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Old Sep 27, 2006, 09:40 PM // 21:40   #1
Pre-Searing Cadet
 
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Default Class Idea: Chaot

Okay I'm good with ideas but terrible at balancing them. With that in mind I'm just doing the skills and leaving a # where a number would be because I most of the time have no idea. And additionally elite skills currently are in brackets as I'm unsure whether they should be elite or not. I'm bringing up known issues in the next post.

It's far from perfect at the moment and I'm concerned that even without damage figures and energy costs etc, that some parts may be overpowered. Nonetheless:

A Chaot is an unpredictable foe with a range of different options.

Attributes:
Epigraphy: (Primary Attribute) For each level in Epigraphy signets become #% more effective (in addition to their primary attribute).
Chaomancy: No Inherant Effect. Skills concerning chaos damage are more effective with a higher rank in Chaomancy.
Shaping: Shaping increases the power of creatures created through Shaping Rituals. Specifically it increases their energy and the damage they deal.
Telepathy: Telepathy increases the damage you deal and your chance to inflict a critical hit when using a kinetic orb. Telepathic attack skills become more effective with higher Telepathy.

Okay notes on Shaping Rituals, Kinetic Orbs, Confusion and an additional note on Shaping.
Shaping Rituals are rituals which create a creature bound to the caster. These creatures last until they die but require upkeep of -1 energy regeneration. They can be destroyed in the same way as cancelling an enchantment.
Kinetic Orbs are one of two weapons for a Chaot, the other being a Chaotic Staff/Wand (dependent on Chaomancy). Kinetic Orbs are orbs that the Chaot controls using their mind, allowing them to do physical damage from a distance.
Confusion is an additional condition I've created to deal with a very messy skill description (see Pandemonium). While you are confused there is a #% chance that when using a skill a different one will be selected (while confused you can accidentally heal enemies and hurt allies).
Shaping also includes a couple more spells at this point. Ones that if successfully cast create an environment effect for a limited time(Shaping is also about using your mind to change the world around you). See known issues in the next post.

Skills:
Epigraphy:
Dependence – [Elite] Hex Spell – All skills except for signets are disabled on both you and target foe for # seconds.
Empower Signets – [Elite] Enchantment Spell – for # seconds all/Chaot signets become #% more effective.
Envoy’s Signet – [Elite] Signet – Lose all health and energy. Target foe is struck for # (high) damage.
Random Signet – Signet – Randomly causes # to # damage or healing to a random nearby creature (signet can’t harm allies or heal enemies).
Signet of Signets – Signet – For each recharging signet target foe is struck for # damage (maximum #).

Chaomancy:
Chaos – [Elite] Spell – All nearby creatures (including allies) are inflicted with # random conditions for # seconds. All affected allies gain # health regeneration for # seconds afterwards.
Chaotic Flesh – [Elite] Enchantment Spell – Absorb all chaos damage and gain # energy each time you are struck by chaos damage for # seconds.
Golden Apple – Spell – The next enemy to cast a spell in the area is affected. For # seconds every time that enemy casts a spell they lose # health/energy.
Pandemonium – [Elite] Spell – Pandemonium – [Elite] Spell – All creatures nearby target foe’s location become confused for # seconds.
Winds of Chaos – Spell – All foes in the area are struck for # chaos damage and an additional # chaos damage if they are hexed.

Shaping:
Create Burning Djinn – Shaping Ritual – Create a warrior fire djinn. The djinn has the same appearance as a fire djinn but a different skill set.
Create Duplicate – [Elite] Shaping Ritual – Create a duplicate of target ally. Duplicates have the same skills and profession as the ally from whom they were created.
Create Golem – Shaping Ritual – Create an elementalist golem. The golem takes its form and skills from the environment you are in.
Create Mist Rider – Shaping Ritual – Create a mesmer rider. The rider created is formed from black mist and has a fixed set of skills.
Create Fluid Kirin – Shaping Ritual – Create a monk kirin. The kirin created is formed from water and has a fixed set of skills.
Negate Environment – Skill – For # seconds any environment effects are removed on target ally.

Telepathy:
Phantom Blade - [Elite] Weapon Spell/Enchantment Spell – For # seconds the caster can use sword attacks without a sword.
Precognition – [Elite] Stance – For # seconds you have a #/85% chance to evade attacks.
Repel – [Elite] Telepathic Attack – If target foe is moving towards you, they are knocked down and knocked back to the edge of the aggro range.

