Guild Wars Forums - GW Guru
 
 

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

Notices

Reply
 
Thread Tools Display Modes
Old Sep 21, 2006, 10:59 PM // 22:59   #1
Ascalonian Squire
 
AxemRangerBlue's Avatar
 
Join Date: Aug 2006
Location: Right about...here.
Guild: Tyrian Realms of Terra [Tera]
Advertisement

Disable Ads
Lightbulb Concept Class--Forgesmith

There are many smiths in Guild Wars, but never once do you see one of them pick up a sword from his forge and go kill something. I decided that this would be an interesting idea for a class, and thus I created the Forgesmith profession concept.

Here it is, quite unabridged.

--------
Key: For descriptions where specific values are to be determined primarily by factors regarding game balance, variables will be used. X will be used for damage, with X- being a reduction in the original number as attribute level increases and X+ being an increase. H, M, and L correspond to high, medium, and low (respectively) with relation to energy costs, casting times, and recharge times. For “instant” skills/spells, the letter I will also be used. “Attack” and “Stance” abilities with no Cast time listed are assumed to be “instant.” Comments in brackets are parenthetical and designed for reader enlightenment, but are not intended to be included in final versions of skill descriptions.

Forgesmith Class

Description: Dwarves, men, and all warlike tribes amongst the races of Tyria have long known the power of applying Balthazar’s flames to the ores of Melandru’s giving, for with them swords for taking life and shields for defending it become possible. However, all too many smiths have been forced to remain in camp, their talents too valuable to be potentially wasted in battle by a rogue projectile or a misfiring spell.
Recently, that problem has been largely resolved by the efforts of Grand Smith Morgrim of the Deldrimor, combined with the teaching abilities of Lo Sha, one of Shing Jea’s greatest Mesmers, and Aidan, the wise ranger. They have arranged a training program,[making use of the Innovators’ spacious universities and amply-supplied facilities, if that class is released at the same time or prior to this one,] to breed an entirely new kind of warrior: one whose abilities to forge range beyond mere crafting, by animating his or her weaponry with the beauty and illusion of Lyssa’s radiance. (Some also choose to infuse some of Dwayna’s winds to more keenly hone the blade as it travels through the air, while others have been known to seal the swords with Grenth’s dark miasma, fueling the desire of the blades to take life from unwilling foes.) The result has become a smith with the ability to fight, and to forge, with a diverse array of abilities at his or her disposal.
The animated (“Synchronized”) weaponry of Forgesmiths levitates by its own power, and responds to the will and movements of its wielder, rather than his or her touch–the strength of the strike radiates from within the Smiths, rather than being determined by physical might. For this reason, Forgesmiths are also called “Dancers of the Blade,” as their smooth and articulated movements while manipulating their weapons are somewhat dance-like in appearance.
However, Forgesmiths cannot commune with just any weapons they find on the battlefield. Their flowing assaults rely on keen edges, and as such, they cannot wield hammers, bows, or staves in their trademark manners. Additionally, they must return to a town or outpost with forging facilities so as to purge their newfound weapons of all traces of their previous owners, making it responsive to their touch alone. (That is, for the “dancing” abilities of new weapons to be enabled, they must be customized, in a similar fashion to existing weapons. It is advised that Forgesmiths be able to customize their own weaponry with a kit item given to them as part of their training.)
By nature, the defining–and thus primary–attribute of Forgesmiths is Synchrony: the ability to put one’s thoughts and actions in coordination with one’s weapons. Also, all Forgesmiths, whether originally another profession by trade or not, can choose to devote their expertise into the other three Forgesmith attributes: Annealing, Forge’s Flames, and Edgecraft.
For each rank in Synchrony, the user’s attack rate with Forgesmith-specific weapons goes up 1%. Additionally, Forgesmiths can use Swords, Daggers, and Axes, [Scythes may or may not also work, depending on size and animations necessary—a decision only programmers can make. Spears are unlikely to work properly.] with full adeptness, provided their rank in Synchrony is 2 points higher than the attribute level required in the native Mastery of the given weapon. (However, skills from each of those Mastery attributes remain dependent solely on the rank in those attributes–for example, using Gash with a Forgesmith will still not be particularly effective without sufficient rank in Sword Mastery, regardless of Synchrony level.) Skills in the Synchrony class typically deal with using weapons in the unique “dancing” style to deal more damage to foes.
A Forgesmith’s rank in Annealing has no inherent effect, but Annealing skills typically strengthen the defense of allies and use the strength of fire as a cleansing purifier.
For every three ranks in Forge’s Flames, a Forgesmith will gain 0.5 Energy and 5 Health whenever hit with fire damage, as well as when being set on fire and when being extinguished. [This may have to be revised to only include when being set on fire and extinguished, though if so, the gains should be increased.] Forge’s Flames skills often couple fire magic to a Forgesmith’s abilities as a burning bane to foes.
Edgecraft abilities add unique magical twists to the weapons of a Forgesmith, and those in his party. Edgecraft abilities are often Weapon Spells, or the new skill type of “Weapondance.” Weapondances send a weapon through a mystical pattern surrounding the target while brimming with magic, bestowing unique blessings to allies and unloading punishing penalties upon foes. Weapondances can only be used, however, with Forgesmith-customized weapons (aka “Synchronized” weapons).

