit multiple targets, but the details can be worked out later. ^_^







Last edited by Redly; Oct 24, 2006 at 06:59 AM // 06:59..
Red is offline   Reply With Quote
Old Oct 24, 2006, 07:05 AM // 07:05   #4
Wark!!!
 
Winterclaw's Avatar
 
Join Date: May 2005
Location: Florida
Profession: W/
Default

Thank you for the constructive feedback Redly. I'm glad you and AJ like it.


Quote:
Originally Posted by Redly
-) Can we say R/I Expertise that spams skills like R/N Touch rangers?
That would be a big problem. Your suggestion on IRC that Alchemy skills become "potions" instead of skills so rangers can't spam them is a good idea.

Quote:
Originally Posted by Redly
-) Shake the Can - Alchemy skills with touch range now operate at half-range, and half-range skills have the full range of normal spells.
That could be an improvement. I might add a skill like that which allows your next skill used to have a better range.

Quote:
Originally Posted by Redly
-) I'd buff all the healing potions, and add more. The idea of a healing inventor is really interesting to me.
I never really thought of an inventor as a primary healer, but I think he might be able to do with a few more healing skills or the current ones being a little better.


Quote:
Originally Posted by Redly
-) I'm extremely concerned with the possible combo of I/E with Conjure Fire/Frost/Lightning, or I/R with Ignite Arrows. The sheer devisation of Conjure or Ignite hitting FIVE TIMES ON A SINGLE SHOT.... overpowered much?
For auto-crossbow purposes, 1 burst (1-5 shots) would constitute one attack for spells like conjure ice or vig spirit or hex that triggers on attack. Think of it like this: only the first shot really counts for purposes of triggering those spells and for things like conjure the first one to hit would do the extra damage.


Quote:
-) Crossbow skill 10 - Sniper's Shot is much too weak, at least for ANY hope of PvP. 5 second cast, for just a bit more range and 10% sundering? Q_Q
When I was making this skill, I almost gave it added damage but didn't know if that'd make it over powered and I was kind of intending it to be used with sniper's round. I could give it some extra damage and shorten the recharge time to 30.


Quote:
-) Crossbow skill 12 - "Take Cover Now!" <---- the skill that guarantees that I will never bring one of these into my party. I do NOT want an Inventor interrupting my monk casts.
The skill can be altered to say if ally isn't using a skill or casting a spell... which means only those running or fighting will take cover. Would that be better?


Quote:
-) No "Canthan Style?"
That's for an expansion if this class is used.


Quote:
-) Inv skill 1 "Auto-crossbow bleh bleh" is the most confusion skill ever.
Basically the more armor your target has, the harder this attack hits. A monk would take only the 20% sundering, but a warrior would probably have to worry about 20-28 extra damage as well.

Quote:
-) Inv skill 6 "Magnet Thrower" is so interesting. A bit over the top, but awesome. I would love to see it wreck havoc in PvP.
Aye, but it could wreck havok for either team.

Quote:
-) Inv skill 9 Neural Distruptor, as an interupt, should be .25 cast time instead of .5.
I was going back and forth on this skill. The dazed triggers no matter what so I thought that the .25 cast for interrupting might be a little too much.


-) Inv skill 15 Thieves Tools - delete this. Now. Get this PvP-breaking, PvE-chest-run-cheating skill out of this post before I slap you and shout Wark.

Figured it was worth a shot.


Quote:
-) Speaking of which, where is the "Wark!" skill?
That would be the Blade Bird's Sonic Shout.


Quote:
-) Mechanics skill 2 and 13 - combine these. Due what ANet SHOULD have done with Charm Animal and Comfort Animal. Notice that there are no Beast Masters in GW? It takes too many skill slots to do anything other than have a pet there to act as pressure/tank. Alleviate this by USING your Charm Animal clone to heal/res.
I agree that anet should have combined them for rangers but both construts and traps are repairable so I figured there should be one skill to handle repairs. Once I get a little more feedback I could rework it so that for constructs and traps, the skill to bring them along and use them also repairs them.


Quote:
-) Mech skill 12, etc - do not use touched construct skills. It just decreases the overall value. Call of Haste and Protector's whatever are shouts, not touch skills. In general, don't force your inventor near your construct.
How about this, I increase the power of repair a little, and I add a shout that allows a construct to repair himself if he's over 25%-10% health?

Quote:
-) Mech skill 18 "You've Almost Won" should have a MUCH longer affect rate. Otherwise, why not just use the much nicer skills 8(sic) and 12.
Mech 7 puts the construct into a stance and 12 requires a touch range. I forgot to add Construct Stance to 8. The idea was that for those 3 skills, you could only have 1 of them active at a time.


