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Old May 08, 2006, 05:34 AM // 05:34   #1
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Default New Class Concept : Mystic.

So I figured I would have a go at thinking up a new class. See what you think, if you dont think it sucks, I would welcome any kind of input, especially along the lines of skills and skill implimentation.


ATTRIBUTES.

Primary Attribute : Wisdom. Each rank of wisdom increases your AL by 1 against physical, elemental, dark and holy, as well as increasing the time taken for hexes to be cast on you by 1%

Skills to Follow.


Mantras (name has been used but meh, reuse it, its fitting imo)

No inherent effect.

Mantras are like monk enchantments, however unlike monk enchantments they cannot be stripped, but a Mystic can lose ALL maintained mantras if interrupted. Mantras are maintained constantly as long as the Mystic has enough energy to maintain them.

Mantras can be self, other ally, or entire team based buffs. Also debuffs.

Examples.


Mantra of whispering wind. 10 energy. 2 second cast time. 30 second recharge time.
While you maintain this mantra, all allies (inc spirits) within range recieve a +10-25% increase in attack speed, and you lose one pip of energy regen.

Mantra of Unguided Soul. 20 energy. 2 second cast time. 45 second recharge time
For (10-20) seconds all enemies within range that cast a spell become dazed, and can be easilly interrupted. This mantra causes exhaustion.

Mantra of Divine Wrath. E 10 Energy. 1 second cast time. (30?45?) second recharge time.
Lose all enchantments and mantras. While you maintain this mantra all spells you cast that target an enemy knock down that enemy and strike for (10-50) holy damage. While you maintain this mantra you receive -1 energy degeneration, and lose 1 additional energy each time you cast a spell. Mantra of Divine Wrath ends if you use a spell that does not target a foe.

Mantra of Elemental Communion. 10 energy. 1 second cast time. 30 second recharge time.
While you maintain this mantra, target other allies elemental attributes are raised by 2, and you lose 1 pip of energy regen. You lose 1 energy each time target other ally casts a spell. When Mantra of elemental communion ends, you are healed for (50-200) points.

Mantra of Focused Meditation. 5 energy. 3 second cast time. 45 second recharge.
While you maintain this mantra you cannot be interrupted, whenever you avoid interruption this way you lose (5 lowering to 1?) energy, or mantra of focused mediation ends. When this mantra ends you suffer from exhaustion (and are dazed?).

Mantra of Life Power. E 25 energy. 3 second cast time. 60 second recharge.
Lose all maintained mantras, enchantments, and all energy. While you maintain this mantra all allies receive (1-3) health and (1-2) energy regen and hexes take 50% longer to cast on them, and you suffer from (5-10) health and 4 energy degeneration, and cannot be interrupted. When mantra of life power ends, you become dazed and crippled. This spell causes exhaustion.


Mantra of Baleful Suffering. 5 energy. 1 second cast time. 30 second recharge
While you maintain this mantra, all foes within range suffering from a necromancer hex also suffer from an additional 1 health degeneration per hex.



ATTRIBUTE: REVELATIONS

No inherant effect. Revelations line of skills is aimed at direct negative effects that are also suffered by the caster. As if he uttered some base shouldnt-be-known-by-mortals, and it had an Indiana Jones style effect ^^

Examples.

Piercing Gaze. 5 energy. instant cast. 20 second recharge
Lose half you current energy. Target foe loses half their current energy.

Black Revenant. E 10 energy. instant cast. 10 second recharge
Sacrifice 1/3 of your maximum health and become diseased. Target foe becomes dazed, crippled, blinded (poisoned? need degen?).

Cursed Whispers. 15 energy. 2 second cast. 20 second recharge.
For (5-25) seconds each time target foe casts a spell they lose 5 energy. If target foe casts a spell that targets an ally while under Cursed Whispers, cursed whispers is renewed and spread to that foe.