Jargon: “Automatic attacking” is a state uniquely available to Synchronized weapons. While in this state, Synchronized weapons will attack the target of their own volition, seemingly independent of the actions of the Forgesmith to whom they belong, and will follow even if the opponent moves. While a character’s weapon is automatically attacking, Attack Skills and Weapondances are generally disabled, as it seems reasonable that the weapon is temporarily unresponsive to further commands while mindlessly stabbing something else.
“Forge” skills are similar in effect and nature to Weapon Spells, but do not change the skin of the weapon they are applied to–they simply add effects to the character, and perhaps an added glow to the weapon the character already wields. [If absolutely necessary, they could easily be converted to normal Weapon Spells.]
“Smith Attack” and “Weapondance” skills can only be used while wielding a weapon that has been customized by a Forgesmith–a “Synchronized” weapon.
“Weapondance” skills will send the user’s Synchronized weapon to the target (which may be an enemy or the caster, as well as allies), where the weapon will complete a certain motion, and then return. The movement speed throughout remains uniform, and as such the skill will become completed more quickly when used on a close target than when used on one that is farther away. This “transit time” comes after the “cast time” of the skill has been completed. Some Weapondances are also Hexes or Enchantments. Weapondance Attacks and Skills without Cast times immediately travel to the target, and so the skills’ times-to-execution depend entirely on proximity.

Synchrony Skills

Anticipating Arch. Weapondance Skill. Energy: L. Cast: L. Recharge: M. For (5..11) seconds, target ally has a (25..50)% chance to “block” attacks. You lose 2 Energy each time an attack is “blocked” in this way.

Attuned Weapon. Weapon Spell. Energy: M. Cast: M. Recharge: M. For (3..10) seconds, target ally’s weapon becomes an Attuned Weapon, which grants (1..3) Energy to that ally each time that ally uses a non-adrenal, non-Spell Skill or Attack.

Beckon Opposite. Weapondance Skill. Adrenaline: 6. Recharge: M. Your Synchronized weapon flies out to automatically attack target foe once. If target foe is fleeing, target foe is knocked down for (0.5..2) seconds. Your movement is not halted by using this skill.

En Pointe Assault. Smith Attack. Adrenaline: 5. Recharge: L. Your next attack will have (10..20)% Armor penetration, and interrupt foes.

Fatal Arabesque. Smith Attack. Adrenaline: 6. Recharge: M. If this attack hits, target foe is hit for +(1..12) damage and suffers from Deep Wound for (5..12) seconds. If this attack is “blocked,” target foe suffers from Deep Wound and Bleeding for 10 seconds.

Forge’s Fluency. [Elite?] Chant. Energy: M. Cast: L. Recharge: H. For 11 seconds, the next attack by all allies within earshot wielding a Synchronized weapon or under the effects of a Weapon Spell will be a critical hit. If that attack fails to hit, Forge’s Fluency will end.

Foxtrot Foil. Weapondance Skill. Energy: L. Cast: L. Recharge: M. Your weapon strikes three times for (0..20) damage. Each strike that is “evaded,” “dodged”, or “blocked” causes (10..40) damage to target foe.