Overall I think you've had a number of good comments for this class idea Redly. I'm going to change a few of them now and for others, I want to wait just a little bit to see if is any disagreement with your proposed changes.
Winterclaw is offline   Reply With Quote
Old Oct 25, 2006, 03:16 AM // 03:16   #5
Wilds Pathfinder
 
 
Join Date: Jun 2005
Location: Georgia, US
Default

Quote:
11. Sun bomb - 10e, 1 cast, 20 recharge
Alchemy Potion. Target Foe and adjacent are blinded for 10 seconds. Has half the normal spell range.

12. Ye Olde Hand Grenade –15e, 1 cast, 10 recharge
Alchemy Potion. Target foe and nearby take 15-80 damage and are knocked down.

13. Ye Holy Hand Grenade (Elite) - 15e, 1 cast, 10 recharge
Alchemy Potion. Target foe and nearby take 15-80 damage and are knocked down, does double damage to summoned creatures (including undead) and man-eating bunnies with very large fangs.
Look at the name, all I can say is No.

Quote:
16. "Use Secret Weapon!" (elite) 5e, 10 recharge
Shout. Construct uses its secret weapon.
Armored Turtle – Gigaton Cannon. Target foe and adjacent creature takes 20-150 fire damage. Has a 3 second cast time and +35 second recharge. If interrupted, the construct takes twice the attack's listed damage and is set on fire until the construct is destroyed or the inventor uses his repair skill (50% change). Each second, all adjacent creatures have a 50% chance of being set on fire for 3 seconds. Turtle won't act for 3 seconds after using this skill.
Blade Bird – Feather Rain. Jumps into the air and attacks every foe in nearby with feather attack 3 times.
Buzz Crab – Shoots two buzzerangs at target foe. If one hits, target is bleeding, if both hit, target has bleeding and a deep wound for 4-16 seconds. This skill has an additional 5 energy cost.
Mecha Me – Death Blossom. All foes in the area take 24-48 fire damage. Has +10 second recharge.
Mechanical Minion – Death Ray. Shoots a ray that does 20-54 dark damage and causes a deep wound for 4-16 seconds. Has half normal spell range.
Robodrake – Fires a ray of the drake's type that does 16-70 damage.
Sentinal Scarab – Attacks target 3 times. First attack cripples foe for 4-10 seconds. Second attack causes bleeding for 5-21 seconds. Third attack causes a deep wound for 7-17 seconds. This skill has an additional 10 energy cost and an additional 10 second recharge.
Steel Soldier – Rocket punch. Fires both fists at target foe. If they hit, each one does 16-32 damage.
Sword Devourer – Bio dart. Uses tail attack against target foe, if hits this attack causes poison and disease for 4-12 seconds. Has an additional energy cost of 5 and an additional recharge time of 20 seconds.

17. "Use Special Attack!" 5e, 8 recharge
Shout. Construct uses its special attack. Damage and effects based on type.
Armored Turtle – Stomp. All nearby foes are knocked over. This skill has an additional 4 second recharge time.
Blade Bird – Sonic Shout. Shout. Adjacent foes take 8-48 damage.
Buzz Crab – Buzz Spin – Crab spins around and attacks all adjacent foes twice. Crab won't act for 3 seconds after using this. This skill has an additional 7 second recharge.
Mecha Me – Bolt Barrage – target foe and adjacent foes take 25-50 damage.
Mechanical Minion – Spike Stab (melee). Can hit target foe 3 times with a normal attack.
Robodrake – Tail Sweep. Adjacent foes to construct take 20 – 50 bludgeoning damage.
Sentinal Scarab – Burrows underground for a few seconds. It jumps out of the ground at target's feet and does a duel slashing attack that if hit, is a critical and does +1-16 damage per attack.
Steel Soldier – Swings his axe at an opponent, if it hits target has a deep wound for 1-20 seconds. Has +12 seconds of recharge.
Sword Devourer – Attacks target foe twice, if both attacks hit, attacks them with tail.
Too complicated. Something simple can be complex, but complicated =/= complex.

Quote:
These are "pets" that an inventor can build via a crafter in some towns
Anet will never add a crafter just for this.

Constructs are TOO COMPLICATED. People have slow attention span. Your average player will just see that long list of words and just play another class. Simplicity can invoke Complexity, but Complication is not what you want.

Too close to a Ranger. If you are going to make something, make it unique, not branching off of something else.

Alright the thing with simplicity vs. complication.

Chess is harder than Go to learn, but Go has more strategy involved. Go is a simple game but it can be complex due to the heavy elements of strategy and tactic necessary for the game. Chess is harder to learn but easier to play once you got the concept. Right now your class is not only hard to learn, but also very complicated to play. This discourage about 70% of the people.
AuraofMana is offline   Reply With Quote
Old Oct 27, 2006, 04:35 AM // 04:35   #6
Wark!!!
 
