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Old Oct 06, 2006, 04:47 AM // 04:47   #1
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Default Concept Class Challenge: Enforcer

Taking another shot to see if this one will get any love. (the previous thread didn't run too well here)

Anyhow... its a CCC (Concept Class Challenge)
The rule is simple. A topic of a concept class is given, and the challenge is to make a GW fitting class out of it. It might not be a class you would like to see, but keep in mind this is more of a Creative Challenge, so try your best at it.

The topic of this round will be:

Enforcer

So give it a try in making a GW proffession out of it. Could be as the proff's name, but can also have more freedom in use, as long as it stay within reasonable relation to an enforcer.

So post a draft of it. Be sure to make it unique. And help other by joining the disscussion in criticing or suggesting more into it. Join a community brainstorming session!
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Old Oct 07, 2006, 02:44 AM // 02:44   #2
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im a little lazy for a full draft but a few ideas:

a fist fighter, not realy bound to any one martial style, kinda like a bouncer

someone who, well, enforces. maby like a fighter who upholds the law, and uses laws to hinder his enemies

and

umm

bah, cant think of anything else at the moment, but ill be back with more for each
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Old Oct 07, 2006, 02:52 AM // 02:52   #3
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It was posted in another fourm too...
maybe I will port some of things that was there here too...

But yeah.. I have laws in mind too...
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Old Oct 07, 2006, 03:17 AM // 03:17   #4
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When does this end?

Also, do we PM this or do we post it here?

(Hopefully PM.)

Last edited by LightningHell; Oct 07, 2006 at 03:30 AM // 03:30..
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Old Oct 07, 2006, 03:32 AM // 03:32   #5
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It end when the thread dies out (which may seem soon)
Just Post it here.
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Old Oct 07, 2006, 06:06 AM // 06:06   #6
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Preliminary, but I have to go on a trip for a week.

Enforcer

Base AL 60
Protector's Garments – +10 AL whenever you are maintaining an enchantment.
Controller's Garments – +10 AL whenever you are maintaining a hex.
Inscriber's Garments – +10 AL whenever you are within the area of an inscription
Lawbringer's Garments – Damage reduction to nonphysical damage (3)
Augur's Garments – +8 maximum energy

Inscriptions: The Enforcer inscribes magical runes on the floor. Cannot be interrupted by non-spell interrupts, such as Savage Shot and Distracting Shot. However, can still be interrupted by Power Spike and the like.

Calls: Mental shouts. In contrast to Shouts, they are only visible (both through the skill icon and through the speech bubble) to targets.


Forecast – For each Forecast level, friendly creatures under the effect of your skills have a 2% chance to evade attacks. You gain 2 energy whenever a creature you affect evades an attack.


Anticipate Maladies {E}
10e, 1c, 20r
Enchantment
For 7…21 seconds, target party member is immune to conditions. Whenever the target is attempted to be inflicted a condition, you gain 1…2 energy. If, in that time, nobody attempted to inflict conditions on the target, Anticipate Maladies inflicts Bleeding, Poison, Crippled, Blindness, and Disease on the target when it ends.

Anticipate Spells {E}
20e, 3c, 45r
Enchantment
For 30 seconds, spells against target ally have a 45…85% chance to fail. If a spell fails this way, you gain 1…2 energy. If, in that time, nobody attempted to spellcast against the target, Anticipate Spells disables all spells that the target has for 10 seconds.

Anticipate Assaults {E}
15e, 2c, 25r
Enchantment
For 10…25 seconds, target ally has a 75% chance of evading incoming melee attacks. This does not stack with Forecast. Whenever the ally evades an attack this way, you gain 1…2 energy. If the target was not attempted an attack during the period that the Enchantment was on it, Anticipate Assults deals 200…110 damage to the target.

Anticipate Distractions
5e, ¼c, 10r
Enchantment
For 10-25 seconds, skills you cast are cast at 150%...110% of its normal cast time, but cannot be interrupted.

Skyscribing
10e, 1c, 12r
Enchantment
For 20 seconds, Inscriptions you cast have double effect range.


Law Magic


Shield of Order
10e, ¼c, 15r
Enchantment
For 3...16 seconds, target ally cannot be be interrupted.

Inscriptions of Peace
10e, 1c, 30r
Inscription
For 1...13 seconds, foes within the area of this inscription cannot attack. This inscription is destroyed whenever an ally attacks within the area of this inscription.

Forbidding Inscription
15e, 2c, 20r
Inscription
For 10 seconds, foes cannot go into the area where this inscription was cast. (50% failure chance with Law Magic 9 or less)

Inscription of Impediments {E}
15e, 3c, 25r
Inscription
For 0...12 seconds, foes within the range of this inscription cannot attack and cannot cast spells. This inscription is destroyed prematurely if you step in the range of the inscription. This inscription has half the range of a normal inscription.