Glancing Gavotte. Weapondance Attack. Energy: L. Cast: L. Recharge: M. Target foe is hit for your weapon’s base damage in Blunt type, and is knocked down if not adjacent to other foes. If target foe is Dazed, that foe’s Spells are disabled for 5 seconds, and that foe loses (1..8) Energy.

Hypnotic Whirl. Elite Weapondance Spell. Energy: M. Cast: M. Recharge: M. All adjacent foes suffer from Dazed for (3..11) seconds. This range is increased to “nearby” if you are under (3..2) or more Enchantments, or are on fire.

Instant Interception. Stance. Adrenaline: 3. Recharge: L. The next time an arrow or other projectile would hit you, your weapon “blocks” it. If you were attacking when this occurs, you are interrupted.

Languid Evasion. Stance. Energy: L. Recharge: M. For (3..11) seconds, you attack (33..15)% slower but have a (25..50)% chance to “dodge” incoming attacks.

Lethal Largo. Elite Smith Attack. Energy: M. Recharge: H. For (2..9) seconds, your Weapondance and Attack skills are disabled, and your Synchronized weapon automatically attacks target foe at 50% of its normal rate, with a 30% chance of causing a critical hit. This chance is unaffected by your rank in Critical Strikes.

Masochistic Tango. Elite Weapondance Attack. Energy: M. Cast: I. Recharge: L. Your weapon strikes once and inflicts Deep Wound for (7..15) seconds. If target foe is already suffering from Deep Wound, your attack inflicts Crippled for (3..10) seconds. If target foe is already Crippled, your attack inflicts Bleeding for (2..10) seconds. If target foe suffers from all three, your attack does +(10..25) damage and you lose (10..25) Health. [This is meant to be a reference to Tom Lehrer’s similarly-named song, which, like most of his songs, is sardonic in nature.]

“May I Cut In?” Elite Weapondance Skill. Energy: M. Cast: I. Recharge: M. All nearby foes who are not using or under the effects of a Weapondance are struck once rapidly by your weapon, to a maximum of (2..6) such foes. [This produces a speech bubble, like a Shout or Cry of Frustration, but is completely unlike a Shout in nature–thus, it must be a Weapondance.]

Piercing Pirouette. Smith Attack. Energy: L. Recharge: M. Your next Synchronized weapon attack will be a spinning strike that hits all adjacent foes for +(1..16) damage and be Piercing damage in type.

Synchronous Weapon. Weapon Spell. Energy: L. Cast: M. Recharge: M. For (3..10) seconds, target other ally’s weapon becomes a Synchronous Weapon. Attacks with that weapon will behave like Synchronized weapon attacks, at the attack speed at which you use your weapon.

Thrust in Tempo. Weapondance Attack. Energy: M. Cast: L. Recharge: M. For (2..9) seconds, your Synchronized weapon automatically attacks target foe (10..25)% faster but cannot be affected by additional attack skills or Weapondances you attempt to use. You may only begin this Attack on a foe adjacent to you. (You may still cast Spells and other skills while this Weapondance is in effect.)

Twist of Interception. Weapondance Skill. Energy: L. Cast: L. Recharge: M. For 10 seconds, the next time a foe moves adjacent to target ally, that ally’s weapon strikes that foe for (100..200)% of its normal damage and that ally is interrupted.

Vigorous Swing. Smith Attack. Adrenaline: 6. Recharge: L. Hit target foe for +(7..15) damage. If target foe has more Adrenaline than you, you steal (1..3) Adrenaline. [Ideally, the character animation for this skill would have the character execute a swing-dance-like motion.]

Wailing Weave. Smith Attack. Energy: L. Recharge: M. Execute three distinctive Synchronized attacks that interrupt foes when they hit.

Waltz of the Winds. Weapondance Hex. Energy: L. Cast: L. Recharge: M. For (3..9) seconds, you attack target foe 33% faster. If target foe begins to flee, your movement speed is increased by 33% and this Hex is reapplied.

Wind’s Sweep. Smith Attack. Energy: L. Recharge: M. If this attack hits, target foe is Crippled for (2..10) seconds and cannot “evade” or “dodge” your Synchronized weapon attacks.

Zephyr Strike. Smith Attack. Adrenaline: 4. Recharge: M. Send your weapon up and down vertically, striking target foe twice quickly for (50..80)% of your normal damage each time.

