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Old Aug 23, 2006, 02:11 AM // 02:11   #1
Ascalonian Squire
 
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Default Class Concept - [Aborigine]

Aborigine


Primary Attribute: Craftsmanship
Whenever you use a skill, each rank in craftsmanship decreases cooldown times by 1%. Many skills, especially tripwires, and devices become more effective with higher Craftsmanship.

Skill Type: Tripwire Skills: These will be skills that that are laid and have an affect on only the foe that triggers them. Tripwires will be activated if someone crosses the line of proximity. How these will be used is as such. The first point is where you first cast/use the skill. After this point has been determined, there will be a button on screen (like the ritualists “drop item” button) where you will set the second point (during this time you will not have any weapon sets available until the second point is plotted). These will be activated according to someone crossing the line that was set, and the skill effects will take place only on the foe that triggers them. Unlike traps, these will be weaker in damage and affect duration, but will be able to be triggered multiple times. There will of course be a maximum range that you can set the second point. If you move further than that range, the position in which you have crossed the maximum range will automatically be the second point of activation.


Crippling Ambush {Elite}: Tripwire. Crippling ambush can be triggered x..x times. When crippling ambush is triggered target foe suffers x..x damage as well as becomes crippled for x..x seconds and is knocked down. Crippling Ambush ends after 90 seconds. (Attrib: Craftsmanship)


Skill Type: Device Skills: These are skills that you will prepare in a location much like a trap. While you have a device skill prepped you will not have your primary, or secondary weapon sets available to you until that device skill is activated. To activate these, like the button for the ashes on the Ritualist “drop item”, it will read “Activate Device”. These will be activated in the area you initially prepared them. You can only prepare one of these skills at a time, so the idea is that the damage and affects wont pulse but will do more initial damage than traps when activated. These skills also will not have the easily interruptible drawback because only one can be prepped at a time.


Dazzling Explosion {Elite}: Device. When dazzling explosion is activated, all nearby foes are struck for x..x damage as well as become blinded for x..x seconds and dazed for y..y seconds. Dazzling explosion ends after 90 seconds. (Attrib: Craftsmanship)

Booming Napalm: Device. When booming napalm is activated, all nearby foes are struck for x..x damage, and are set on fire for x..x seconds. Booming napalm ends after 90 seconds. (Attrib: Craftsmanship)


Boomerang Mastery
Boomerang mastery increases the amount of damage you do with boomerangs and your chance to inflict a critical hit with boomerangs. Many skills, especially boomerang attack skills, become more effective with higher boomerang mastery.

Startling Revolution {Elite}: Elite Boomerang attack. If this attack hits, you strike for +x..x damage and target foe loses all adrenaline. (Attrib: Boomerang Mastery)

Decapitating Rotation {Elite}: Elite Boomerang attack. If this attack hits, you strike for +x..x damage and target foe suffers from a deep wound for x..x seconds. (Attrib: Boomerang Mastery)

Skillful Hurl: Boomerang attack. All of your preparations are removed. This attack can hit up to x..x foes adjacent to target foe. (Attrib: Boomerang Mastery)


Smoke Signaling
No inherent effect. Many Aborigine skills, especially smoke signals become more powerful with higher smoke signaling.

Skill Type: Smoke Signal Skills: These are skills that act as buffs/debuffs and that take advantage of different ranges as depicted in great temple of balthazaar. These will be active for a certain amount of time, but can be deactivated by enemies and allies (like the fire flowers in the deep).The animation/modeling idea is that you will lay a torch at the location where the skill was cast, and the smoke that rises could have different looks/animations depending on what the skills do.


Vigilant Gloom {Elite}: Smoke signal. For x..x seconds, hexes cast on allies in the area take twice as long to cast. If vigilant gloom is deactivated, all allies in the area lose one hex. (Attrib: Smoke Signaling)

Frustrating Wisp {Elite}: Smoke Signal. For x..x seconds, all nearby foes are easily interruptible. If frustrating wisp is deactivated, all nearby foes are interrupted. (Attrib: Smoke Signaling)

Deteriorating Vapor: Smoke Signal. For x..x seconds, all nearby foes suffer x..x health degeneration. (Attrib: Smoke Signaling)


Herbalism
No inherent effect. Many Aborigine skills, especially antidotes become more potent with higher herbalism.

Skill Type: Antidotes: These are skills that will take advantage of the maintained enchant UI. You will be able to give allies these maintains, and on that allies screen it will appear as a maintained enchant above their energy bar. The skill affects will take place on that ally when he/she dispels the maintained skill. These skills will not have the negative energy pip drawback.