Taxation
5e, ¼c, 8r
Spell
If target foe is casting a spell, that foe loses 1...13 energy.


Ethics Magic


Faith's Fetters {E}
10e, ¼c, maintenance: -2 Energy regeneration
Hex Spell
Damage target foe would deal are reduced by 33...50%.

Soulsworn Bounds
10e, ¼c, maintenance: -2 Energy regeneration
Hex Spell
Target foe cannot attack foes that are enchanted by you.

Strength of Justice {E}
10e, ¼c, maintenance: -2 Energy regeneration
Enchantment Spell
Damage target ally deals ignores enchantments. (50% failure chance with Law Magic 9 or less)

Valor in Belief
5e, ¼c, maintenance: -2 Energy regeneration
Enchantment
Target ally gains 1...2 and an additional strike of adrenaline whenever that ally hits with a melee attack.


Mind Magics


Overrule
5e, ¼c, 12r
Call
If target foe is casting a spell, interrupt that spell and you gain 1...2 energy for each equipped Spell that foe has.

Ether Call {E}
10e, 1c, 20r
Call
For 1...13 seconds, Spells you cast cost 5 less, and spells target foe casts cost 5 more.

Condemn
5e, ¼c, 8r
Call
If target foe is attacking, interrupt that foe, and steal 3...39 health and 1...7 energy from that foe.

Trial {E}
5e, ¼c, 10r
Call
If target foe is attacking or using a skill, interrupt that foe, and steal 6..78 health and 2...14 energy from that foe.
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Old Oct 07, 2006, 11:38 PM // 23:38   #7
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Haha, Lightinghell.. didn't you simply just move your rune ablity from your Hierophant to this? Not sure why it could fall into being call a Enforcer.. but oh well....

Surprise some of more creative memeber of this fourm are not up to the challenge...(taunting words) haha.
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Old Oct 08, 2006, 12:07 AM // 00:07   #8
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Enforcer:

General Summary of Class:
A warrior class that focuses completely on offence and speed wearing little armour but not needing it.
Base Energy: 30 with 5 pips of energy regen (I know its a lot but its for fun isn't it? :P
Max AL: 70
Armour Types:
Steelight: Increases speed of Scimitars by 60% -10 armour while attacking -10 armour when above 50%
Healing Steel: Gives health bonus and an innate +2 health pip

Weapons: Scimitars Max Dmg: 5-15 (hits twice)
Two-handed

Sample Skills:

Speed of the Wind: Increases speed by 100% but decreases dmg by 50%
Cost 5:
CT: 1/4
RT:30 secs
Type: Stance

"Make Haste!"
For 10...25 All teamates within earshot gain 50% movement speed and 75% attack speed when Make Haste Ends all affected Teamates take 200...150 damage.
Cost: 10
CT:1/4
RT:15 secs
Type: Shout

Darkness Sphere: A globe of Darkness is set upon you, all ajacent foes are blinded and u have a 90% chance to block projectile attacks for 10...20 seconds
Cost: 5
CT:1/4
RT:45 secs
Type: Skill

Masters Insight:
If you are blinded decrease chance of missing by 50% until Blind Ends
CT: instant
RT: 60 secs
Type: Skill
(does not cost energy)

Thats all I can do for now have fun with ur thing ActionJack
(who says all the creative members arn't up for the challenge, :P I just take a while to type.)
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Old Oct 08, 2006, 10:57 PM // 22:57   #9
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Hmm, enforcer... That's definitely a melee class.
Or does it have to be? How about a bulky rogue-type person using ranged skills and a crossbow with a range of 3/4-2/3 aggro bubble (and pretty much bow damage but with a smaller spread), essentially creating a new weapon range, and skills that set him up as sort of the anti-paragon hex user, with 70 max armor and 3 energy regen. A good primary attribute would have to impede the activities of enemies but not break the game... How about the following attribute:

Intimidation (Primary): Nearby foes move and attack 5..15% slower and enemy skills take 10..30% longer to activate. Skills that have to do with impeding enemy activities are more effective with higher Intimidation.

The mechanic would be a "world effect" kind of thing applied to enemies, so the Intimidation effect wouldn't stack if there was more than one Enforcer nearby. This primary attribute makes the Enforcer usable everywhere as a kind of "efficiency reducer." Skills in intimidation could be short duration anti-warrior and anti-caster hexes, stances that help people near you or impede enemies near you, and some adrenal shouts that annoy enemies with snares, KDs, skill disabling, etc. Most of these skills and spells would be "nearby" ranged to force a different positioning and make kiting them easier. For secondary attributes you definitely need this:

Crossbow Mastery: No inherent effect. Crossbow Attack skills and skills that affect you attacks are more effective with higher Crossbow Mastery.