Annealing

Anneal Cladding. Forge Spell. Energy: L. Cast: L. Recharge: M. For (3..11) seconds, target other ally’s melee weapon deals blunt damage, hits for +(2..7) damage, and knocks down foes when it is “blocked”.

Anneal Edge. Forge Spell. Energy: L. Cast: M. Recharge: M. For (3..11) seconds, target other ally’s melee weapon deals slashing damage and hits for +(1..4) damage.

Anneal Points. [Elite?] Forge Spell. Energy: M. Cast: M. Recharge: M. For (3..11) seconds, target other ally’s melee weapon deals piercing damage with +(1..8)% armor penetration.

Cast Conditions. Skill. Energy: L. Cast: L. Recharge: M. This Weapondance can only be used on an ally suffering from a negative Condition. For (3..11) seconds, target ally cannot suffer from any new Conditions, and each Condition that ally suffers from causes only -1 Health degeneration, but continues to affect that ally even if it would normally have ended. (1..2) Conditions are removed when Cast Conditions ends.

Cast Enchantments. Energy: H. Cast: L. Recharge: H. This Weapondance can only be used on an ally who is under an Enchantment. For (3..11) seconds, all Enchantments on target ally will not end, and target ally can be the target of no new Enchantments. (3..1) Enchantments are removed when Cast Enchantments ends.

Cast Hexes. Skill. Energy: L. Cast: L. Recharge: M. This Weapondance can only be used on a hexed ally. For (5..15) seconds, target ally continues to suffer from all Hexes, including ones that would end normally, but cannot be the target of additional Hexes. (1..3) Hexes are removed when Cast Hexes ends.

Cauterization. Skill. Energy: L. Cast: I. Recharge: M. Target touched ally is no longer suffering from Bleeding or Deep Wound. If a Condition is removed in this way, all foes adjacent to target ally are set on fire for (2..4) seconds.

Consume Dross. [Elite?] Spell. Energy: Zero. Cast: M. Recharge: M. Remove (1..6) Conditions from target ally. For each Condition removed, you lose 5 Energy but gain 7 Health. This Spell casts as a Weapondance if you have a Synchronized weapon, and will not require touching the targeted ally if used as a Weapondance.

Forge Signet. Signet. Cast: I. Recharge: M. If target ally is on fire, target ally is extinguished and gains +(10..25) Armor against fire damage for (5..20) seconds.

Iron Soul. [Elite?] Enchantment Spell. Energy: L. Cast: L. Recharge: M. Target Spirit and all nearby Spirits gain +(10..20) Armor (except against lightning damage) and cannot be the target of enemy Spells. [Something along these lines may be better-suited for Ritualists, however.]

Nullifying Nimbus. Weapondance Skill. Energy: L. Cast: L. Recharge: M. For (5..15) seconds, the next time target ally would become affected by a Condition or Hex, that Condition or Hex fails to affect that ally and Nullifier ends.

Purge Additives. Hex Spell. Energy: L. Cast: L. Recharge: M. Remove a Weapon or Forge Spell from target foe. If a Weapon Spell is removed in this way, target foe cannot be the target of Weapon or Forge Spells for (5..15) seconds, and all nearby foes lose one Weapon or Forge Spell (up to 2 additional foes).

Seal Spirit. Elite Enchantment Spell. Energy: M. Cast: L. Recharge: M. Target ally is purged of all Hexes and Conditions and cannot be targeted by any Spells (whether allied or enemy) for (3..13) seconds. You lose 3 Energy for each Enchantment on that ally.

Searing Cautery. Spell. Cast: L. Energy: L. Recharge: M. Remove one Condition from touched target foe. If a Condition is removed in this way, target foe is set on fire for 3 seconds, and your Synchronized weapon hits for an additional (5..10) fire damage with attacks for (3..8) seconds.

Spiral of Vigor. Weapondance Spell. Energy: M. Cast: L. Recharge: M. For (5..15) seconds, target ally has +(1..2) Health regeneration and +15% maximum health.

Temper Armor. Enchantment Spell. Energy: L. Cast: M. Recharge: M. For (5..13) seconds, target other ally has +(10..25) Armor and +(5..10) additional Armor against blunt and fire damage.

