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Old Apr 22, 2006, 12:47 AM // 00:47   #1
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Default new profession idea, the distorter:

ok a new idea for a future profession, the distorter:

-Edited-
The distorter use it's magical skills to stop, disturb and give the enemy conditions. The distorter uses many area dmg skills and send out sound and wind waves.

Attributes: sound magic, wind magic, time magic and duration (primary attribute)

Weapons: 2-handed flute or a 1-handed fan or rod/wand and a magical horn in the 2.hand. The flute on max gives you + 10 energy and it attacks all the nearby enemies instead of one single target at the time, the flute deals 8-20 dmg on all nearby foes inside your aggro circle, it deals sound dmg. The fan/rod/wand deals 11-22 wind dmg to one target and the magical horn gives you 10 energy and + 20 armor against melee attacks, elemental attacks, piercing attacks or against holy/dark attacks (one of these attack types, not all of them).

Energy: Basic energy is 20 with 6 energy regeneration + exstra energy from weapons.
Armor: Cloaks and robes that covers the whole body, from head to toe and with most of their armor they use a hood.


Sound magic: Attribute points in sound magic increase the dmg from sound magic skills and attack dmg from your flute with sound magic req. Sound magic is about damaging the opponents with high and disturbing sounds, attacks with sound magic does often bring with some conditions: dazed, bleeding, blindness etc...and a new one called mind collapse (mind collapse = target is not able to use any spells in a short period of time, if target is already using a spell that spell is not interrupted). Most of the attacks with sound magic are on one foe at the time.
- everytime you use a sound magic skill all nearby foes takes 8-15 dmg.

example on sound magic skill:

High sound: (spell) 5 energy, 5 sec recharge, 0 sec activation. Target foe takes 15-45 dmg.

Extreme sound: (spell) 10 energy, 15 sec recharge, 0 sec activation. Target foe takes 25-70 dmg and suffers from bleeding for 3-5 seconds.

Disturbing sound: (spell) 15 energy, 20 sec recharge, 2 sec activation. Target foe is knocked down for 2-3 sec and blinded for 5-9 sec.

Demons shout: (elite spell) 15 energy, 30 sec recharge, 3 sec activation. Target foe and all adjecent foes are stripped for maximum 1-2 enchantements, they takes 30-40 dmg for each enchantement stripped.

Collapse shout: (spell) 5 energy, 20 sec recharge, 2 sec activation. Target foe suffers from mind collapse for 4-8 sec


Wind magic: Attribute points in wind magic increase the dmg from wind magic skills and attack dmg from your fan and magical horn with wind magic req. Many of the wind magic spells are area dmg and makes hindrance (a new condition, hindrance = character moves 60% slower). Most of the wind magic spells have a long activation time.
- each time a foe is struck by a wind magic skill that foe has to wait for 2 seconds before it can move again.

example on wind magic spells:

Wind blow: (spell) 10 energy, 15 sec recharge, 2 sec activation. All nearby foes takes 30-70 dmg.

Strong blow: (spell) 10 energy, 30 sec recharge, 0 sec activation. Target foe takes 20-40 dmg and is knocked down for 2-3 seconds.

Thin air: (hex spell) 15 energy, 40 seconds recharge, 3 sec activation. Target foe and all adjecent foes experience energy degeneration of -1 and health degeneration of -2 for 10-20 sec.

Wind hindrance: (spell) 10 energy, 20 sec recharge, 3 sec activation. All nearby foes takes 10-30 dmg and have hindrance for 4-8 sec.

Poisonous wind: (elite spell) 10 energy, 30 sec recharge, 2 sec activation. Target foe is poisoned for 15-40 sec and have hindrance for 7-11 sec.


Time magic: Attribute points in time magic increase the effect of time magic skills and attack dmg from your rod/wand and magical horn with time magic req. Time magic is sbout stopping or slowing your foes, also make your allies faster, it's most about speed. The time magic has a lot of hex spells that makes a foe stop. when a foe is stopped that foe can't do anything at all, can't attack or move, if a foe was using a skill when stopped the activation timer also stop, but when the foe is no longer stopped the timer continues, so it isn't any interrupt.

Example on time magic skills:

Stop: (hex spell) 10 energy, 20 sec recharge, 2 sec activation. Target for is stopped for 3-6 seconds.

Location stop: (both hex and enchantement spell) 15 energy, 40 sec racharge, 3 sec activation. All nearby foes are stopped for 2-5 seconds and all nearby allies gains + 25% speed for 4-8 seconds.

