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Old Jan 30, 2006, 06:52 PM // 18:52   #1
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Default Premise for new concept class.

Hooray, 2 new professions for the upcoming expansion.

Anet says they want to keep the new chapters rolling but that’s got me wondering, will there be new professions for ever one?

I can understand the addition of new maps, new skills, and new weapons, even new attributes for existing classes, but it would be hard to keep coming up with new classes to fill new roles.

Well I got an idea for a new profession that seems like it would work well into a new role yet discovered. But before I get into it, Ill list a concept mesmer skill:

Clarity inspirations
This skill can be replaced by Mantras of Concentration, Earth, Flame, Frost, or Lighting.

The way this skill would work is it is replaced for the duration of your match with one of the skills it says it can replace. Seeing how these mantras are highly situational and get little use, this would make these skills come into play as you encounter the situation in which they should be used.

I actually got the idea from somewhere else, but it seemed like a perfect solution for some of these skills that can’t be very reliable versus an unknown foe.


This flexibility is the premise of this new class.
They can have a variation of skills that allow them to select other types of skills which are good for a specific use.

I don’t have a list of attributes and skills to go with this idea, ...just a premise.
Strategist, Clairvoyant, Psychic? Someone that can adapt some of his/her skills for the situation that may arise.

Last edited by Goonter; Jan 31, 2006 at 12:46 AM // 00:46..
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Old Jan 30, 2006, 07:27 PM // 19:27   #2
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I don't think it is hard to coming up with new class...well.. atleast not after like the 10th one... (I have a big ol list of concept classes....)

But all new class need a nitch and its own role.
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Old Jan 30, 2006, 09:04 PM // 21:04   #3
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I don't know if I have ever seen a more vague post than the start of this thread.
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Old Jan 30, 2006, 11:13 PM // 23:13   #4
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Hmmm.. I didn’t see it has hard to catch.

Quote:
Originally Posted by Goonter
Hooray, 2 new professions for the upcoming expansion.

Anet says they want to keep the new chapters rolling but that’s got me wondering, will there be new professions for ever one?

Im not sure as to what part you mean is vague to you, but this is part of the beginning of the thread.

Here I mean, if Anet introduces new chapters, like factions, will they introduce new classes for each new chapter?

So by chapter four they will they have created six new classes to play?
And by chapter ten will there be 18 new classes?

It seems like it could get excessive in the long run.
Actionjack is optimistic about it.
Im a little skeptical.

This thread is about the premise of one new class that I think could fit a unique role in the already existing 8.
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Old Jan 30, 2006, 11:52 PM // 23:52   #5
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Quote:
Originally Posted by Goonter
Hmmm.. I didn’t see it has hard to catch.




Im not sure as to what part you mean is vague to you, but this is part of the beginning of the thread.

Here I mean, if Anet introduces new chapters, like factions, will they introduce new classes for each new chapter?

So by chapter four they will they have created six new classes to play?
And by chapter ten will there be 18 new classes?

It seems like it could get excessive in the long run.
Actionjack is optimistic about it.
Im a little skeptical.

This thread is about the premise of one new class that I think could fit a unique role in the already existing 8.
You picked out in your quote there pretty much the only clear part. Your 'skill' idea and 'concept class' don't make any sense whatsoever to me.

Also, I highly highly doubt they will ever get to chapter 10. Three or four seems a reasonable estimate to me.
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Old Jan 31, 2006, 12:04 AM // 00:04   #6
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Theres still plenty of stuff left out there, not to mention a job aspect. If theres one key element GW is lacking its jobs..
-Cook
-Blacksmith
-Miner
-Herbalist
etc..etc.. It really adds to the aspect of economy, as for classes I can think of tons off the top of my head, you just need some imagination.

Generic Classes
-Druid
-Warlock
-Lancer (Someone who uses polearms)
-Martiartist
-Bard
-Samurai
-Summoner

^ ^ ^ ^
On a personal level I could come up with a bunch, but thats just the typical MMO stuff you see

Last edited by Nevin; Jan 31, 2006 at 12:07 AM // 00:07..
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Old Jan 31, 2006, 01:29 AM // 01:29   #7
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Ah, ok.

The skill, clarity, would work as such:

Once on your cast clarity an option of five other skills will appear.
Mantra of Concentration
Mantra of Earth
Mantra of Flame
Mantra of Frost
Mantra of Lighting

You select one of those five skills and it will replace clarity on your skill bar for the rest of your match or instance.

The benefit is, with this one skill, you can adapt to your situational needs that the other five skills provide.

That is the premise.

The concept class is one that will run with that idea. I didn’t really give it a name but listed a few suggestions as to what it could be called.

The reason why I left it so vague is because I thought that explaining the role of this class would be more important than discussing details.

We know the following roles:

Warriors provide sturdy fighters with heavy damage for melee range.
Rangers provide steady damage, conditions, and disruption from a distant range.
Monks provide team support, protection and armor ignoring damage.
Elementist provide a varity of types of heavy damage, hexes, conditions and protection.
Necromancers provide hexing, corpse capabilities, life siphoning and team buffs.
Mesmers provide hexing, disruption and action manipulation.
Assassins provide heavy single target pressure within melee range and conditioning.
Ritualist provide healing, damage and area control.


How can I get a class to provide something that the other classes do not?
I thought that one that provided a flexibility skill set, midcombat, would be interesting.
The class sounds complicated, but in a good way imo.