Temper Focus. Enchantment Spell. Energy: L. Cast: L. Recharge: M. For (3..10) seconds, target other ally cannot be interrupted. You lose 3 Energy each time Temper Focus prevents interruption more than (1..2) times.

Temper Immunity. Enchantment Spell. Energy: L. Cast: M. Recharge: M. For (5..13) seconds, target other ally is immune to Disease and suffers Conditions for only (80..50)% of the intended duration.

Temper Stability. Enchantment Spell. Energy: L. Cast: L. Recharge: M. For (3..13) seconds, target ally cannot be knocked down. You lose 2 Energy each time Temper Stability prevents a knockdown.

Vaporize Hex. Spell. Energy: L. Cast: I. Recharge: M. Remove one Hex from target ally. If a Hex is removed in this way, all nearby foes are hit for (20..35) fire damage and are set on fire for (2..4) seconds.

Vaporizing Weapon. Weapon Spell. Energy: M. Cast: L. Recharge: M. For (5..12) seconds, target ally has a Vaporizing Weapon, which grants +(10..25) Armor against cold damage and strikes all adjacent foes for (5..15) fire damage whenever that ally is struck for cold damage.

Forge’s Flames

A’a Shards. Weapondance Hex. Energy: M. Cast: L. Recharge: M. Embed shards of rock in target foe’s feet. For (3..13) seconds, this causes movement speed to decrease 33%, and the target will suffer (10..20) damage per second when moving. [“A’a” is the Hawaiian term for jagged igneous rock that arose when molten lava cooled rapidly, breaking its smooth liquid shape.]

Aura of the Forge. Elite Enchantment. Energy: H. Cast: M. Recharge: H. For (5..17) seconds, you are Enchanted with Aura of the Forge. All other allies near you have +(5..12) Armor and hit all adjacent foes for (5..12) fire damage whenever they take damage. If this Enchantment is removed, all nearby foes are set on fire for (2..7) seconds.

Consume Traps. Weapondance Skill. Energy: M. Cast: M. Recharge: M. You are hit for (30..15) fire damage. All traps in the area are defused, and the other Preparations of adjacent creatures are also removed.

Crack Alloys. Hex Spell. Energy: L. Cast: M. Recharge: M. For (5..12) seconds, target foe has -(5..15) Armor and deals -(3..8) damage in melee combat.

Fiery Vengeance. Weapondance Hex. Energy: M. Cast: L. Recharge: M. For (3..13) seconds, target foe and all adjacent foes are hit for (10..25) fire damage whenever target foe hits with an attack. Fiery Vengeance ends if target foe is set on fire.

Flaming Array. Spell. Energy: M. Cast: M. Recharge: M. Invoke a Flaming Array at target foe’s location. Foes near Flaming Array are set on fire for (2..7) seconds, and an additional 2 seconds if suffering from a Hex.

Fuse Soles. Hex Spell. Energy: L. Cast: M. Recharge: M. Target foe and all adjacent foes cannot move from their current locations for (1..5) seconds.

Gunpowder Strands. Spell. Energy: M. Cast: M. Recharge: H. Create Gunpowder Strands at your location. For 10 seconds, foes near Gunpowder Strands are struck for (10..25) blunt damage each second, and foes within earshot are interrupted every (4..3) seconds.

Ignite Forcibly. Skill. Energy: L. Cast: I. Recharge: M. Target touched foe is set on fire for (3..8) seconds. If you are on fire when you use this skill, you are extinguished and target foe will be set on fire for an additional 2 seconds.

Imbue Incineration. Forge Spell. Energy: M. Cast: L. Recharge: M. For (3..11) seconds, target ally’s weapon hits for an additional (5..12) fire damage and sets foes using a Stance on fire for 2 seconds when it hits.

Kindle Signet. Signet. Cast: M. Recharge: M. When this Signet finishes casting, it does nothing. All fire damage done to you while this Signet is casting is annulled, and you gain (10..25) Health whenever damage is prevented in this way. You do not suffer Health degeneration from Burning while this Signet is casting.