Plague Caller. 15 energy. 1 second cast. 30 second recharge.
A plague decends and all foes within area suffer from disease and cripple. You become poisoned. (not sure of timing for this one)

Impending Doom. E 20 energy. instant cast. 30 second recharge.
For (5-30) seconds target enemy is cursed with impending doom and suffers (1-3) health degeneration between 100% and 75% health, (3-5) health degeneration between 75% and 50% health, (5-7) degeneration between 50% and 25% health, and (7-9) degeneration between 25% and 0% health. When Impending Doom is removed, or ends, target foe recieves (5-20) HP damage for each second Impending Doom was on the foe. (as the foe loses health, so the rate of degeneration accelerates, and the damage recieved when hex ends or is removed increases)


(Bit necro-ish and couldnt think of many more)


Basiclly Mantras is my idea so far. Ill add to this as I think of more, if it is received well. Up to you guys to tell me what you think, but be gentle with the flames.

Last edited by AhuraMazda; May 08, 2006 at 08:55 AM // 08:55..
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Old May 08, 2006, 05:49 AM // 05:49   #2
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Some skill need some blancing. Try to stay away from the Extremes, such as 75% hp damage, or instant death.

Mantra, as a AoE Buff, is not too bad of an idea, but won't really say its something new (Auras?) Need to see more of its casting energy, speed, and maintaince to tell how if it will be blance or not.

I forgot who, but there was a nice line of "Predition" type of skill that I saw before, good for anticpating and returning hits. I like that line.

Also need a primary... and something more to make it more attractive.
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Old May 08, 2006, 06:00 AM // 06:00   #3
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I love this class idea. Normally I don't post on things like this because theyre too long or boring, but this one just seemed to click. Yes I do have to agree, there are some skills the do need revamping or a makeover or whatever, but the overall idea is very appealing. I would recommend going back and finishing the skills you have by softening some of them such as Black Revenant, giving them energy costs, cast times, and recharges. Also, the effects of some of your skills need to be given durations.
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Old May 08, 2006, 08:39 AM // 08:39   #4
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Ok balanced(?) some skills, removed some others. Will add more skills and attributes and stuff later. Let me know what you think of these, and please suggest how I should balance them if you think they need balanced

Cheers.
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Old May 08, 2006, 11:40 AM // 11:40   #5
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I think the wisdom attrib should only apply to elemental dmg. Instead of physical and Elemental, holy, dark. I would assume that this would have around 60 armor, 16 wisdom would essentially give it 76, and hexes taking almost 1/5 longer to cast on them.

I see balancing issues with wisdom, and impending doom.

Other than those 2, its pretty good

Last edited by Sax Dakota; May 08, 2006 at 11:42 AM // 11:42..
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Old May 08, 2006, 08:45 PM // 20:45   #6
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What about changing the damage resistance to 2 poiints per level of Wisom and it only applies to Dark and Holy/Light. There is no resistances to these damage types and it would be in the spirit of the Mystic.
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Old May 08, 2006, 09:06 PM // 21:06   #7
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Hmm good idea. I like this of thinkin up new classes. It could just give Anet something to work with. I think Anet should hld a contest for new classes.
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Old May 08, 2006, 09:19 PM // 21:19   #8
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Well the primary attribute, in my opinion, should be something that is visible in the character at all times.

Think of fast casting - energy storage - soul reaping etc.

If Wisdom only affected dark and holy, then the attribute would effectivly become an armor option for specific missions/builds, and that goes against the spirit of primary attributes imo.

Maybe if the attribute at maximum takes the AL level up to 70. The character would be inline with a necro wearing tormentors, and assassin armor and energy regen.

Then you could have armor options such to increase / decrease resistances to specific types even further. -10 physical + 10 elemental etc.

Or perhaps the attribute could give the character an inherant ability to block attacks / all projectiles?


Or maybe an entire new gameplay mechanic, interruption resistance. For each level of Wisdom you gain a 1% chance that each attempted intterupt against you will fail.

What do you guys think of that?

Last edited by AhuraMazda; May 08, 2006 at 09:21 PM // 21:21..
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Old May 09, 2006, 03:43 AM // 03:43   #9
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another good proffesion idea and its awesome =)
/signed
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Old May 09, 2006, 04:25 AM // 04:25   #10
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Mystic is synonomous with Mesmer, as soon as I saw the title I realized it needed a better name, Then it's primary technique is Mantras, which is a very prevalent set of skills for Mesmer...... Either complete lack of originality, or sheer poor choice due to very simular aspects.

