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Old Feb 28, 2006, 10:05 AM // 10:05   #1
Wilds Pathfinder
 
Join Date: Jan 2006
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Default Class Suggestion For Campaign III: The Celestialist

Three things to remember about this class:
1. It's a 2nd Draft
2. It's 3:41 AM when I'm posting this, late-night brainstorm.
3. I WANT feedback, but not "this is WAY to complex for me to think about so I'll just say no." feed back. More in the way of "I have a few more actual "numbers"/ideas that will help you tweak the original concept to be more balenced, one way or another.

Now to come up with this class I examined what we already HAVE/WILL HAVE in the game

Warrior- Melee Physical
Ranger- Ranged Physical
Elementalist- Fireballs and lightning storms, basic elements magic user
Necro- Death Causing, Death Weilding...the death dude.
Mesmer- Energy Master
Monk- Your basic Healer/Protector
Assassin- Self Movement/Speed
Ritualist- Area Based Buffer, a mild combo of the necro and monk.

So then I looked for a little while and came to two conclusions:
1. There's no class that positively effects the movement of other members of a team.
2. All these classes are overall, singular entities against which you can focus all attacks.

And so I came up with a class that will in essence, be the former, and not be the latter. At the same time. Presenting!

(The) Celestialist

Abilities: Can seperate portions of Health and Energy out into seperate crystals on the battlefeild, and can also choose to teleport other party members.

Attributes:
Heavenly Attunenment: Each level of attribute increases the base armor value of Heavenly Crystals by 2, all crystals begin with a base armor value 3/4s that of the players.
Universal Symmetry: Increases the base armor value of the Energy Heavenly Crystal by 4% for every level, adds effectiveness to energy retaining/restoration skills.
Etherial Grace: Increases the base armor value of the Health Heavenly Crystal by 4% for every level, adds effectiveness to health retaining/restoration skills.
Temporal Wrath: Adds effectiveness to damage causing and defensive spells.
Spacial Enlightenment: Decreases the amount of time any Heavenly Crystal stays at a particular spot before teleporting to a nearby location (and breaking all target locks on it), increases the amount of time applied to moving other players to different locations(allows a teleported player/group to stay in that location longer).

Weapon: Celestial Staff, works like a normal staff.

Off-hand: Meteor Fragments, can boost the armor of specific crystals a medium/large amount, of all crystals low/medium amount, or can grant the basic off-hand bonuses.

Summary:

The Celestialists role on the battlefeild is somewhat opposite the Assassin's and is also very unique in its own right. A Celestialist can choose to be the movement specialist of a team or, might choose to be a direct damage person. The thing that makes this class unique is two fold, first off are the Heavenly Crystals.

Playere may choose to seperate portions of their energy, health, or a combination of the two into seperate crystals. The practical application is to make it so that one can force opponents to strategize more on how to take you down. Having "yourself" all over the place provides a major defense against spike damage.

How the Crystals Work:

Health: You can use health 2 ways. The first is you set a crystal for which you temporarily sacrifice small amounts of health (think of a necromancer health sacrifice). These act as temporary storage devices for health that don't effect your max health. Sort of like a Heal on Reserve.

The second function are crystals where you sacrifice amounts of your max health. These are heavy reserves, instead of healing you, they act as a backup you. If you have one of these crystals on the feild, and your health hits 0, you are teleported to the location of the crystals with that much health. These Major Crystals consume 1 pip of energy regen, much like an enchant, but can not be stripped or removed by any means other then destruction.

Energy: The purpose of Energy splitting is for management/protection. They act as holding spots for energy, you sacrifice a portion of energy, if your energy ever hits 0 you gain the highest valued amount of energy back. The price for using an energy crystal is some exhaustion.

Combo: These Crystals are special, as they cost you a portion of both max health and energy and cost 1 pip of energy to maintain. These Crystals act as a second self, you can control them to attack in the front lines while you stay back, they can also act as a platform from which you can cast offensive spells from afar. If these are killed your max health/energy stats are restored along with regen. But you don't get the health or energy back till they regen normally.

