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Old Aug 07, 2006, 05:52 AM // 05:52   #1
Frost Gate Guardian
 
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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Default Concept Class: Summoner

Sorry Ian Savage... I wanted to make my own version of the summoner.

Summoner
If you want to know the background of a summoner, see Ian Savage's concept class, the summoner.

New Concepts
Netherworld Portals-Netherworld portals are portals to (what else) the Netherworld, in which you can summon creatures which exist there.

Summons-Summons are kind of like a necromancer's minions, or a ritualist's spirits, except they deal more damage, have more evasion, etc. They take energy like enchantment maintenance does, 1 energy pip. They cannot be stripped like enchantments, however, but you can see what summons you are maintaining and dismiss them when you please.

Joint Spells-Spells that must be cast with a certain summon nearby. (if nearby is wrong, then the one bigger than adjacent.)

Portal Spells-Spells that create a portal. Portal require energy maintenance, but cannot be stripped, but can be closed.

Equipment
You know the usual. AL=60.
Armor=Robe.
Weapon=Wand.
Off-Hand=Focus.
Energy=normal level for casters (don't ask me because I have an ele).
Health=480 at lvl 20.

Attributes-lol they have stupid names...

Summoning Power(P)-Many skills, especially those related to casting joint spells with your summons(basically, you can cast joint spells with your summons that deal quite a bit of damage.), become more effective with higher summoning power. Your skills also cost 1% less energy for each rank in this attribute.

Summoning Skill-Many skills, especially those related to summoning creatures, become more effective with higher summoning power.

Netherworld Control-Many skills, especially those related to controlling the Netherworld, become more effective with higher Netherworld control.

Summoning Enhancement-Many skills, especially those related to boosting your summoning power and increasing your summons' effectiveness, become more powerful with higher summoning enhancement.

Skill Examples

Summoning Power(P)

Summoning Link-15e,3/4c,30r
Enchantment Spell. For 30...60 seconds, joint spells you cast with your summons cost 4...7% less energy, but take 2% longer to cast. (Non-Stacking)

Meteor Strike-20e,1c,30r
Joint Spell. Must be cast with an allied Ifrit nearby. Target foe and all nearby foes are struck for 30...100 fire damage each second for 2 seconds. They are set on fire for 2 seconds after the first attack.

Diamond Dust-20e,1c,30r
Joint Spell. Must be cast with an allied Shiva nearby. Target foe and all nearby foes are struck for 20...90 cold damage each second for 2 seconds. They move 66% slower for 2 seconds after the initial attack.

Thor's Hammer-20e,1c,30r
Joint Spell. Must be cast with an allied Ixion nearby. Target foe and all nearby foes are struck for 40...90 damage each second for 2 seconds. This spell has 30% armor penetration.

Titan's Guard(E)-25e,1.5c,25r
Elite Joint Spell. Must be cast with an allied Titan nearby. Your party gets +40 armor for 30 seconds.

Delta Attack-25e,1.5c,25r
Joint Spell. Must be nearby all three allied Magus Sisters. Delta Attack slowly flies out toward target enemy, dealing 50...150 damage to him/her and all nearby foes. This spell causes exhaustion.

Burst of Inspiration(E)-15e,3/4c,40r
Elite Joint Spell. Must be nearby an allied Kirin or Unicorn. Burst of healing heals target ally and all nearby allies for 20...100 health if the nearby creature was a Unicorn. It gives them +3...5 health regeneration if the nearby creature was a Kirin. (Note: if both are nearby, it chooses one randomly and does 1 effect.)

Judgment Day-20e,1.5c,40r
Joint Spell. Must be cast with an allied Madeen nearby. Judgment day deals 30...90 damage to target foe and knocks them down if they are attacking.

Darkness' Folds-20e,1.5c,40r
Joint Spell. Must be cast with an allied Demon nearby. Darkness' Folds slowly flies out to target foe, inflicting -2...4 health degeneration.

Spirit Link15e,3/4c,30r
Your joint spells are cast 3% faster, but cost 2% more energy.

Summoning Skill

Summoning Ritual-5e,1/2c,10r
Spell. You gain 5...20 energy for each summon you are maintaining.

Ifrit-15e,1.5c,30r,1m
Summoning Spell. Summon a level 1...14 Ifrit that moves around freely. Ifrit can attack at range and in melee, and deals fire damage. His attacks have a 10% chance of setting his targets on fire.

Shiva-15e,1.5c,30r,1m
Summoning Spell. Summon a level 1...14 Shiva that moves around freely. Shiva can attack at range, and deals ice damage. Her attacks have a 10% chance of slowing down her targets by 50%.

Ixion-15e,1.5c,30r,1m
Summoning Spell. Summon a level 1...14 Ixion that moves around freely. Ixion can attack at range and in melee, and deals lightning damage, which have 25% armor penetration.

Titan-15e,1.5c,30r,1m
Summoning Spell. Summon a level 1...14 Titan that moves around freely. Titan can attack at range and in melee, and deals earth damage. Its attacks have a 10% chance of knocking down foes for 1 second.

Madeen-20e,2c,40r,1m
Summoning Spell. Summon a level 1...14 Madeen that moves around freely. Madeen can attack at range, and deals holy damage.

Demon-20e,2c,40r,1m
Summoning Spell. Summon a level 1...14 Demon that moves around freely. Demon can attack in melee, and deals dark damage.