So the character title and skill names can be changed, but the skills themselves are overpowered, as usual. The apparent weakness seems to counter the effectiveness of these Mantras, but it is realy just broken, lop sided far off to both ends rather than balanced. The effects of many of these mantras are ridiculously overpowered, it would force players to bring mass interruption to counter, so either it would own to no avail, or be totaly shut down without a fight. But worst of all, it is siphoning on skills which should be available to other classes, instead this is a mix of skills types which should be prevalent with Elementist, Ritualist, Monk and Necromancer, with a twist.

The skills are overpowered, overlap other classes, lack identity, and the names arn't unique. Providing Curses and Hexes which are already covered well by Mesmer and Necromancer, crowding that effect, making a broken AoE type which Ritualist and Elementist provide soundly with effective balanced skills, and totaly lacking an original identity, make this a very poor conception. This isn't half as good as the Cleric idea, and I didn't even approve of that, you may take comfort in the approval of passers, but it is too broken to even consider, the developers could make something along this thought, but they would come up with a different name, Different skill type, and balanced skills, leaving no room for contribution from this concept.

Truth be told, I do not intend to be mean, this realy is that bad, I'm pointing it out. An original Class Identity is simply good handiwork, and a natural requirement, A Heavy Combatant, A Naturalist Bowman, A Holy Healer, A Mystic Disabler, A Wican Curser and Controler of the Dead, A Master of the Elements, A Medium to the Spirits, and A Shadowy Assassin. These classes may seem simular it minor aspects, but even a combination of 2 classes don't create the identity of any one of these classes, and They certainly don't overlap with the Identity of any single class. Mystic is simular to Mesmer, [edit, I rewatched that movie and realized I had the referance wrong, sorry]. Mystic doesn't carry a professional oriented definitions, but they are more then simular, and both Mystisism and Mantras are used in Mesmer skill types, it isn't even being compared to a possible class combination, it clearly overlaps with a single class, which is totaly deficient.

You could rework this from the ground up, but by the time you fixed this enough to be worth considering, it would be a totally different class, different name, different skill names, different counters, and remove some of the over prevalent features, expecially the hexing skills which already need to be added to future Mesmer and Necromancer Hexes and Curses. An new kind of AoE effect is the only concept worth considering here, and this is a realy bad concept for it. Here's hoping you will make a good idea instead of pursuing a realy bad failure.

Last edited by BahamutKaiser; May 16, 2006 at 04:21 AM // 04:21..
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Old May 09, 2006, 07:39 PM // 19:39   #11
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Hi, BahamutKaiser.

I note you dont offer any examples on how things should be changed, fail to grasp entireally the working concept of mantras, and also have limited experiance in Guild Wars itself, failing to recognise with the massive crossover in skills between ritualist, mesmer, necromancer and monk currently.

I am sure you dont mean to sound overbearing, and somewhat ignorant, but if you cant see that Guild Wars has ample space in it for a proper, dedicated team buff / debuff character, instead of just limited buffs and debuffs across the entire spectrum, then you need to get off the forums and into the game a bit more.

These skills are no more overpowered than many others are, and as mantras, maintained buffs or debuffs, can be stripped with one interrupt, rather than specific anti enchantment skills, I feel the overall effect when added into the game could prove to be not that unbalanced.

Mystic is actually synonomous with sitting in a cave up in the Himalayas , I would ask you to be careful with offering your opinions as fact. Regardless of your opinion as read in Dracula.. It is my opinion that the Mesmer would correspond to a controller of the mind, an illusionist, whereas this Mystic concept is infact less of a magician, as a mesmer could be seen, less of a shaman, as a ritualist could be seen, less of a healer/preacher as a monk could be seen, and more of a natural philosopher and meditative thinker.

Had you perhaps read much of my class description, you would have realised that aside from the name, mantra, which doesnt actually make much sense when applied to the mesmer line of skills it currently describes, the implimentation, effect, and style of mesmer mantras actually bears no resemblance to the chant style constant effect interruptable enchantments the Mystic would use. Infact considering that the monk is currently the only class to use constant effect enchantments in the style it does, and these tend to be damage reduction, damage increasing, or healing in their effects, I find it astounding that the idea this concept could be adapted for a whole more varied line of effects is damned as being unoriginal, flawed and far too similar to current mesmer mantras. Sounds to me like skim reading, and conclusion jumping there, my friend, which ultimatly leads to flawed reasoning, and flawed arguements. Mesmers ritualists elementalists assassins and necros share hexes, monks elementalists necros mesmers ritualists and assassins share spells, so why not have monks and mystics sharing constant effect style skills? I am afraid that your flawed arguement based upon mesmer mantras is devoid of much reason, considering the cross over of skills and skill types, and the entire regions where new skills, skill forms, and variations of others could be implimented.