Buffs: You may buff any of the crystals in various ways, to be described below.

Subclass usage: You may use the subclass to enhace only your normal form and skills, they can not effect crystals.

The second thing that sets the Celestialist apart from other classes and put it on the opposite end of an Assassin is their ability to move OTHER party members for short periods of time, either directly to enemies, allies, friend/foe crystals, or random locations of varying distances. Celestialist may NOT teleport crystals, as they move on their own.

Modifications:

I made Crystals optional, this lessens some of the micromanagement/complexity. Allows for subclass status/usage.

Reformed the Off./Def. Crystal into the only real "managable" crystal, this is again to reduce complexity.

I left in the crystal the health/energy crystal auto-teleport, it seemed sound, considering the lower armor.

I left all but 1 skill as they are, they mainly only deal with armor values, specific skills areas anyway.

The staff now functions as all other staffs do.

(Skills still in the works, to be posted soon)

If you want to post a skill, for this class, please do so in the following format:

Name:
Attribute
Cost:
Recharge:
What it does:

Rules of Skill Suggestion:
1. Keep the name in the spirit of the class.

2. I reserve the right to tweak any suggested skills concerning Cost/Recharge/What it Does.

3. I will compile a list of all suggested/tweaked skills and release them later, and I will give recognition to the person who suggest a skill I keep and/or tweak.

Last edited by Ken Dei; Feb 28, 2006 at 11:46 PM // 23:46..
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Old Feb 28, 2006, 07:53 PM // 19:53   #2
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Sound like a intersting and creative idea, especially the 3 Crystals.... but I am afraid I will say no.... since it is too drastically different. The inablity to include a sub class is a big no no. (for a good class could expand on it self with the addtion of sub classes, thus one of the beauty of GW). And since there are really no skill suggest, it is hard to see the pratical use of the 3 Crystals.

Now, I do agree a Movement class is a good idea (one that could do teleports, or restrain enemies movements, push people around) and did saw a good one before (I think it was the Psionic class...by...?)
I also did wrote a line of Crystal Skills before (but they work differntly, a bit more like the Ritualist's spirit) Maybe I will try to find it and post it if anyone care.
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Old Feb 28, 2006, 10:32 PM // 22:32   #3
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I was contimplating the no subclass thing and the viability of the crystals. After more thought I came to the conclusion that I could find a way around both by making the displacement of energy/health through crystals part of the skills. That way the skills for managing the crystals would be an optional element of the class, so you could add a subclass. And also there would only be as much micro management as you chose. I'm going to go back and redo the OP so the new version of the class.
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Old Mar 01, 2006, 02:33 AM // 02:33   #4
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Behold, skills, based on the revised version of the Celestialist. Please reveiw them. And don't complain about this being a seperate post, I doubt you're want to read the entire OP with this included, all at once. ^_^

I THINK all of these are balenced, but I'd really like opinions.

Skills:

Health Crystals:

Summon Red Dwarf Fragment:

Attribute: Etherial Grace
Cost: 10E
Cast: 1 sec.
Recharge: 20 sec.
What it Does:

Sacrifice (5-15%) of your health to create a
Health Crystal that holds the same amount of
health. If health below 50%, the crystal is used.
Crystal is summoned, in the area.

Summon Red Giant Fragment:

Attribute: Etherial Grace
Cost: 15E -1>E
Cast: 2 sec.
Recharge: 25 sec.
What it Does:

Transfer (30-45%) of max health to create
Health Crystal that contains the same
amount. If your health falls to 0 you teleport
to that Crystal's location with that much health
Crystal is Summoned, Nearby

Energy Crystals:

Summon Blue Dwarf Fragment:

Attribute: Universal Symmetry
Cost: 5E
Cast: 1 sec.
Recharge: 25 sec.
What it Does:

Sacrifice (10-25%) of your energy,create
an energy crystal holding the same amount, if
your energy falls to 10 or less, you recieve
the energy stored in one of these.
Causes Exhaustion.
Crystal Summons, Nearby

Combination Crystals:

Summon Astrological Fragment:

Attribute: Temporal Wrath
Cost: 15E -1>E
Cast: 2 sec.
Recharge: 30
What it Does:

Tranfer (25-40%) max health and (15-30%) max
energy into a Astrological Fragment, this crystal may
fight in unison or seperately from creator. May
also be used as a platform for launching spells
or skills.
Crystal is Summoned, Adjancent

Defensive Skills:

Cosmological Constant:

Attribute: Temporal Wrath
Cost: 10E
Cast: 3/4 sec.
Recharge: 15 sec.
What it Does:

Raise the inherant health or energy value in
a health or energy crystal by (5-20%) without
additional sacrifice.
(Might Cause Exhaustion, pending balence reviews)

Universal Equilibrium:

Attribute: Temporal Wrath
Cost: 10E
Cast: 1/2 sec.
Recharge: 12 sec.
What it Does:

For each enemy adjacent to target crystal that
crystal gains +10 armor for (6-10) seconds.

Stability:

Attribute: Temporal Wrath
Cost: 5E
Cast: 1/2 sec.
Recharge: 15 sec.
What it Does:

(Elite) For each % of damage to target, target
gains that % boost in armor value for (5-10) sec.

End Times:

Attribute: Temporal Wrath
Cost: 10E
Cast: 1 sec.
Recharge: 25 sec.
What it Does:

(Elite) Sacrifice all Crystals and recieve +1
Health and Energy regen for 5 seconds.

Offensive Spells:

Supernova:

Attribute: Temporal Wrath
Cost: 5E
Cast: 1 sec.
Recharge: 7 sec.
What it Does:

Damage target foe for (25-40)dmg.and foes
adjacent for (10-25)dmg.

Blackhole:

Attribute: Temporal Wrath
Cost: 10E -2>E
Cast: 2 sec.
Recharge: 40 sec.
What it Does:

-Must be cast immediately after Supernova.
Summon a Blackhole that causes -1>E and -4>H
degen to all foes nearby the Blackhole.

Solar Flares:

Attribute: Temporal Wrath
Cost: 15E
Cast: 1 sec.
Recharge: 25 sec.
What it Does:

For 21 seconds, all foes nearby target take
(20-40)dmg every (1-7)seconds.

Collapse Dimension:

Attribute: Temporal Wrath
Cost: 10E
Cast: 3/4 sec.
Recharge: 15 sec.
What it Does:

(Elite) Sacrifice ALL of your crystals and cause
59-89 dmg to all foes in the area.

Movement/Teleportation

Solar Winds:

Attribute: Spacial Enlightenment
Cost: 10E
Cast: 3/4 sec.
Recharge: 20 sec.
What it Does:

Increase movement speed of target ally by (10-30%) for (12-17) sec.

Wormhole:

Attribute: Spacial Enlightenment
Cost: 15E -1>E
Cast: 2 sec.
Recharge: 25 sec.
What it Does:

Caster picks location to designate other end of wormhole. As long as wormhole is maintained, other allies may travel between the caster and the other end of the wormhole. If Caster moves, wormhole ends 5 seconds after movement.

Shifting Planes:

Attribute: Spacial Enlightenment
Cost: 15E
Cast: 3 sec.
Recharge: 60 sec.
What it Does:

All other allies teleport to closest foe for 15 seconds, then teleport to a random nearby location after 15 seconds.

Unstable Rift:

Attribute: Spacial Enlightenment
Cost: 10E
Cast: 1 sec.
Recharge: 25 sec.
What it Does:

(Elite) For (5-15)seconds, if target other ally's health drops below 50%, target ally is teleported to a loction nearby you and gains +2>H and -1>E, after (5-10)seconds ally is teleported to original location.

Last edited by Ken Dei; Mar 01, 2006 at 04:25 AM // 04:25..
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Old Mar 07, 2006, 07:14 PM // 19:14   #5
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*Dropkicks this one back to the front also* I found this back on page 5, I don't think it got enough examination/tweaking. Don't worry I generally only bump threads once.
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Old Mar 07, 2006, 07:49 PM // 19:49   #6
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Since You drop kick it... I will contribute to it with post of my line of Psi Crystal skills. (they are orginally posted as a idea for a Psion class in another's post)
They are a bit differnt from you concept of crystal of couse.