Slow motion: (hex spell) 15 energy, 60 sec recharge, 1 sec activation. Target foes movement speed is 80% slower and all skills ued by that foe takes 100% longer time to cast.

Speed stealer: (elite hex/enchantement spell) 10 energy, 45 sec recharge, 2 sec activation. Target foe moves 50% slower, all spells takes 50% longer to cast while your movement speed is 25% faster and you activates skill 25% faster, this skills last for 10-25 sec on both target foe and you.



Duration (primary attribute) : Attribute points in duration increase the effect of duration skills and attack dmg from your fan or rod/wand and magical horn with duration req. attribute points spent on duration increase the duration of all enchantements, shouts, conditions, hexes and wards casted by you.
- 0 points in duration = 0% more duration
- 6 points in duration = 18% more duration
- 12 points in duration = 36% more duration
Let's say you have 12 points in duration and 12 points in time magic, when you use Speed stealer the duration of that skill will be 25 sec + 36% = 25+9= 34 seconds.

exapmle on duration skills:

Cheap charge: (signet) 30 sec recharge, 2 sec activate. The next skill you use that is an enchantement, ward, condition, hex or shout costs 10 energy less to cast.

Wind gods dance: (enchantement spell) 5 energy, 30 sec recharge, 2 sec activation.The next wind magic skill you use in 10 sec recharges instantely.

Favor condition: (elite enchantement spell) 5 energy, 60 sec recharge, 2 sec activation. The next condtition you gives an opponent in the next 20 sec last 100% longer.


ok i'm open for critics, hope to get some support too though. maybe something is unbalanced, overpowered etc....


ok i have updated this thing now, every new thing is shown in this type of letters.

Last edited by bulletsmile; Apr 22, 2006 at 04:56 PM // 16:56..
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Old Apr 22, 2006, 12:59 AM // 00:59   #2
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"Sound" like a bard to me.!
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Old Apr 22, 2006, 01:03 AM // 01:03   #3
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Its written out very nicely, and well organize.

Sad to say.. but I don't think this class too well.
It just lack a certain appeal.. and its functionality is too much the same as other classes (long range damage like Elm, conditions like Neco, buffs like Warrior/Monk) (of course feel free to point out if I am wrong...)

I would suggestion trying to add some unique playing mechanism into it to make it stand out even more.
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Old Apr 22, 2006, 01:19 AM // 01:19   #4
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well you're partly right, it's missing the special thing, it's like the other professions, but with other attributes, only real new thing here is the duration, barrier, mind collapse and hindrance
hmmm hmmm hm think think think, i'll try to add something "special" later
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Old Apr 22, 2006, 01:30 AM // 01:30   #5
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Your skills need to be revamped in names, purpose, and originality wise. Right now they just have a More Energy:More Damage ratio going on, thats not what you want. You want all your skills to be unique not simply a better version of another one. Also pick your conditions better.. Disease? Bleeding would make more sense, considering your ears would start bleeding if you heard loud sounds. Also ditch defense. Try something like Vibrations or... Flute Mastery?

Heres some stuff to add. (Also a guideline to follow for you to fix your skills)

Sound Magic
Wallow's Senses: 10 Energy, 2, 15
Hex Spell. For 2...28 seconds target foe suffers from 1...3 health degeneration, when Wallow's Senses ends target foe suffers from deafness for 3...15 seconds.

Sound Wave: 15 Energy, 20
Spell. All foes within 6" of you take 12....95 damage and suffer from deafness for 3...15 seconds.

Screech: 5 Energy, 1/4, 10
Skill. Touch target foe for 5...50 damage causing bleeding for 4....22 seconds.

Wind Magic
Spirit Wind: 10 Energy, 1/4, 15
Spell. All spirits within the area Spirit Wind was casted gain 5...25 armor for 3....34 seconds.

{Elite} Dwanya's Wings: 15, 3, 45
Spell. All target allies are gifted with Dwanya's Wings in which your party recieves a 33% speed bonus for 4...16 seconds.

Encasing Winds: 15, 2, 60
Enchantment Spell. For 3...16 seconds all magical projectiles have a 30% chance of missing you. Any foes attacking you in melee are blocked and suffer weakness for 2...5 seconds for each swing they take.

Conditions
Deafness (New Condition): While deaf, you cannot be effected by shouts.

Weapons
Ditch the wand... It needs something unique. I vote for a flute, or any musical instrument along those lines.