For a list of ideas, Marksmanship and Spear Mastery are good places to look. A few interrupts here and maybe a debil shot cousin would be good, and one idea that hasn't been explored is attack skills that apply hexes if they hit, I think that could be very interesting because of the wider range of effects you can create. The next attribute is a logical cousin to Intimidation, namely:

Crime: No inherent effect. Skills that steal health or energy from enemies and skills that damage enemies are more effective with higher Crime.

This could be quite fun. You could have an enchantment that made the next 2..8 attacks steal one energy, a similar one for 10 hp, a few touch skills and hexes, such as a shock cousin, a 5 energy weak vampiric touch, a touch skill that causes the enemy to lose energy, and a touch snare. Stances that increased damage or made attacks and spells backfire would fit here. Maybe some damage boosters against enemies with conditions or hexes on them, too. Plenty of these skills would be adrenal.

Now, this last one doesn't follow logically from much, but picturing the enforcer as sort of a city thug, we get this last one.

Street Smarts: No inherent effect. Skills that help all allies or impede all enemies and skills that have to do with protecting allies are more effective with higher Street Smarts.

This would be like wilderness survival in many ways. Perhaps you could even use spirits as the mechanic to do lots of small things to reduce the enemy and lots of small things to help your team, such as 5-10% attack, movement speed, cast time, recharge time or skill cost changes. I would prefer generic "skills" or some new category though. Also in here would be short-duration but very huge boosts to ally attack speed, run speed, cast and recharge, etc... as in 5 seconds short and +66% attack or +33% recharge huge.


So the overview of this new profession would be someone who can use many small effects to greatly reduce enemy effectiveness and increase team effectiveness and who can do moderate damage with lots of utility using a short-range weapon and short-range spells and skills.

I think it would be cool.
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Old Oct 08, 2006, 11:08 PM // 23:08   #10
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Link4009:
Its not bad... who wouldn't want to be Drizzt Do'Urden?
A bit less detail, but as long as you have fun.
Hope to see it offering more unique mechanics, and tad more explaintion to why it would be an enforcer...


Manfred :
There are lots room for what enforcer could be. And having crossbow could work, as long as you make it work.
Nice list of attributes, and seem unique and different enough.
The addition of overview is helpful too.
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Old Oct 09, 2006, 12:30 AM // 00:30   #11
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Ah I didn't have alot of time lol had to prepare for thanksgiving :P
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Old Oct 09, 2006, 12:39 AM // 00:39   #12
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Okay Manfred's short Enforcer skill list.

Intimidation:

Unbalance
Hex Spell 5e 10r 1c
For 5..10 seconds, target nearby foe attacks 10..25% slower.

Unnerve
Hex Spell 5e 10r 1c
For 5..10 seconds, target nearby foe's skills take 20..50% longer to activate.

"Stop Right There!" [e]
Shout 6adr
Target moving nearby foe is knocked down and moves 50% slower for 1...6 seconds.

Terrible Gaze [e]
Hex Spell 5e 15r 0.5c
For 5..10 seconds, target nearby foe's skills take 25..75% longer to recharge.

Sheltering Stance
Stance 6adr 10r
For 5..15s, other nearby allies take 10..25% less damage and you move 33% slower.

"Don't Even Think About It!"
Shout 5e 15r
If target foe was attacking or using a skill, that foe is knocked down. 50% failure with Intimidation 5 or less.


Crossbow Mastery:

Surprising Shot
Crossbow Attack Skill 5e 15r 0.5c
Target foe's current action is interrupted. If that action was a skill, that skill is disabled for an additional 15s.

Silencing Shot
Crossbow Attack Skill 10e 10r
Target foe's current action is interrupted. If this strikes, target foe is hexed with Silence for 5..10s, doubling spell casting times.

Wearying Shot
Crossbow Attack Skill 5adr
If this strikes, target foe loses 4..7 energy and you suffer from Weakness for 20..10s.

Piercing Bolt [e]
Crossbow Attack Skill 5e 5adr
This bolt cannot be blocked or evaded, strikes for +10..24 damage and causes a deep wound for 9..15s.

Cursed Bolts [e]
Preparation 5e 12r 2c
For 12 seconds, foes struck by your bolts take +2..8 damage and are cursed with Black Poison for 3..5s, suffering -3 health degeneration.