Lava Bomb. Elite Spell. Energy: M. Cast: M. Recharge: H. Drop a Lava Bomb on target foe. Target foe and all nearby foes are knocked down, and hit for (20..65) fire damage and (20..65) earth damage. Foes hit by Lava Bomb who were suffering from Deep Wound or Bleeding have those Conditions removed, but are set on fire for 5 seconds.

Lava Vein. Spell. Energy: M. Cast: M. Recharge: M. Invoke a Lava Vein at target foe’s location. After 1 second, Lava Vein knocks down all adjacent foes and strikes them for (30..75) fire damage. Foes already suffering from a Condition when hit by Lava Vein are set on fire for 3 seconds.

Liquid Metal. Weapondance Hex. Energy: L. Cast: L. Recharge: M. For (5..12) seconds, target foe and all adjacent foes suffer from -(2..4) Health degeneration. If a foe hexed with Liquid Metal is set on fire, that Hex is reapplied.

Magma Gobbet. Spell. Energy: L. Cast: L. Recharge: L. Send a Magma Gobbet to target foe. If Magma Gobbet hits, it strikes for (5..15) fire damage each second for 5 seconds. [Ideally, the Magma Gobbet would resemble the fireball-like enemies from the Mario series.]

Memories of the Forge. Weapondance Hex. Energy: M. Cast: L. Recharge: M. For (3..15) seconds, target foe suffers -(1..3) Health degeneration while attacking, and is set on fire for 3 seconds if they attack continuously for more than (5..3) seconds. [This Hex basically sets the opponent’s weapon on fire when they are attacking, and should be animated accordingly.]

Pahoehoe Prison. Weapondance Hex. Energy: M. Cast: L. Recharge: M. Encase target foe in ropes of cooling lava. For (3..10) seconds, this causes -1 Health degeneration, and a 25% decrease in attack and movement speeds. [“Pahoehoe” is the Hawaiian term for rope-like strands of rock, derived from molten lava that cooled slowly.]

Patron of the Forges. [Elite?] Enchantment Spell. Energy: M. Cast: L. Recharge: H. If this skill is used on Spirits of “Conflagration” or “Greater Conflagration,” their effects and duration of effect are transferred to you as this Enchantment, and those Spirits die. If their effects are transferred in this way, you gain +(10..20) Armor but attack 15% slower. [This skill is designed to make the Forge’s Flames restoration more reliable.]

Recall Smithing. Spell. Energy: L. Cast: L. Recharge: M. Raise your weapon, drawing to it sheets of flame that strike all adjacent foes for (20..50) fire damage once per second for three seconds. This damage is increased by 10 if your weapon is Synchronized.

Smith’s Pyromancy. Stance. Energy: M. Recharge: H. You are set on fire for 5 seconds. For (20..50) seconds, whenever you are set on fire, the Health degeneration due to Burning is reduced to -(4..2), and you gain 1 Energy each second you are on fire. [This may or may not be allowed, due to possible combination with “Burning Speed.”]

Smoke Cloud. Spell. Energy: M. Cast: M. Recharge: M. Invoke a Smoke Cloud at target foe’s location. Foes adjacent to Smoke Cloud are hit for (20..35) cold damage, and nearby foes are Blinded for (3..8) seconds.

Spires of Steel. Spell. Energy: M. Cast: M. Recharge: M. Target foe and all adjacent foes are struck for (20..65) piercing damage and suffer from Crippled for (3..13) seconds. If a foe is casting a Spell when struck by Spires of Steel, that Spell is interrupted.

Edgecraft Skills

Aura Weapon. Weapon Spell. Energy: M. Cast: L. Recharge: M. For (3..13) seconds, target ally has an Aura Weapon, which deals (3..10) holy damage to adjacent foes and animated undead foes in the area whenever that ally takes damage from attacks or Spells.

Blessed Edge. Enchantment. Energy: L. Maintenance: -1. Recharge: M. While you maintain this Enchantment, target other ally deals holy damage in melee, but inflicts 3 less base damage with attacks, and you gain (0..3) Energy every 10 seconds.

Brilliant Edge. Forge Spell. Energy: L. Cast: M. Recharge: M. For (3..13) seconds, attacks by target ally will blind foes attacking that ally 50% of the time, and blind struck foes who are not attacking that ally 10% of the time. Blindness caused by this Forge Spell will last (3..10) seconds.