I suggest you put down Bram Stokers Dracula, try to calm the soul somewhat, and come back with a stronger, indepth critique that doesnt skim over basic concepts spitting feathers as soon as something touches upon an already existing meme within Guild Wars.

One opinion does not make a community feeling, so please refrain from responding here further unless you have some skill/attribute assistance, creation, or balancing ideas you can help me out with. I welcome your opinion to my thread, but ask that you write nothing more unless it is an indepth critique of my character class, and not an opinion on the lack of originality of the names of aspects of the idea. The balancing issues I welcome all constructive criticism, and shall work to resolve, as I have been doing.

Thank you kindly.

Ahura Mazda.

Last edited by AhuraMazda; May 09, 2006 at 07:44 PM // 19:44..
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Old May 10, 2006, 12:28 AM // 00:28   #12
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Quote:
Originally Posted by AhuraMazda
Hi, BahamutKaiser.

I note you dont offer any examples on how things should be changed, fail to grasp entireally the working concept of mantras, and also have limited experiance in Guild Wars itself, failing to recognise with the massive crossover in skills between ritualist, mesmer, necromancer and monk currently.

I am sure you dont mean to sound overbearing, and somewhat ignorant, but if you cant see that Guild Wars has ample space in it for a proper, dedicated team buff / debuff character, instead of just limited buffs and debuffs across the entire spectrum, then you need to get off the forums and into the game a bit more.
Rude... That's all I have to say. And it's experience. And making judgements about someone you don't know is just stupid.

Quote:
Originally Posted by AhuraMazda
These skills are no more overpowered than many others are, and as mantras, maintained buffs or debuffs, can be stripped with one interrupt, rather than specific anti enchantment skills, I feel the overall effect when added into the game could prove to be not that unbalanced.

Mystic is actually synonomous with sitting in a cave up in the Himalayas , I would ask you to be careful with offering your opinions as fact. Regardless of your opinion as read in Dracula.. It is my opinion that the Mesmer would correspond to a controller of the mind, an illusionist, whereas this Mystic concept is infact less of a magician, as a mesmer could be seen, less of a shaman, as a ritualist could be seen, less of a healer/preacher as a monk could be seen, and more of a natural philosopher and meditative thinker.
That's correct, I'm glad you took the time to research your grounds for the Mystic^^. Nice counter argument^^.

Quote:
Originally Posted by AhuraMazda
Had you perhaps read much of my class description, you would have realised that aside from the name, mantra, which doesnt actually make much sense when applied to the mesmer line of skills it currently describes, the implimentation, effect, and style of mesmer mantras actually bears no resemblance to the chant style constant effect interruptable enchantments the Mystic would use. Infact considering that the monk is currently the only class to use constant effect enchantments in the style it does, and these tend to be damage reduction, damage increasing, or healing in their effects, I find it astounding that the idea this concept could be adapted for a whole more varied line of effects is damned as being unoriginal, flawed and far too similar to current mesmer mantras. Sounds to me like skim reading, and conclusion jumping there, my friend, which ultimatly leads to flawed reasoning, and flawed arguements. Mesmers ritualists elementalists assassins and necros share hexes, monks elementalists necros mesmers ritualists and assassins share spells, so why not have monks and mystics sharing constant effect style skills? I am afraid that your flawed arguement based upon mesmer mantras is devoid of much reason, considering the cross over of skills and skill types, and the entire regions where new skills, skill forms, and variations of others could be implimented.
Now you're insulting a profession... great. Actually, the mantra in the mesmers line shares a more 'implied' definition than your 'direct' form of mantra use. For mesmers, their stance changes and their mind is focused on that mantra they are performing. Same effect with Mystics, and interruption is a good cover, but stacking mantras puts out the mesmers mantras, making the mystic more favourable with the mantra concept. Overall, i'd favour having 1 mesmer mantra in effect than 3 or 4 Mystic mantras, simply because its impossible to chant more than one mantra.