Sacraficial Shot
Crossbow Attack Skill 3adr
Sacrifice 10% health. This attack strikes for +15..42 damage.

Paralyzing Bolt
Crossbow Attack Skill 5e 10r
If this attack hits, that foe is hexed with Paralysis and moves 66% slower for 2..5s.


Crime:

Bandit's Bolts
Preparation 10e 24r 2c
For 10s, your bolts steal 5..15 hp when they strike.

Thug's Bolts
Preparation 10e 24r 2c
For 10s, your bolts steal 1 energy when they strike.

Thieve
Skill 5e 5r .75c
You steal 15..40 hp from target touched foe.

Waylay
Skill 5adr 5r .75c
Target touched foe is knocked down.

Concealed Motives
Stance 5e 15r
The next hostile spell against you costs 5..10 more energy to cast.

Concealed Weakness
Stance 5e 10r
The next attack against you fails and the attacker takes 5..45 damage.

Cursed Touch
Hex Spell 5e 10r .75c
For 5..10s, target touched foe moves 33% slower and suffers from 1 health degeneration.

Loot [e]
Skill 6adr
Target touched foe is knocked down, you steal 10..50 health from that foe, and that foe loses 2..10 energy.


Street Smarts:

Sure Footing
Skill 5e 20r 1c
All allies move 10% faster for 5..15s.

False Trail
Skill 5e 20r 1c
All foes move 10% slower for 5..15s.

Amazing Tactics
Skill 5e 15r
For 3..5 seconds, target ally moves and attacks 33% faster.

False Scarcity
Skill 10e 20r 2c
For 5..15s, all foes' skills cost 10% more energy.

Quick Hands [e]
Skill 5e 15r
For 4..6s, target ally's skills activate and recharge 33% faster.

Cover of Darkness
Stance 5e 20r
For 3..10s you have a 25% chance to block attacks and take 25% less damage.

Signet of Influence [e]
Signet 15r 2c
Target ally gains 5..10 energy and you gain 20..40 health.

Last edited by Manfred; Oct 09, 2006 at 12:43 AM // 00:43..
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Old Oct 11, 2006, 05:30 AM // 05:30   #13
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Oh Manfred, if you don't mind, I am reposting your stuff in the clone thread at GWO too. Quoting in your name of couse.
http://forums.gwonline.net/showthread.php?t=423641
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Old Oct 16, 2006, 09:15 AM // 09:15   #14
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Quote:
Originally Posted by actionjack
Haha, Lightinghell.. didn't you simply just move your rune ablity from your Hierophant to this? Not sure why it could fall into being call a Enforcer.. but oh well....
Yeah, I decided your comment about runes/inscriptions not fitting the Hierophant/Ethermage class being correct, and moved it over.

I simply went over the Magic: the Gathering, took out the Azorius guild from Ravnica, and voila. It sounds more like a lawmaker class rather than a enforcer class though.

And yes, it was rushed up in 15 minutes before I had to leave for Italy. And now I'm back...
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Old Oct 17, 2006, 12:45 AM // 00:45   #15
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Enforcer:

Caster Support Prof that uses hexes/enchantments/conditions to back up the enchantments/hexes/conditions that others put on enemies. It also has a support line, with a magic line as well for casting the skills that stop removal of hexes... etc. Its weapon would be a staff/wand.


Attributes:

Enforcing (Primary): For every two levels of Enforcing, you gain 5 health every time you stop an enemy from removing an enchantment/hex/condtion that an ally has cast.

Hale Magic: No inherent effect. Many Hale Magic skills, especially those that have to do with keeping hexes, conditions, and enchantments active become more effective with higher Hale Magic.

(Need Name Suggestion): No inherent effect. Many ____ skills, especially those that have to do with hexing, causing conditions, and enchantments become more effective with higher _________.

(Need Name Suggestion): No inherent effect. Many ____ skills, especially those that help maintain the health and energy of yourself and others become more effective with higher ______.



Skills:

Hale Magic:






Srry, i cant finish this right now, maybe you all could help, gotta go eat dinner for my sisters b-day 19 FTW!!! lol ttyl
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Old Oct 17, 2006, 03:20 AM // 03:20   #16
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Dean Harper: Need some more work on, of couse. I thin hex and ehnchantment is fine, but the method of casting them need to be differnt from the rest, else it would loose its uniqueness. Maybe build more on Enforcing, making it as a new skill type of sort.
Sweet 19, Woot. am I invited?


LightningHell: Hows Italy? What were you there for? Can I have some meatballs?

Last edited by actionjack; Oct 17, 2006 at 03:22 AM // 03:22..
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