Rune of Summoning(E)-10e,1/2c,20r
Elite Enchantment Spell. For 30...60 seconds, for each summon you are maintaining, you gain +1 health regeneration. You gain an extra +4 energy regeneration after that.

Magus Sisters(E)-25e,2c,40r,1m
Elite Summoning Spell. Summon 3 level 1...19 Magus Sisters which move around freely. Their attacks deal chaos damage.

Unicorn-15e,1c,20r,1m
Summoning Spell. Summon a level 1...14 unicorn that moves around freely. It randomly heals one party member in the area each second for 10...40.

Kirin-20e,1c,30r,1m
Summon a level 1...14 Kirin that stays in one place. Every 5 seconds it casts a spell that grants one party member in the area +1...3 health regeneration.

Netherworld Power

Portal to the Unknown(E)25e,2c,60r
Elite Poortal Spell. Create a Portal to the Unknown at your location. This spell has no energy maintenance. As long as you maintain this portal, a random summon is created under your control. Its level depends on your Summoning Power level. These summons have no penalty on your energy for 10 seconds. For each summon created in this way, you lose 3 energy. After one of every summon is created, this portal ends.

Refined Portal(E)-20e,1.5c,50r,1m
Elite Portal Spell. Create a Refined Portal at your location. As long as you maintain this portal, your summons have +50 health and +20 energy. Whenever you summon a creature in this way, Refined Portal deals 30...10 damage to you.

Portal of Wonders-5e,3/4c,10r
Spell. Teleport to target summoned creture.

Barbed Portal-20e,1.5c,35r,1m
Portal Spell. Create a barbed portal at your location. As long as you maintain this portal, whenever you summon a creature you get half the energy back, but you take 60...40 damage and your creatures have -60...40 health.

Summoning Enhancement

Pray-20e,1.5c,25r,1m
Enchantment Spell. As long as you maintain this enchantment, your summoned creatures get +10...50 health.

Rockseal-15e,1c,15r,1m
Enchantment Spell. As long as you maintain this enchantment, your summoned creatures get +10...40 armor.

Reflex(E)-25e,1.5c,40r,1m
Enchantment Spell. As long as you maintain this enchantment, your summoned creatures gain +10...30% evasion, move +15...25% faster, and attack +15...25% faster.

Rehabilitation(E)-25e,1.5c,40r,1m
Enchantment Spell. As long as you maintain this enchantment, your summoned creatures get +1...3 health and energy regeneration. You gain +1 energy regeneration for each summoned creature you control, +1 for each enchantment you are maintaining, and +4 after that.

Last edited by runeseeker1; Aug 07, 2006 at 10:25 PM // 22:25..
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Old Aug 07, 2006, 12:32 PM // 12:32   #2
Forge Runner
 
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Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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Basicly a Minionmaster with stronger minions...
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Old Aug 07, 2006, 04:02 PM // 16:02   #3
Wilds Pathfinder
 
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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So... you made a Summoner outline, and didn't even include any summons?

Oh good, there's some up now.

Last edited by Cjlr; Aug 07, 2006 at 08:18 PM // 20:18..
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Old Aug 07, 2006, 04:16 PM // 16:16   #4
Jungle Guide
 
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Guild: Lost Haven
Profession: A/Mo
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allowance is BoTm except.. pretty much better i think.

I thought when i first read this, ah another rit like thing, after reading it i got the idea you are one unhappy mm It needs more originality, rework it and i am sure it will be awesome.
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Old Aug 07, 2006, 06:10 PM // 18:10   #5
Academy Page
 
Join Date: Nov 2005
Location: Nowhere. And Everywhere. At the same time!
Guild: Born of Revolution [BoRN]
Profession: Mo/Me
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thx for the recognition, thats one thing i didnt expect to get. if you really like the idea of a summoner, you can find my concept here. its been changed/developed some since the first post, so plz read all before replying. anyways, runeseeker, in my opinion, you're meshing old ideas together for this one. thats not nessecarily a bad thing, but try thinking outside the box. first of all, make the primary attribute unique. the way yours stands, theres no point in being a summoner primary. it is cookie-cutter ritualist primary. dont do that. next, you need a 5th attribute. i somewhat doubt, that if this class is based on summoning, that there will be few actual summon skills. as a result, most of the space in each of your attributes will be taken up by the summons themselves. that one's just opinion, but it really is up to you.
looking at your skills, i can see the origin without trying. they're all basically skills from other profs with redone names and stats. make it original man! no one wants to play a combination of a necro, ritualist, ranger and mesmer, because it does all of those things, therefore not specializing in anything. its tempting to steal from A-Nets well designed skills, but try not to plz.
there's my 2 cents. this literally is an mm with unique creatures.
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Old Aug 07, 2006, 06:22 PM // 18:22   #6
Frost Gate Guardian
 
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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Lol thanx for the input ill try to incorporate as much as i can.

Oh and the thing for the many summons.... there are only like...6.
You're obviously not going to use as many. You'll probably have 2 or 3, with a joint attack or 2 maybe, and an energy management skill, and secondary profession stuff.

Oh and ill probably add more healing summons for those who want to go supportive...

Last edited by runeseeker1; Aug 07, 2006 at 07:23 PM // 19:23..
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Old Aug 07, 2006, 08:19 PM // 20:19   #7
Wilds Pathfinder
 
Join Date: Aug 2005
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It's not bad, but I can see you having real problems if you tried to get it to anything approaching 75 skills.
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