No Attribute:
Night – [Elite] Skill – For # seconds whenever a creature in the area uses a skill it is disabled for # seconds. This skill doesn’t affect signets.
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Old Sep 27, 2006, 09:43 PM // 21:43   #2
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Known Issues:
1. Epigraphy: Is it overpowered? Even considering you'd have to invest in another attribute line?
2. Empower Signets: Would this be overpowering? What if it was limited to Chaot signets only?
3. Envoy's Signet: I toned this one down since it's inception when it hit all nearby enemies. I like this skill but it's probably incredibly overpowered, considering how it could be used with Edge of Extinction? Is this fixable? I really like this one.
4. Random Signet: Is this skill useless? I liked it at the time. I was thinking of making a profession that relied on Luck at this point. I think it might be pretty useless now.
5. Chaotic Flesh: Almost certain this one's overpowered. If I removed the energy boost would it sort this one out?
6. Confusion: Not sure whether this works or not. I'm thinking roughly a 50% chance of wrong skill. I'm worried that this could be a fun killer.
7. Pandemonium: If Confusion is a fun killer then don't bother with this. If not then is this overpowered? The idea I had here was that it could affect your own team as well. I would suggest that it could affect just one enemy but that wouldn't be very elite.
8. Shaping Rituals: Is this overpowered? Bear in mind especially when it comes to the flame djinn that these wouldn't be the same level or have the same skillsets as the actual monsters and certainly wouldn't have monster skills.
9. Create Duplicate: Is this useless or overpowered? Should this be struck off and replaced by something else?
10. Environment Effects: Are these overpowered? If not then should I use existing Environment Effects or new ones. Also should these be under spell skill or a new type? See below examples.

Existing:
Curse of the Bloodstone – Spell – For # seconds the area is affected by the curse of the bloodstone. Resurrection skills take four times as long to cast.
Haiju Lagoon Water – Spell – For # seconds the area is affected by the Haiju Lagoon water environment effect. Creatures gain 25 health whenever they use a skill.
Spiked Coral – Spell – For # seconds the area is filled with spiked coral. All creatures have a move 10% slower and take 25 damage each second while moving.
Stone Spores – [Elite] Spell – for # seconds the area becomes filled with stone spores. All creatures have a 50% chance to miss, spells take twice as long to cast and have a 50% chance of being interrupted.

New:
Dust Storm – Spell – For # seconds the area is affected by the dust storm environment effect. Anytime a creature attacks they are blinded for 1...# second(s).
Graveyard – [Elite] Spell – For # seconds the area is affected by the graveyard environment effect. Anytime a creature casts a spell a spirit of wrath is created, the spirit attacks the caster.
Mosquitos – Spell – For # seconds the area is affected by the mosquitos environment effect. The first person to move takes # damage each second. The effect is transferred is someone else moves.

11. Stone Spores: I think this is another overpowered but essentially useless spell.
12. Graveyard: Overpowered? Is this feasible?
13. Telepathy: a) Is this overpowered. What damage range would I have to go for to justify this?
b) I like the idea of the damage being determined by the Telepathy attribute and the range being determined by the orb itself.
c) I originally intended to include telepathic skills in here as well, which is why it isn't called Telekinesis. Include telepathic skills or not? See examples below.

Headache – Hex Spell – For # seconds whenever target foe is affected by a shout, chant or echo they take # damage.
Amnesia – Hex Spell – For # seconds this hex doesn’t do anything. When the hex ends any skills that were used during are disabled for # seconds.

14. Phantom Blade: Overpowered? Should I pick a different weapon (it has to be one of the three warrior weapons). Also when I planned the Chaot I intended to make them unpredictable, as can be told through the multitude of different things going on, this included using different skill types. I'm unsure whether this is a good idea or not, so Weapon Spell or Enchantment?
15. Precognition: Overpowered?
16. Repel: Overpowered? I'm not good with knockdowns.
17. Armor: 60 like a standard caster or 70 like a caster hybrid? Or alternatively both i.e. Chaotic Armor: 60 armor + whatever. Telekinetic Armor: 70 armor + whatever.
18. Stats: Health and Energy and Energy Regen and whatnot.
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Old Sep 27, 2006, 10:22 PM // 22:22   #3
Furnace Stoker
 
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Good job, I like the elemental summoning... hope I can finish writing my summoning class someday too...

And I like your avatar too.
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Old Sep 28, 2006, 01:48 AM // 01:48   #4
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seems alot like a mesmer.
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Old Sep 28, 2006, 03:00 PM // 15:00   #5
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Yes it does "feel" like a mesmer, but theres some differences.

I feel this has a good potential but it seems all over the place. I mean seriously... o.O

also, how can a signet be an enchanment?!

Please tell me: What is the primary function of this class in battle, cause i cant figure it out.
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