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Old Apr 26, 2006, 07:35 PM // 19:35   #21
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I like the name Scurage.
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Old Apr 26, 2006, 11:44 PM // 23:44   #22
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I started writing my response about 20 minutes before I posted it, Sorry if I didn't recongnize your revisions wile your trying to explain to me that it isn't broken.

With interrupts based on Knockdown it is a much more viable skill type, but knockdown is rather limited and very expensive for some classes, it is the most expensive interrupt, so the effectiveness would still have to be subtle.

I like some of the costs you implemented, but alot of them are still very broken, like Wrath of God.

The other serious erk is that nearly all of his skills revolve around types used by other characters, Holy skills fall under smitting, Flashing blind skills fall under elementist, and the class is still unnaturally effective. Being able to put out aura effects allows for massive defensive strength, add that to having just as much or more armor then warriors, who are already the hardest targets to kill, and you have a nearly unkillable target.

AoE effects are extremely significant in HoH and GvG, jobs like elementist and Ritualist are primarily AoE attack and defense, and by comparison, they are the easiest to interrupt, and easy to kill. Adding highly effective AoE defense skills to class which high defense of his own, your talking about unkillable targets. Compared to warrior who is hard to kill, he has much less effective party defense skills to help sustain his party, and if he does bring them, he will likely lack the skills neccessary to tank through massive damage, compared to Cleric, who has massive defense, then has powerful group defense techniques which will easily keep him alive wile making teammates very hard to kill.

Synopsis, simular to monk/not unique enough from monk, overrides the effectiveness of elementist at his primary bread and butter, Offensive AoE, over powering defense, and the skills are still unbalanced.

In the end, a better fenotype for these kinds of skills is a class that controls weather, and that is so simular to elementist that it should be something added to elementist, not made into a new class. Being able to use subtle defensive weather skills on an elementist would help a class that needs better defense, wile not making him overpowered, and it would make elementist secondary more useful, making a Warrior/Elementist would achieve the effect of cleric, instead of combining so much power into one class, which can then take a sub........Who knows what a Cleric could do with that....Mega Armor, Auras and Wards or spirits.......

Last edited by BahamutKaiser; Apr 26, 2006 at 11:49 PM // 23:49..
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Old Apr 27, 2006, 12:07 AM // 00:07   #23
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Quote:
cleric = monk in GW
It helps if you actually read the post, BTW

I have a few problems with a few overpowered skills, but for the main part i grant you a job well done be happy your the first

I like the ideas of auras, im just not sure if they should be a melee class or caster just yet...

ps. Does aura magics come with offhands?
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Old Apr 27, 2006, 12:45 AM // 00:45   #24
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Quote:
Originally Posted by Trylo
It helps if you actually read the post, BTW

I have a few problems with a few overpowered skills, but for the main part i grant you a job well done be happy your the first

I like the ideas of auras, im just not sure if they should be a melee class or caster just yet...

ps. Does aura magics come with offhands?
Nope, only weapons a cleric would wield is Blunt + Shield.

Note: They have 60-70 (80 which is conditional) armor ranging depending on the armor set. Last time I checked warriors have 80 armor by default.
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Old Apr 27, 2006, 12:47 AM // 00:47   #25
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that would be cool, a Cleric
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Old Apr 30, 2006, 06:52 PM // 18:52   #26
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i thought Clerics were like monks yet they could speak directly to a God...
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Old Apr 30, 2006, 08:37 PM // 20:37   #27
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{Elite} Righteous Path: 5, 3, 45 Recharge
Spell. For 5...112 seconds your aura's radius is multiplied by .5
I simply cannot understand the use of this skill... Multiplying by .5 means cutting aura range in half and that ain't useful, let alone elite material.

On another note, if I cleanse my mind of D2 references, this looks pretty good. Not all that original but it could definately add a new element to the PvP field, probably PvE aswell.

Also, I don't quite understand Influence's passive boost; you say it adds 15 cm to all Aura radii. By that do you mean real cm (1/3 of the screen, roughly) or do you mean 15 cm relative to the characters? The first one seems unlikely, since 3 points in Influence would mean affecting the entire radar, and the second option seems ridiculous to me, since at 16 Influence you'd only get, like, 3 real-life inches of extra Aura.

Apart from those minor points, very nice, albeit not all that original.

Good idea, needs some tweaking. Keep at it, you've got something here.
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Old Apr 30, 2006, 09:47 PM // 21:47   #28
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Quote:
Originally Posted by Rancour
I simply cannot understand the use of this skill... Multiplying by .5 means cutting aura range in half and that ain't useful, let alone elite material.

On another note, if I cleanse my mind of D2 references, this looks pretty good. Not all that original but it could definately add a new element to the PvP field, probably PvE aswell.

Also, I don't quite understand Influence's passive boost; you say it adds 15 cm to all Aura radii. By that do you mean real cm (1/3 of the screen, roughly) or do you mean 15 cm relative to the characters? The first one seems unlikely, since 3 points in Influence would mean affecting the entire radar, and the second option seems ridiculous to me, since at 16 Influence you'd only get, like, 3 real-life inches of extra Aura.

Apart from those minor points, very nice, albeit not all that original.

Good idea, needs some tweaking. Keep at it, you've got something here.
It would increase by 1/2 of your current radius. Have 10 centimeters, it'd be 15 centimeters.
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Old May 01, 2006, 01:12 AM // 01:12   #29
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uh... won't it be Multiplying by 1.5?
Someone need some math lessons!

(I am just bashing you cause we love ya... Nevin~)
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Old May 06, 2006, 03:44 AM // 03:44   #30
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this Cleric proffesion is a awesome idea.... i hope it gets added on gw
lol (we wish)
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Old May 06, 2006, 04:18 AM // 04:18   #31
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idk... something seems kind of like an unoriginal convoluted mush of various classes from this game and others. i just cant put my finger on it but i dont like it for a few reasons. kinda cool though. great job considering im sure it takes them a bazillion nerds and an office full of cubicles to come up with a character this good and they spend 1 year implementing it. cool man cool.
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Old May 06, 2006, 04:31 AM // 04:31   #32
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Quote:
Originally Posted by Taurus
I love blunt weapons... Acutally on of the first things I asked in the first town in the game was "Hey, there are not 1-handed hammers or maces in this game ?".
I would love to see 1 handed blunt weapons but I really think this class you suggested needs a lot of work.
hammers are 2 handed because they do more dmg (statistically) than axes and swords. they do more dmg to (attempt) to replace the shield. if they made 1 handed hammers than it wood unbalance the hammer class and everyone wood use a hammer. btw, i tihnk that cleric idea is cool.
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Old May 06, 2006, 04:32 AM // 04:32   #33
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Quote:
Originally Posted by actionjack
uh... won't it be Multiplying by 1.5?
Someone need some math lessons!

(I am just bashing you cause we love ya... Nevin~)
10+1/2 of 10 is 15. 10x1.5=15
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Old May 06, 2006, 05:05 PM // 17:05   #34
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Quote:
Originally Posted by Eragon Dragonslayer
i thought Clerics were like monks yet they could speak directly to a God...
clerics = members of a clergy
clergy = a group ordained to perform pastoral or sacerdotal functions in a Christian church

so, yes
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Old Jul 23, 2006, 08:28 PM // 20:28   #35
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Tweeked and added some skills.
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