Capricious Weapon. [Elite?] Weapon Spell. Energy: M. Cast: M. Recharge: M. For (3..10) seconds, target ally has a Capricious Weapon, which has a 5% chance each of causing one of the negative Conditions for (3..5) seconds each time it hits. [That is, it has a 5% chance of causing Bleeding, 5% of causing Deep Wound, etc., but only one Condition will be allowed per strike.]

Chill Edge. Enchantment. Energy: L. Maintenance: -1. Recharge: M. While you maintain this enchantment, target ally deals cold damage in melee, and you gain (0..3) Energy every 10 seconds.

Command Artifact. Spell. Energy: L. Cast: L. Recharge: M. If target foe holds a Weapon Spell weapon, you steal that weapon from them for the remainder of its duration. Command Artifact becomes the Spell for the weapon you steal for 10 seconds.

Grounded Weapon. Forge Spell. Energy: L. Cast: M. Recharge: L. For (5..15) seconds, target ally has a Grounded Weapon, which gives +(10..40) Armor against lightning damage and recharges one recharging skill if the base damage of an incoming lightning damage is greater than (65..40).

Healing Helix. Weapondance Spell. Energy: M. Cast: I. Recharge: L. Your Synchronized weapon orbits target ally for (3..4) seconds, healing that ally for (15..30) each second.

Miasma Weapon. Weapon Spell. Energy: M. Cast: L. Recharge: M. For (3..12) seconds, target ally has a Miasma Weapon, which hits for +(1..3) base damage, and steals (5..10) health when hitting a foe that is Diseased, Poisoned, or animated undead.

Osmotic Weapon. Weapon Spell. Energy: M. Cast: L. Recharge: M. For (3..11) seconds, target ally has an Osmotic Weapon. That ally will steal 2 Energy with attacks hitting a foe who has more Energy than that ally.

Radiant Weapon. Weapon Spell. Energy: L. Cast: L. Recharge: L. For (3..13) seconds, target ally has a Radiant Weapon, which grants +(10..25) Armor against shadow damage and reduces the duration of Necromancer Hexes on that ally by (25..50)%.

Reaper’s Edge. [Elite?] Forge Spell. Energy: M. Cast: M. Recharge: M. For (5..15) seconds, any time a creature dies in the area, target ally gains (2..10) Energy. If target ally dies while affected by Reaper’s Edge, all foes in the area lose (2..10) Energy.

Sever Enchantments. Weapondance Spell. Energy: L. Cast: I. Recharge: M. Remove (1..3) Enchantments from target foe. All foes in the area who can use the Enchantment(s) that were removed lose (2..5) Energy.

Sever Hexes. Weapondance Spell. Energy: L. Cast: I. Recharge: M. Remove (1..2) Hexes from target ally. All foes in the area who can use the Hex(es) that were removed lose (3..6) Energy.

Unforgiving Assault. Hex Spell. Energy: M. Cast: L. Recharge: M. For (3..11) seconds, Synchronized weapons used against target foe will attack independently with a 10% faster attack rate. (You cannot use Weapondances or Attack Skills while your weapon attacks automatically.)

Weapon of Order. Weapon Spell. Energy: L. Cast: M. Recharge: L. For (5..15) seconds, target ally has a Weapon of Order, causing them to receive (5..12) less damage from chaos damage, and reducing Mesmer Hexes placed on that ally to (25..50)% of their original duration.

Zigzag of Zeal. Weapondance Skill. Energy: M. Cast: L. Recharge: M. For (3..11) seconds, target ally attacks 10% slower and deals 5 less damage with attacks, but gains (1..3) energy with each attack that hits.

