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Old Mar 11, 2006, 12:56 PM // 12:56   #1
Krytan Explorer
 
Join Date: Jul 2005
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Default New Profession: TerrainMaster (not an earth ele!)

I did a search on the forums and I'm quite sure this idea is decent enough for a new thread.

As the title suggests, this profession is nothing like an earth ele, but its role revolves wholly on terrains in Guildwars. So far, the current classes do not make use of terrains except rangers with their arrows from higher ground.

OK, here goes my idea of the terrain master:

Primary Attribute: Terrain Mastery
Increments in this attribute line will increase the range of skill effects.

Other attributes:

Geomancy:
This attribute line will probably be most used due to the common earth terrain.

Skill examples:
Mother Earth, Protect Me! (Shout)
Nearby allies standing on earth terrain will gain bonus armor for Xsecs. This bonus armor will cancel out prematurely if ally steps into other terrains.

Earth Spirit (Nature ritual)
This spirit can only be placed on earth terrain. It will do bonus dmg to nearby foes standing on earth and reduced damage to those that are not.

Hydromancy:
Holy waters (ELITE Enchantment spell)
This spell will induce a +X hp and +X energy regen on target ally (standing on water terrain) for X secs.

Water spirit (Nature ritual)
This spirit will provide +1 hp regen to nearby allies (not on water) and a +2 regen on allies standing on water.


Pyromancy

Fire Armor (Enchantment)
When target ally is under this enchantment and gets hit, the foe will be on fire for 1-3 seconds.

Oil Splash (Hex)
When target foe under this hex, fire attacks will cause extra damage and the condition will last X seconds longer.

Latitude Control:

Vertigo (Spell)
When target foe is standing on higher ground than caster, this spell will induce daziness for X seconds.

Upwind Weapon (Stance/Enchantment)
Under this stance/enchantment, melee weapon and arrows will deal extra X damage.


I think this profession is pretty doable. However, I admit that the pyromancy based skills will encounter problems due to lack of fire terrain.

Please share your opinions on the feasibility of this profession

Last edited by Nightwish; Mar 11, 2006 at 12:58 PM // 12:58..
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Old Mar 11, 2006, 02:39 PM // 14:39   #2
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I was actually meditating on posting a class exactly like yours,
but i was really afraid of hardcore critics in sites like this who would analyze the concept and say that it was just an off-shoot of the elementalist!

To make your concept even more unique,it should not only cast spells that activate on certain terrain but also manipulate the environment itself(inspired by the "geomancer" class in final fantasy tactics and "avatar: the last airbender" from nickelodeon). In my point-of-view, this concept class would be unique in comparison to the ele therefore completely doable, because each skill/spell in this class would have the capacity to be hex, enchantment, and condition inducing in addition to direct damage since it utilizes the environment. Within this context, the terrainmaster can function as a very efficient support caster capable of controlling large mobs and turning the tides when battles get rough.

Besides, skill animations and effects for this class would be gorgeous! if this would ever be accepted by Anet, this would be the first class that would have the ability to cause visible changes in the active environment since its spells manipulate the surrounding terrain for specific effects.

Last edited by rewysten; Mar 11, 2006 at 03:16 PM // 15:16..
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Old Mar 11, 2006, 02:55 PM // 14:55   #3
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Profession: E/Mo
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Um, are you trying to copy Magic the Gathering's World enchantments or something?

About terrain idea:

The problem with spirits and nonmovable things like wards is if you kill things fast and need to move on. As a warden if I did not have a 20/20 focus for earth magic, I would be very inefficient because it only has limited range. At 16 Earth Magic a ward is 21 seconds. The recast time is 20 seconds.

Same for spirits since they have 5 cast time. High expertise offsets energy cost but not cast. Spirits die too fast, before the recharge is up.

Increased range on skill effrects would require balance changes. Imagine watch yourself, shields up, ward against harm, and other buffs as the whole aggro circle. That would be serious balance issues. Not to mention healing spring...

About Buffs:
It seems to me it mainly is a buffer like a necro with blood ritual mixed with a monk with smiting. It should a bit more specialized in each line. You end up with an E/N look-alike with spirits (IMO). Being buffed only when in a certain location would be a less powerful armor of earth.
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Old Mar 11, 2006, 06:36 PM // 18:36   #4
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Decent idea, good premise, a little to closely tied to elementalist. Maybe make it function where it can raise and lower terrain or create terrain walls, etc.... just thoughts
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Old Mar 12, 2006, 07:43 AM // 07:43   #5
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I will be a hardcore critics in sites like this who would analyze the concept and say that it was just an off-shoot of the elementalist! (actually, more like Ranger)

While I do like Geomancer (from FFT, very creative), there is a problem in GW as most terrain in a map is the same... and that won't be really great for PvP. One thing I would do is to make it a attribute (for class like Druid or Natualist), and add Terrain chaing spells and skills that have terrain-related-conditions.

but one thing I like is the Latitude Control attribute... maybe have skill like
Ward of Higher Ground: All ally in the AoE is treated as if they are on a high ground.
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Old Mar 12, 2006, 01:39 PM // 13:39   #6
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Thanks for the feedback I was hoping this profession will not cross boundaries with the existing professions but apparently not =P

Yes, I do like the idea of terrain changing skills but will that be technically feasible O.O?
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Old Mar 12, 2006, 01:43 PM // 13:43   #7
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hmmm it sounds extremely similar to the ele which kinda worrys me cos ele/terainmaster would be a waste
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Old Mar 12, 2006, 03:58 PM // 15:58   #8
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having to make the program check every patch of ground players are on must be a big patch.
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Old Apr 14, 2006, 09:29 AM // 09:29   #9
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dude,i hope you didnt spend much time on this because it completely sucked. 1. all that you are doing with this class is saying that rangers and elemtalists can onlyuse their skills on specific terrain.boring.2. changing the terrain is just another way for noobs to screw us all over.boring.3. how would this guy work in the random arenas? you have no idea what the terrain will be like.boring.4. when are you actually allowed to go on water other then in Kryta beaches?boring.5. all the terrain is earth so that was just bombed, volcanoe has rocks, water has rocky ground, desert as sand.boring.finally,6. to be fair to the elemental gods, you have to have lightning terrain, which its impossible to step on energy.Dwayna is air goddess and she can smite your character(j/k)
look, im sry to completely bomb your idea, with a little work it could be good, but right now it is horrible.
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Old Apr 14, 2006, 10:19 AM // 10:19   #10
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Super Nerd, if you're going to try to make an argument, separate the damn sentences or capitalize so people can at least read the damn post. No one is going to read that garbage.
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Old Apr 14, 2006, 10:34 AM // 10:34   #11
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Pyromancer, Geomancer, Hydromancer... spirits... E/Ret anyone?

IMO, it just doesn't compliment anything else we already have in the game and it wouldn't fit in.
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