So you clearly forgot about Assassins maintenance spells. Monks and Ritualists share constant effect-style spells - one has energy regeneration penalty, another has a fixed AoE penalty; the monk's condition is that it is an enchantment, and the Ritualist's condition is that it is a spirit. I back up Bahamut when he says that Mesmers already have mantras. The difference in a Mystics maintenance mantra is insignificant, and should be renamed.

Quote:
One opinion does not make a community feeling,
And yet we have great leaders...

*enter Terra Xin*

OK. Allow me to use Bahamut's quote to expand on why Mesmers already fit the role of this profession.

Now I'm not complaining that these skills are overpowered, even though it seems like they obviously are, but the skills that would otherwise be overpowered, are countered with another underpowerment which effectively balances the skills out. Not a good thing for this profession, anyway, here is one end I believe to be underpowered:

Quote:
Mantras are like monk enchantments, however unlike monk enchantments they cannot be stripped, but a Mystic can lose ALL maintained mantras if interrupted. Mantras are maintained constantly as long as the Mystic has enough energy to maintain them.
Either the Mystic will be completely useless by an R-Spiker or an Interrupt Mesmer or the Mystic will be unmatched if there isn't an R-Spiker or an Interrupt Mesmer. Now either I misread this quote, but in order to lose ALL maintained mantra's you have to be interrupted, does that mean interruption while casting the mantra? or is it interruption in general? OK OK, I digress, I suppose knockdowns would apply, seeing as all other professions can knock you down, this profession seems pretty weak. All the more reason not to go a Mystic. Though I'll be happy, at least Mesmers and Monks wont be the first to be targeted^^.

Quote:
Piercing Gaze. 5 energy. instant cast. 20 second recharge
Lose half you current energy. Target foe loses half their current energy.
Now this is just as overpowered as someone who once proposed "gift of energy" but after a few discussions it had been changed. Here is the example (sorry I can't provide the link, search is out)

"Gift of Energy" You lose 5 energy, Target ally gains 5 energy.

For all examples, I will use the Mesmer.

Example: Mesmer uses Signet of Disenchantment or Ether Lord. Mesmer uses Piercing gaze. Target foe loses half of their energy.

Example 2: Mesmer (who naturally has less energy than elementalists) echo casts piercing gaze, and target now has 1/4 energy. Because mesmers have an E-Denial build and good energy maintenance, they're going to love spamming Mind Wrack.

I propose you scrap this skill altogether.

Quote:
Cursed Whispers. 15 energy. 2 second cast. 20 second recharge.
For (5-25) seconds each time target foe casts a spell they lose 5 energy. If target foe casts a spell that targets an ally while under Cursed Whispers, cursed whispers is renewed and spread to that foe.
Point of Clarification. How about saying:

Cursed Whispers. 15 Energy, 2 Casting, 20 Recharge
(State what type of skill it is) Hex Spell. For 5...25 seconds, each time target for casts a spell they lose 5 energy. If that foe casts a spell that targets an ally, the remaining duration of Cursed Whispers is spread to that foe.

Now I edited out what I thought would make the spell run forever. If a monk doesn't have Hex Removals, he should't be screwed out of his energy for 25 seconds "minimum". More definately, he shouldn't be penalised even more for casting spells targeting allies, only to have te hex removed. Either make this an elite, reduce the duration to like, 12 seconds (standard hex duration), increase the recharge (to 60) or.... yeah.... your decision.

Quote:
Plague Caller. 15 energy. 1 second cast. 30 second recharge.
A plague decends and all foes within area suffer from disease and cripple. You become poisoned. (not sure of timing for this one)
Call fourth a devastating plague. All nearby foes suffer from disease and become crippled for 5...12 seconds. You become poisoned for 15 seconds.

Quote:
Impending Doom. E 20 energy. instant cast. 30 second recharge.
For (5-30) seconds target enemy is cursed with impending doom and suffers (1-3) health degeneration between 100% and 75% health, (3-5) health degeneration between 75% and 50% health, (5-7) degeneration between 50% and 25% health, and (7-9) degeneration between 25% and 0% health. When Impending Doom is removed, or ends, target foe recieves (5-20) HP damage for each second Impending Doom was on the foe. (as the foe loses health, so the rate of degeneration accelerates, and the damage recieved when hex ends or is removed increases)
I like the idea that this spell becomes more effective the longer it is on the target. But for a target.... again... who doesn't have hex removals, that character is screwed. (Before I explain further, you need to look at other skills, that do not cause this amount of punishment for not carrying hex removals.) Now then, let's look at this from a technical perspective.