Ex:
Brass Flute of Warding
6-12 Dmg (Req. 9 Sound Magic)
+2 Energy
+5 Armor

The Distorter would play from a distance, and the target would take damage. There is no way of avoiding the damage unless new skills or Ele wards were added.

Appearance
Robes and armor are too simple, I'd like to something a little Sea Faring almost, Music and the Ocean go hand and hand. Robes of course would stay, but aquatic designs on them and such; Think Legend of Zelda: Wind Waker.

Last edited by Nevin; Apr 22, 2006 at 01:50 AM // 01:50..
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Old Apr 22, 2006, 03:34 PM // 15:34   #6
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ok i made a lot of new things now:

- i changed from disease to bleeding on Extreme sound

- i changed the weapons to more special and exciting ones: 2-handed flute, 1-handed fan and magical horn in the 2.hand, they all got some abilities that no other weapons have.

- each time a foe is struck by a wind magic skill that foe has to wait for 2 seconds before it can move again.

- everytime you use a sound magic skill all nearby foes takes 8-15 dmg.

- a new type of skills that stops the foe, time magic: when a foe is stopped that foe can't do anything at all, can't attack or move, if a foe was using a skill when stopped the activation timer also stop, but when the foe is no longer stopped the timer continues, so it isn't any interrupt.

- i changed the Defending attribute to Time magic as you can see below, ye the defending were very boring, just the same as warriors tactics, protection and wards.

-Time magic: Attribute points in time magic increase the effect of time magic skills and attack dmg from your rod/wand and magical horn with time magic req. Time magic is sbout stopping or slowing your foes, also make your allies faster, it's most about speed. The time magic has a lot of hex spells that makes a foe stop. when a foe is stopped that foe can't do anything at all, can't attack or move, if a foe was using a skill when stopped the activation timer also stop, but when the foe is no longer stopped the timer continues, so it isn't any interrupt.

Example on time magic skills:

Stop: (hex spell) 10 energy, 20 sec recharge, 2 sec activation. Target for is stopped for 3-6 seconds.

Location stop: (both hex and enchantement spell) 15 energy, 40 sec racharge, 3 sec activation. All nearby foes are stopped for 2-5 seconds and all nearby allies gains + 25% speed for 4-8 seconds.

Slow motion: (hex spell) 15 energy, 60 sec recharge, 1 sec activation. Target foes movement speed is 80% slower and all skills ued by that foe takes 100% longer time to cast.

Speed stealer: (elite hex/enchantement spell) 10 energy, 45 sec recharge, 2 sec activation. Target foe moves 50% slower, all spells takes 50% longer to cast while your movement speed is 25% faster and you activates skill 25% faster, this skills last for 10-25 sec on both target foe and you.
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Old Apr 22, 2006, 03:58 PM // 15:58   #7
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Quote:
Basic energy is 20 with 6 energy regeneration + exstra energy from weapons and armors.
thats just not right... i dont think anet will ever add more than +4 energy regen, i mean i could use this primary and then an ele secondary for all that magic regen, that 2 energy every second!!!! and then MORE from other armor and weapons??? i could just use one of thir weapons as a caster (as weapons really dont matter to much, maybe a 20% there and here). So i dissaprove of this class.

Some of your skills are overpowered too... like wind? every time target takes wind damage they get KD? thats like a built in thunderclap with no energy suffering... i just see this as way to abusive, sry.
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Old Apr 22, 2006, 05:00 PM // 17:00   #8
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well you know an elementalist with a lot of energy storage has up to 80-90 energy, and this profession with a max weapon has 30 energy, that 2+ energy more is not worth 60 less energy......my opinion, anyway i made those stuff to make this profession more unique, ofcourse it's overpowered, have you read any other class ideas here? they're all overpowered and i think that's just becouse people wants to get their points out.. if this profession would been made they would tune things down to balance it, i have just made it as it is to show you the different sides of the profession.

Last edited by bulletsmile; Apr 22, 2006 at 06:10 PM // 18:10..
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Old Apr 23, 2006, 04:05 PM // 16:05   #9
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Avoid making classes that stop other players from having fun, and this class is a fun-spoiler. We already have knockdown and blackout in the game.
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Old Apr 23, 2006, 04:10 PM // 16:10   #10
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wind spells are overpowered. Stopping a player moving for 2 seconds once hit is just way way to powerful.

Other than that fairly creative.
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Old Apr 25, 2006, 01:45 PM // 13:45   #11
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like i said before, those overpowered things are not important now, it's just to how some ideas, if they would add it into the game it would be like for 10-30sec not 2 min.
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