Suggested Accessories

Background:
Forgesmiths come from a rather practical ideology: combining magic with weaponry should yield an effective, useful hero. This ideology continues to be reflected in their garb–the armor is practical, and not too showy, but still an opportunity for the smiths to display their talent in metalworking. Thus, the overall form of each set of armor should be fairly simple, but intricate details here and there on them should also be included. The level of protection afforded should be ideally greater than that of other casters and perhaps also above the Ranger, but not as high as the Warrior proper.
A rather stereotypical set would be a typical smith’s garb, including heavy apron and overalls, thick gloves, work boots, and perhaps a sweatband or a hair retainer. Further sets would probably expand on that idea, with one becoming more warrior-plate-mail-like, one becoming lighter and more detailed (like that of casters), and one becoming more insulative–ostensibly to protect from the flames of the forges. Headgear would be a bit tricky to implement, but perhaps crowns or tiaras or simple circlets would not be amiss, as they would be (as the story would go) another way for the Forgesmiths to display their metalworking talents.
Forgesmiths, due to the Synchrony attribute, are capable of wielding an immense variety of weapons. However, it is suggested that their native class of weapon be a new one, known as the “Edge.” Edges are scarcely more than a pair of curved, haftless blades (much like a pair of flat metal semi-circles with sharp edges on the circumferences), each with a small attached grip on the non-cutting side (which is used basically for storage, as Forgesmiths generally don’t actually hold onto their weapons in combat). Due to their unusual construction, Edges have no haft region, and as such they cannot match up with Axe, Hammer, or Sword upgrades. It is thus suggested that the upgrade components of Edges be a blend of old and new: the traditional “Grip” upgrade, and then also the novel “Engraving” upgrade. (Incidentally, a “one-handed” Edge, which would be a single blade rather than a matched pair, could be called a “Keen” or a “Incisor” to distinguish it from the two-blade, two-handed Edges. It also seems somewhat direct, given the pattern of this sort amongst weapons in Guild Wars, that Keens would not be upgrade-able with Grips or Engravings, but this would be a decision left up to the programmers.)
It is also suggested that Edges differ primarily by reason of their attribute dependencies. Regular Edges would be dependent on the Synchrony attribute, while a Flaming version (somewhat like the Fiery Dragon Sword popular amongst the Ascalonian forces) would be available for players who specialize in Forge’s Flames, and a Runic Edge for those who prefer Edgecraft.

Other Notes

Behavior:
Forgesmiths are meant to be elegant but deadly, with all the fluidity of a Ritualist but all the focus of an Assassin. As such, their running abstains from unnecessary limb movements—a display of efficiency. It is also suggested that Forgesmiths given a movement speed boost by a skill “surf” on their floating weapons instead of performing a silly “charging” animation like everyone else.
When casting a Spell, it is suggested that Forgesmiths sashay back and forth in a vaguely dance-like motion, while their weapon executes circles in a plane parallel to the front side of the caster, ending with the weapon spiraling inward to point at the target, as the smith makes a small turn and points similarly. For quick Spells, a simple point by the character with an echoed movement on the part of the weapon should suffice.
Because Forgesmiths are not inherently any better at using staves or bows than anyone else, their use of such items should be similar in appearance to other classes that do not use those weapons ordinarily. However, with weapons that can be and are Synchronized (those that have a sharp edge), as mentioned, their motions should be gestures that indicate the attacks they are performing. However, when using weapons that are not yet Synchronized, it is reasonable to use similar attack animations to the native class of the weaponry being utilized, as Forgesmiths, being quite aware of the characteristics of any given forged weapon, would not be at a loss as to how to use them properly.

Re: Forging New Weapons. It would be a cool idea for Forgesmiths to be able to make their own weapons “from scratch,” sure. However, designing the interface for it would be quite complicated and might seem rather unfair to other players, so implementing such a thing would definitely be hard to pull off. Not impossible, no, but I’m guessing ArenaNet wouldn’t want to whip up something that complicated.
Still, it’s a well-known fact that the in-game weapon-crafters mostly make items that aren’t worth their space in your backpacks, so an improvement to that system, whether part of the Forgesmith profession or not, would not be amiss.
--------
Class Synergy Analysis: This class is designed to work rather well with existing melee classes, and to open up the number of weapons available to individual characters. The new Paragon emphasis on setting people on fire will also harmonize well with the Forge's Flames attribute. Forgesmith/Assassins and Forgesmith/Dervishes will benefit from the novel abilities granted to them in both offensive and defensive capabilities; Warrior/Forgesmiths will be able to have some low-cost abilities at their disposal that go beyond mere Elementalist stuff. However, Elementalist/Forgesmiths would also do well--a Fire Magic/Forge's Flames nuker would not be at all amiss.

Comments and feedback are appreciated, as well as questions to cause clarification.
AxemRangerBlue 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 01:48 PM // 13:48.


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("