Stats assume max duration of Hex Spell (30 seconds) and target foe has 400 health. This also assumes that this hex is casted while target is at max health (400)

HP at:

100%: 400 75%: 300 50%: 200 25%:100

Foe suffers -3 Degen = 6HP per second

After 16.7 Seconds to degenerate 100HP

Foe suffers -5 Degen = 10HP per second

After 10 Seconds;

Foe suffers -7 Degen = 14HP per second

After 3.3 seconds

Hex Ends

Total damage taken = 100 + 100 + 14x3 + 20x30 = 842 damage.

Now, you should have really spent more time on this build... 842 damage... I'm telling you... The biggest damage comes from the after damage. Effectively, this spell causes the initial degen, plus -10 degen per second when you count after damage. Not only that, but the after damage bypasses the -10 degen cap (the most amount of degen a person can take... fyi) so you can add in other hex degenerating spells to the mix.

Compare this with Illusion of pain: For 10 seconds, Target foe suffers 10 health degen. When illusion of pain ends, target foe is healed for 20 for each pip of health degeneration caused by this spell.

Quote:
Mantra of Baleful Suffering. 5 energy. 1 second cast time. 30 second recharge
While you maintain this mantra, all foes within range suffering from a necromancer hex also suffer from an additional 1 health degeneration per hex.
Now that's a good spell^^. It'll be the first one to have the coditions of another profession... but oh well. New is good.

Quote:
Mantra of Focused Meditation. 5 energy. 3 second cast time. 45 second recharge.
While you maintain this mantra you cannot be interrupted, whenever you avoid interruption this way you lose (5 lowering to 1?) energy, or mantra of focused mediation ends. When this mantra ends you suffer from exhaustion (and are dazed?).
Mantra of resolve.... your proposed skill will make the mesmers one far less favourable in all builds. Also, this skill seems to cover itself, so not only can you not remove it by any skills, you cannot interrupt it, relying on an E-denialist to force the removal of the mantra, or have the R-Spiker effectively drain you first. And there would be no point in becoming exhausted if you have no energy anyway. So, here is a solution

Mantra of Meditation. 15 energy, 2 Casting, 60 Recharge, -1 Re-Energy

Mantra. While you maintain this Mantra, you cannot be interrupted, but whenever you are interrupted, you instead lose 8...4 energy or Mantra of Meditation ends. When Mantra of Meditation ends, you become exhausted.

No need for dazed, too much of a penalty for Mystics.

Quote:
Mantra of Elemental Communion. 10 energy. 1 second cast time. 30 second recharge time.
While you maintain this mantra, target other allies elemental attributes are raised by 2, and you lose 1 pip of energy regen. You lose 1 energy each time target other ally casts a spell. When Mantra of elemental communion ends, you are healed for (50-200) points.
OK. Compare this with the necromancers "Awaken the Blood" and have it changed.

While you maintain this mantra, target other ally's (use proper punctuation, you can't cast a 'target' spell on more than one person. otherwise you need to change it to "all allies in the area". Which I'll have to wait for your reply on.) elemental attributes are raised by 2. (the -1 energy pip should be located at the title. Maintenance spells and energy degeneration are synonymous) You lose 4 energy whenever target other ally casts an elemental spell. When Mantra of Elemental Communion ends, you are healed for (20...180) health.

Apart from the bracketed comments, I increased the energy and decreased the health gained, also made it so that target other ally drains your energy when he/she casts "elemental spells" only.

Quote:
Mantra of Life Power. E 25 energy. 3 second cast time. 60 second recharge.
Lose all maintained mantras, enchantments, and all energy. While you maintain this mantra all allies receive (1-3) health and (1-2) energy regen and hexes take 50% longer to cast on them, and you suffer from (5-10) health and 4 energy degeneration, and cannot be interrupted. When mantra of life power ends, you become dazed and crippled. This spell causes exhaustion.
OK, you really need to re-write this one. From what I see, the moment you cast this mantra, it ends... You have no energy to maintain it as soon as you cast it. Sorry, can't help you with this one.