Cleansing Amalgamation {Elite}: Antidote skill. Target ally is healed for x..x health. When cleansing amalgamation ends, target ally loses all hexes and conditions. (Attrib: Herbalism)

Stimulating Elixir: Antidote skill. Target ally is healed for x..x health. When stimulating elixir ends, target ally deals +x..x damage with physical attacks for x..x seconds. (Attrib: Herbalism)

Vigourous Brew: Antidote skill. Target ally is healed for x..x health. When vigorous brew ends, target ally is healed for x..x health every second for x..x seconds. (Attrib: Herbalism)

Resilient Concoction: Antidote skill. Target ally is healed for x..x health. When Resilient Concoction ends, target ally moves x% faster for x..x seconds. (Attrib: Herbalism)
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Old Aug 23, 2006, 02:24 AM // 02:24   #2
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I dont understand this concept...how can an aborigine be an explosives expert...it seems inconsistent with the idea o.O I like the boomerang though
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Old Aug 23, 2006, 03:19 AM // 03:19   #3
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Im interested in this idea by alot. :P
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Old Aug 23, 2006, 04:16 AM // 04:16   #4
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Lyra could do better.
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Old Aug 23, 2006, 04:17 AM // 04:17   #5
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Quote:
Originally Posted by Carl Butanananowski
... /slap

Shut up. Post something helpful. Be mature.
ok i will...

your class could use some serious adjustments, no explosives, but the boomerang idea is good.
it would also fit very well into an australian themed chapter,i hope we can get pet kangaroos!
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Old Aug 23, 2006, 04:20 AM // 04:20   #6
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ooh kangaroos ^_^
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Old Aug 23, 2006, 05:19 AM // 05:19   #7
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My my, aren't we CC makers becoming stuck up elitists. Shame on the lot of you, suggest useful alternatives or keep it shut, I see a lot of ideas I don't like as they come out of the gate, that's why I rarely add any to the listing immediately, I let them go through some revision and improvement for the sake of public consumption. Even if I still don't like the concept a CC may end up in the listing after some initial revision.

So once again, none of your ideas were perfect when you started, cut the guy some slack.
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Old Aug 23, 2006, 06:14 AM // 06:14   #8
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I don't mind the criticism so much. I can agree that some of skill types would probably be more fitting on other classes, (i.e. tripwires, and devices on a tinkerer/engineer).

The way I made it is I looked up concepts that apply to the aboriginal culture, and the things that stood out to me were that aborigines did indeed create arts and crafts, they did hunt with boomerangs, smoke signals were used for hunting, and they did indeed use herbs and the like for medicinal use.

I don't think it's so much that the ideas are "crap" it's just that they might not fit this class specifically. The skill type mechanics seem rather fun to me, and seem as if they could apply in top level GvG play.

Tripwires seem like a fun mechanic both for setting up, and using tactically. I would imagine using these on stairs against an enemy flag runner that is forced to trigger these multiple times on pass and return.

Devices seem fun to me as they're something that could be used by multiple players and triggered simultaneously for good spike or pressure. They also seem useful as they're traps in which you have control over the situation as far as when to trigger. For example, a few warriors are chasing your monks in which you have a pre-set blinding device prepared. You notice the lead warrior enter frenzy about to spike that monk, you then trigger the blind trap and do some pretty good controlled damage and mitigate the spike entirely.

With smoke signals, I was going for a new skill type mechanic that opens up opportunities as well. The fact that both allies and enemies can disable the smoke signals adds a new dynamic that is directly counterable without specific skills. So built into the skills are bonuses for disabling these skill-types, such as all allies in the area losing a hex, or being healed, or the like. It isn't beneficial for the enemy to keep the smoke signal active, and it isn't specifically beneficial for them to disarm it either.

The antidote skill type seems like a new dynamic that I would really, desperately love to see explored. When I was trying to come up with a use for it I thought this would end up rather boring, but I believe these turned out rather interesting. Imagine loading up a run buff, and an hp antidote on an allied runner or ganker everytime he makes a pass. That runner/ganker can then dispel those tools when it would be most beneficial, for example being chased away from a warrior. These skills could be really great for support, and would add a new dynamic to the many meta-games within the game.

Boomerangs are just cool, and don't see much use in many MMO's. I imagine these could have decent +x ranged damage type skills, and would have some of the stronger underused conditions in the game applied that make sense for the weapon type (daze, deep wound, etc.).

So once again, it doesn't really bother me that the worst that came from this thread was "these skill types don't seem to fit the class you applied them to". The skill mechanics seem fun and would as well add unique playability mechanics to the game, if they were added to classes that sempt more fit specifically for those skill types.
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Old Aug 23, 2006, 06:18 AM // 06:18   #9
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Ken Dei could do better too...... well.. maybe.. :-)

Aborigine are tribe/culture of people, and not really a "Proffession" in the usual sense.

press 1 for additional review.
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Old Aug 23, 2006, 06:38 AM // 06:38   #10
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Quote:
Originally Posted by actionjack
Ken Dei could do better too...... well.. maybe.. :-)

Aborigine are tribe/culture of people, and not really a "Proffession" in the usual sense.

press 1 for additional review.
I can live with that for criticism, you don't like the naming convention. What do you propose?