Winterclaw's Avatar
 
Join Date: May 2005
Location: Florida
Profession: W/
Default

Quote:
Look at the name, all I can say is No.
Yeah, "No retreat" and "No surrender" are bad names for a pair of skills.


Quote:
Anet will never add a crafter just for this.
They don't need to, a weapons crafter will do.


Quote:
Constructs are TOO COMPLICATED. People have slow attention span. Your average player will just see that long list of words and just play another class. Simplicity can invoke Complexity, but Complication is not what you want.
They won't see all that at once, they'll only see it if they have a construct equipped and only then they'll see the skill for their particular equipped construct and not all of them at once.


As for being too close to ranger, it was intended to be closish to ranger because that's what I based the class on in part. Alchemy is a more support skill line that is part healing part condition attacks and invention is a wide ranging skill line with some nukes and utility skills. You could also say that dervishs are too close to sassis, rits are too close to els, monks, necros, and rangers, and paragons are W/R's.
Winterclaw is offline   Reply With Quote
Old Oct 27, 2006, 07:44 PM // 19:44   #7
Jungle Guide
 
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
Default

cool idea. But it basically engineer class that somebody made. I suggest you two merge ideas
Not A Fifty Five is offline   Reply With Quote
Old Oct 27, 2006, 11:55 PM // 23:55   #8
Jungle Guide
 
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
Default

Read the thread for clarification >.< they're more like dwarven engineers. I know its 94 posts, put look for the giant furnace monster pic from sorrows furnace.

Edit: sorry, forgot to clarify, meant the engineers thread to look at.

Last edited by Not A Fifty Five; Oct 27, 2006 at 11:57 PM // 23:57..
Not A Fifty Five is offline   Reply With Quote
Old Oct 27, 2006, 11:57 PM // 23:57   #9
Academy Page
 
Join Date: Oct 2006
Guild: Shadow Knights Of Legend
Profession: A/E
Default

Quote:
Originally Posted by Not A Fifty Five
Read the thread for clarification >.< they're more like dwarven engineers. I know its 94 posts, put look for the giant furnace monster pic from sorrows furnace.
But still i don't think GW is going to add that class, I just know it.
Ryuken Tamashi is offline   Reply With Quote
Old Oct 27, 2006, 11:59 PM // 23:59   #10
Jungle Guide
 
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
Default

*shrug* Engineers has the most votes so far and the mods are saying "Kick ass"
Not A Fifty Five is offline   Reply With Quote
Old Oct 28, 2006, 12:03 AM // 00:03   #11
Academy Page
 
Join Date: Oct 2006
Guild: Shadow Knights Of Legend
Profession: A/E
Default

Quote:
Originally Posted by Not A Fifty Five
*shrug* Engineers has the most votes so far and the mods are saying "Kick ass"
ofcourse engeneers has the most votes, but that dosn't mean guild wars is going to choose them. Cmon bombs? powders? guns? cannons? mechanical robots?...as much as I like to have these things too, you HAVE to face reality, it's not going happen. And if it is, then i'd be shocked...very shocked..
Ryuken Tamashi is offline   Reply With Quote
Old Oct 28, 2006, 12:07 AM // 00:07   #12
Jungle Guide
 
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
Default

Hmm true. Engineers is a lot more toned down than inventors here tho. Hand cannons (The 12th cenutry crap that blows up in your face), catapults, and stuff not mechanical robots and mechas.
Not A Fifty Five is offline   Reply With Quote
Old Oct 28, 2006, 12:10 AM // 00:10   #13
Academy Page
 
Join Date: Oct 2006
Guild: Shadow Knights Of Legend
Profession: A/E
Default

Quote:
Originally Posted by Not A Fifty Five
Hmm true. Engineers is a lot more toned down than inventors here tho. Hand cannons (The 12th cenutry crap that blows up in your face), catapults, and stuff not mechanical robots and mechas.
if they had catapults, slingshots, crossbows, I'd be fine with that. Even some powder like barrels would be fine; as you said the dwarves had that.
Ryuken Tamashi is offline   Reply With Quote
Old Oct 28, 2006, 02:18 AM // 02:18   #14
Jungle Guide
 
Dean Harper's Avatar
 
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
Default

nice job on the detail, but i have jsut never liked the invetor/engineer prof suggestions, nothing against your post, but i wouldnt want to see it in GW.
Dean Harper is offline   Reply With Quote
Old Nov 01, 2006, 06:33 PM // 18:33   #15
Academy Page
 
Link4009's Avatar
 
Join Date: Aug 2006
Location: Elona
Guild: Ring of Canthan Knighs [ROCK]
Default

meh mix of a ranger and an alchemist, sorry not very original
Link4009 is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:09 PM // 12:09.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("