--------------------------------------------------------------------------------------------------------
Psi Crystal As a charger/combo-type of skill, first you create Psi Crystals (several differnt type) and you use a combo skill to utilize that for differnt purpose. The crystal will be in Small, Norm, and Large size (which will effect its effect) and be in Floating Stationary, Floating Following, and Grounded Stationary (sticking out of ground).

Skill Examples: (for Crystal Generation)

Generate Star Dust Crystal
5e | 1c | 5r
Generate 1 Small size floating crystal is stationary. This Crystal will last for 10-20 seconds if not used.

Generate Star Crystal
5e | 1c | 20r
Generate 3 Small size floating crystal that will follow you. This Crystal will last for 20-30 seconds if not used.

Generate Lunar Crystal
5e | 1c | 30r
Generate 1 Norm size floating crystal that will follow you. Crystal will last for 20-30 seconds if not used.

Generate Earth Crystal
5e | 2c | 30r
Generate 1 Large size grounded crystal. Crystal will last for 40-50 seconds if not used.

Generate Venus Crystal
5e | 1c | 30r
Generate 1 Norm size floating crystal that is stationary.

Generate Solar Crystal [elit]
10e | 1c | 30r
Generate 1 Large size floating crystal is stationary.

Follow up skills:

Shatter Crystal
10e | 1c | 20r
Explode all near by Crystal. Each crystal will do X damage to all nearby foe.

Shooting Star
10e | 1c | 10r
All Nearby Floating Crystal will fly toward target, dealing X damage.

Trailing Star
10e | 1c | 10r
All Nearby Floating Crystal will fly and orbit around target for T duration.

Healing Crystal
10e | 2c | 45r
Each near by Crystal will heal friendly for X HP regen for T seconds. Crsytal shatter upon duration.

Orbiting Defense
10e | 2c | 45r
All Nearby Floating Crystal will Follow and Orbit around you for T seconds, dealing X damage to all nearby foe that come within close range. Crsytal shatter upon duration.

Shielding Defense
10e | 2c | 45r
All Nearby Crystal will provide +X AL to nearby Friendlies for T seconds, Crsytal shatter upon duration.

The Crystals can be use more than once with some skills. That means you could do the Healing Crystal, and before its duration runs out, do the Shatter Crystal. (but can not follow it up with another that would have duration, like Healing than Shielding) The Effect of the skill will be depended on the Crystal's size. So the damage of a Shooting Star with a small Crystal will be less than with a large crystal. Crystal's, like Ranger's sprit, have its own "HP" (very few, maybe like 30), thus can be targeted and destory by other. Note that some follow up skills will only effect the Floating type, while some will effect All type.

Now you could dom some interesting combos with those. You could build up a field of Crystals by taking several crystal generation skill with you at once, use Sheilding when lured enemy into it, and Shatter them at right time for both defense and damage. Other fun combo would be generating 3 or 4 or more, and use shooting star for great range damage, or trailing follow by shattering for good hurting.
-----------------------------------------------------------------------

of couse, this was suggested before Rituralist came out... so while similar, I will say Anet copy me...
Also could possibly use for teleporting? or inspire by your skills

Blood Crystal:
Infuse a (Floating Stationary, Floating Following, or Grounded Stationary) crystal (it will turn red). In duration, you only receive 25% of damage. but if the crystal is attack, 75% of its damage goes back to you.

Last edited by actionjack; Mar 07, 2006 at 07:56 PM // 19:56..
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Old Mar 07, 2006, 10:57 PM // 22:57   #7
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Wow....um, I like the way you did it better. Having generic crystals what can be multi-purposed at will is far less complicated and just as unique. I like your skills a lot and if you don't mind I think I'd work the skills I proposed for my version around a more generic format.
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Old Jul 19, 2006, 08:21 PM // 20:21   #8
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these crystals kind of remind me of riutalist spirits at times - however I do think this concept is pretty damn interesting XD
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