At least the skills and skill concepts aren't so ridiculously complex that it appears as if I don't have an understanding of skill balance or implementation, like most of the other class suggestions i've read.
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Old Aug 23, 2006, 06:50 AM // 06:50   #11
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Nothing about the Dreamtime?
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Old Aug 23, 2006, 07:07 AM // 07:07   #12
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Interesting, but the name should be changed. Aborigine is too specific to a type of people. It's not a class. You could use the Aboriginal name for witch doctor which is "Djarlarimirri" and sounds much cooler.

EDIT:Ah ActionJack already mentioned the class/culture thing.
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Old Aug 23, 2006, 07:58 AM // 07:58   #13
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Quote:
Originally Posted by actionjack
Ken Dei could do better too...... well.. maybe.. :-)

Aborigine are tribe/culture of people, and not really a "Proffession" in the usual sense.

press 1 for additional review.
Do better doing what, keeping my mouth shut? I do a well enough job at that most the time, trust me.

Anyway, I only said something because I too have caught myself looking down on the new ideas coming out, and it becoming harder and harder to be objective about new classes when placing on the listing. (I have not failed in that regard yet, so not to worry.)

Hence, I felt it could I said something for both myself, to put my head in order, and the rest of the older CC makers, to put your heads in order.

*Cracks the Whip* Back to work! ^_^
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Old Aug 23, 2006, 09:37 AM // 09:37   #14
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Quote:
Originally Posted by ChildeOfMalkav
Interesting, but the name should be changed. Aborigine is too specific to a type of people.
Both you and Actionjack are incorrect, and I'm quite surprised that not many people know what the word means. Aborigine. It's a term given to a group of people who have lived in a particular region since the beginning. Now in this situation, when Beginning is being refered to, it basically means "existed before the foreign people arrived"

So in saying that, aborigine is actually too broad of a profession to specify because aboriginies are different depending on what country you are referring to. In a special case, the proper noun, "Aboriginals", is the current accepted term meaning the "Indigenous people of Mainland Australia", which is where this thread is heading, I think. The Indigenous people of Mainland Australia even object to being called this, and quite often go by the name of the tribe in a particularly smaller region.

As for a possible name change, I can't think of a single...

Last edited by Terra Xin; Aug 23, 2006 at 10:41 AM // 10:41..
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Old Aug 23, 2006, 02:40 PM // 14:40   #15
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Quote:
Originally Posted by Super_Nerd0
plz shoot me....IVE SEEN BETTER CRAP COMING OUT OF A BABY'S MOUTH!
wise words indeed ...

on a lighter note it could be something like rits with a bit more offense into it summoning totem poles that randomly do major damage aoe spells...

like Storm Totem... hits poeple with lightning dmg in random invervals... and the totem can me moved by team as simple as clicking on it and droping it... while in your hand it will still do its effect... might be a good way for monks to do damage while healing.. they could hold it and heal as they would and do damage to opposing party. 1 person can only hold 1 totem. concept idea...
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Old Aug 24, 2006, 01:23 AM // 01:23   #16
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At First I Thought This Was Another Crappy Class Concept >>>>>>> But It Lacks The Part That Is Stupid. I Vote For The Aborigine
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Old Sep 28, 2006, 05:48 PM // 17:48   #17
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This class seems to be too spread out, and would not work as it is.

Every skill type is immersely different from the rest and needs to be more condensed to specific roles to work. They seem to be four skill sections unlinked apart form the aboriginal nature.

The smoke signals work almost identically as the ranger spirits, and the Tripwires and Devices are too alike with the ranger Traps.

Apart from that, the Crafting skill and the Herbalism skills are a good idea.
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Old Sep 28, 2006, 06:34 PM // 18:34   #18
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Idea for the boomerang:

It would work similar to dervish attacks but at a range. When you throw the boomerang it hits the target then damages ONE adjacent foe.
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Old Sep 28, 2006, 09:50 PM // 21:50   #19
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Kind of interesting that someone made up the concept class basically meaning Australlian Native.... Good idea though.
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Old Sep 30, 2006, 01:30 PM // 13:30   #20
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As much as i think its a rather stupid concept for a class.. i see quite a bit of thought behind it.

I think that the attributs should be something like..
Boomerang Mastery (of course)
Smoke Signaling (good idea)
Dreamtime Lore: Mainly enchantments also Hexes. Features: energy spikes, energy bonuses (alike to Soul Reaping, but in the form of spells), and on the odd one or two spells a summon, also a few energy loss skills and such.
Desert Lore: Conditions, Enchantments. Poison, Attack slowing, traps.

Good?
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