Quote:
Mantra of Divine Wrath. E 10 Energy. 1 second cast time. (30?45?) second recharge time.
Lose all enchantments and mantras. While you maintain this mantra all spells you cast that target an enemy knock down that enemy and strike for (10-50) holy damage. While you maintain this mantra you receive -1 energy degeneration, and lose 1 additional energy each time you cast a spell. Mantra of Divine Wrath ends if you use a spell that does not target a foe.
For most mantenance spells, the recharge time is irrelevant, so I wont worry about that for now.

Add in: Strike for 10...30 holy damage. You lose 2 energy whenever you cast a spell. Mantra of Divine Wrath ends if you use a spell that targets an ally.

Note: its implied that when you target an ally, you are counted as well.

Quote:
Mantra of Unguided Soul. 20 energy. 2 second cast time. 45 second recharge time
For (10-20) seconds all enemies within range that cast a spell become dazed, and can be easilly interrupted. This mantra causes exhaustion.
So, you can't call this a hex spell, and you cannot call this an enchantment. Please invent a new game mechanic similar to spirits, that would have this effect on ALL targets in the area.

For 6...12 seconds, all foes in the area are dazed for 2...4 seconds whenever they cast a spell. This mantra causes exhaustion.

Note: You don't need to put in "can be easily interrupted" when dazed implies that effect.

Quote:
Mantra of whispering wind. 10 energy. 2 second cast time. 30 second recharge time.
While you maintain this mantra, all allies (inc spirits) within range recieve a +10-25% increase in attack speed, and you lose one pip of energy regen.
Spirits exclusive please, if a ritualist cannot modify the effects of their spirits, a Mystic shouldn't be able to outclass them. Increase energy to to 15, rechage time to 60, and either take off 2 energy pips, or show penalty for attack speed (such as increased chance to miss, take more damage etc) or this mantra is overpowered.

Enjoy^^

Oh, for your primary attribute, how about:

for every 2 ranks in Meditation, you gain 1 energy every time you are interrupted.

Last edited by Terra Xin; May 10, 2006 at 12:35 AM // 00:35..
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Old May 10, 2006, 01:56 AM // 01:56   #13
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*cries* he beat me to everything i wanted to say...

uhm, i dont think this fits well as it has no unique niche, i could make a smiting/curses monk or necro and have a very similar overall effect IMO. Clarify armor + energy base stats, but idk, i just dont see this very effective.
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Old May 10, 2006, 02:35 AM // 02:35   #14
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Ahura Mazda, I don't even have to respond to your bullshit claims that I don't know how to make a balanced observation, nor recognize the difference between mantras and other AoE effects. I made it clear that I didn't like the lack of originality between this class idea and exsisting classes, in name and skill name and skill types, and I think that they are unbalanced in both directions rather then countering effects, your insults don't make my perceptions invalid, they prove your immaturity.

I clearly stated that I thought every aspect of this class isn't good enough to be used in a new class, which is why I didn't provide much alternative ideas.

Your rather brash and obviously ignorant assumptions about me as a person serve to your own insult, I have made several outstanding concepts which were added to the game, and have made some of the most intricate and developed class concepts every posted on these forums, you can read my Thread Log. I have crushed many Imbiciles like you, just by standing by and watching my ideas get approved, and added to the game.

Unlike idiots like you, I don't presume to make decisions for Anet, nor make immature insults against someone just because I dissagree with their Idea, only when assaulted by people like you do I justify offensive language. I point out reasons why I think an idea can or cannot work based no dedicated study of the game, its barriers, and originality, I point out that "I think" that Anet can do much better, and wouldn't choose this idea for innumberable reasons.

The title of mystic has many associations, but they are just that, none of them are deffinitive, they use such names to describe certain types, but that type isn't part of the definition of a mystic. I pointed out an association which dissapproved of Mystic as a title. The definition of Mystic is someone with a conciousness or belief in an ultimate reality, a very vauge description of someone who believes in god or magic.
Definition.
http://dictionary.reference.com/search?q=mystic

If you were actually intellegent enough and mature enough to contest my viewpoint, than you wouldn't have defected to insults to point out and prove that Mystic is a working title and concept, if possible. Yet your proof is nothing more then counter opinion and obscure association, yet you find the gaul to attack me like I lie or falsely accuse this class of being broken with indignation.

And since I am much more mature (proven by your introduction of immature behavior), I will simply add you to the very functional ignore list, instead of continuing immature flames from someone I dissagree with, whos best offense is insults instead of a composed response.

This is a very modern personallity these days, assuming that because you believe, your concept is right, and you have the right to insult anyone who dissagrees with you. I didn't like the idea because it had some significant flaws, and I explained them, and suggested a best course of action, which was to restart instead of trying to rework this concept. Ritualist provides many defensive Group effects, Elementist provides many offensive group effects, Warriors have shouts for various unique AoE effects, Monk provides several defensive and Offensive AoE effects, and Mesmer along with Necromancer provide more then enough hex coverage, all of mesmers attributes revolve around hexing, countering, and Plenty of "Mantras".

My Posts, Threads, and overall work have repeately proved that no matter how much the majority disagrees with me, no matter how much idiots flame, good work stands a chance of being added, search my posts on Auction Houses, where I repeatedly suggested traders as an alternative, only to be added weeks after my suggestions, my repeated threads defending new classes before Anet claimed they would add them, like Ninja type classes, but all the "pros" (obviously like you) thought it would break balance, and a vast history of defending the balance and stability of the games against any suggestion which isn't reasonable. And you think to insult me and claim I don't know how to perceive nor judge a concept, it is a total laughing stock!

Last edited by BahamutKaiser; May 16, 2006 at 04:29 AM // 04:29..
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Old May 10, 2006, 07:35 AM // 07:35   #15
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Terra Xin, you make some great points, but commenting on my rudeness, then pointing out a rare punction mistake, well yeah.

BahamutKaiser, I have just looked over a few threads you have started recently.

Couple of points you dont seem to be aware of, PvP and Balance.

I dont write much on these forums, Quiet Traveler and all that, but praising your own abilities and build designs is just arrogant, and from what I have been reading from you, ingame mechanics is something you are not overly familiar with. I dont know what ultra amazing builds you have developed, and to be quite frank I dont care. Many people say many things, and its all noise, to be honest.

Yes some of the skills I have written are horribly overpowered, but that doesnt take 250-500 words. The rest of your posts are self esteem boosting drivle.

When the two of you next decide to write in this thread, write with respect, or dont write at all.

This is a thread about a concept class for the game, this is not somewhere for you to inform us all of your immensity, superiority, and awsome forum skills. So just put a sock in it.

Last edited by AhuraMazda; May 10, 2006 at 08:14 AM // 08:14..
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Old May 10, 2006, 08:06 AM // 08:06   #16
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Quote:
Originally Posted by AhuraMazda
Terra Xin, you make some great points, but commenting on my rudeness, then pointing out a rare punction mistake, well yeah.
You know I do try to help ppl, can you at least say more than that, or do something about your first post please? If you can't then at least reply to what points you thought were great, wern't great ranei. I see you complaining about constructive critisism, and you can't even provide it... ok... this is your thread of course...

With the little information, let me do my best to reply.

1) I did make a comment on your rudeness... I think... no, I don't, my apologies.

2) Yes, it is a rare grammatical error, most people who speak english as a second language have this problem. Allies (plural) and Ally's (possessive noun)

Quote:
If the two of you wish to continue this all too modern, and frankly boring, internet behaviour of mockery, point gaining, reputation and persona swelling, then leave my thread.
But, anyway, Name's Terra Xin. You can call me Terra, TX, or whatever insult I probrably don't deserve.

I'd like to leave with one last thing:

Quote:
Primary Attribute : Wisdom. Each rank of wisdom increases your AL by 1 against physical, elemental, dark and holy, as well as increasing the time taken for hexes to be cast on you by 1%
Replace Dark with Chaos.... Easy correction, not too hard.

Edit: Hmm.... you know, the only thing that I have said that would merit me with your assumption that I am disrespecting you, is calling you rude. Since I know how to count the number of insults I have made, I would ask you to do the same for me.

Last edited by Terra Xin; May 10, 2006 at 08:14 AM // 08:14..
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