Ill try to comeback and post a full class concept later.
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Old Jan 31, 2006, 03:01 AM // 03:01   #8
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Ah. Thank you, I see what you mean now.
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Old Jan 31, 2006, 04:42 AM // 04:42   #9
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Quote:
Originally Posted by Kakumei
Ah. Thank you, I see what you mean now.
And I just finished typing up this example... oh well.

The naming is pretty generic but you should get the point.


Prophet
Attributes:

Clairvoyants (primary attribute) – For each rank in Clairvoyants you will gain a 1% chance for halving casting and recharge time of spells cast through it’s skills.

Foresight
This skill can be replaced by any skill in psionics that is not elite.
Cost: | Cast: | Recast:

Mind scan
This skill can be replaced by any skill in Telepathy that is not elite.
Cost: | Cast: | Recast:

Projection
This skill can be replaced by any skill in Telekinesis that is not elite.
Cost: | Cast: | Recast:

Insight (elite)
This skill can be replaced by any Prophet skill that is not elite.
Cost: | Cast: | Recast:

Prescience (elite)
This skill can be replaced by any secondary skill that is not elite.
Cost: | Cast: | Recast:


Psionics - No inherent effect. Many Psionics skills especially those that aid your allies become more effective with higher Psionics abilities.

Channeled Focus
Your allies’ next skill attack will not fail and hit for full damage.
Cost: | Cast: | Recast:


TelepathyNo inherent effect. Many Telepathy skills especially those that effect attributes become more effective with higher Telepathic abilities.

Incompetence
All marksmanship skills will recharge twice as long 10 seconds
Cost: | Cast: | Recast:

Insulation
All skills cast by air magic are reduced by 2 attribute points for 10 seconds.
Cost: | Cast: | Recast:


Telekinesis - No inherent effect. Many Telekinesis skills especially those that effects equipment become more effective with higher Telekinetic abilities.

Damperage
All bonuses given by foes weapon produces the opposite effect.
Cost: | Cast: | Recast:

Elemental Expose
Target foes elemental AL is reduced to 60 for 20 seconds.
Cost: | Cast: | Recast:



Once again, I keep it pretty open without worrying about the cost of skills or armor types and etc.
These skills arent all that good.
But if you can tell, the skills themselves are very very situational. However, the primary line gives the possablity to make sure that those situations can come to past.

And now we have a brand new role - A class that supports the team in a situation that arises after the opposition has been analyzed.

Last edited by Goonter; Jan 31, 2006 at 05:04 AM // 05:04..
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Old Jan 31, 2006, 05:13 AM // 05:13   #10
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Quote:
Originally Posted by Nevin
Theres still plenty of stuff left out there, not to mention a job aspect. If theres one key element GW is lacking its jobs..
-Cook
-Blacksmith
-Miner
-Herbalist
etc..etc.. It really adds to the aspect of economy, as for classes I can think of tons off the top of my head, you just need some imagination.

Generic Classes
-Druid
-Warlock
-Lancer (Someone who uses polearms)
-Martiartist
-Bard
-Samurai
-Summoner

^ ^ ^ ^
On a personal level I could come up with a bunch, but thats just the typical MMO stuff you see
Jobs create grind-exactly what gw is trying to avoid.

Druid-ranger/ritualist
Warlock-Ele/necro
Lancer-would be a nice addition to warrior
Martialartist-could be...but weapons are better if you think about it
Bard-sounds like mesmer enchanters etc..anyone who uses buffing spells
Samurai-why? warrior/assassin i reckon
Summoner-ritualist

For the prophet goonter...it could use just a little bit in the way of offense. Pure buffing classes like that can be a little boring.

An elemental expose should be by 60, not to.
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Old Jan 31, 2006, 05:53 AM // 05:53   #11
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Dude, what the hell? did you get the point?

Quote:
Originally Posted by Goonter
How can I get a class to provide something that the other classes do not?

I thought that one that provided a flexibility skill set, midcombat, would be interesting.

The reason why I left it so vague is because I thought that explaining the role of this class would be more important than discussing details.

These skills arent all that good.
But if you can tell, the skills themselves are very very situational. However, the primary line gives the possablity to make sure that those situations can come to past.

And now we have a brand new role - A class that supports the team in a situation that arises after the opposition has been analyzed.
It doesnt have to be a prophet, it doesnt have to be just buffing, its up to the imagination as premise role of a concept class.
And why is buffing boring? Is that your opinion?

...just..just... read it again.

{edit. and I meant to 60 not by 60. it would work vs rangers, warriors and mantra mesmers well, not so much against anything else}

Last edited by Goonter; Jan 31, 2006 at 07:53 PM // 19:53..
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Old Jan 31, 2006, 11:16 AM // 11:16   #12
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Quote:
Originally Posted by Soul Shaker
Samurai-why? warrior/assassin i reckon
When I think of a Samurai, I remember the one I had in FF, more armor then a ninja, lighter armor then a warrior, tons of status enducing taunts, fast combo attack chains, and LOTS of parrying. (I reckon parry would be a primary skill trait, like critical hit is)

Truth is, if you look at a lot of classes (Ritualist for example), its been stated before. All it is, is a necromancer/ranger/monk. So I figure a samurai would probably have greater attack of a warrior (Not much greater, hammers would still do more damage), combos like an assassin, some kind of taunt trait, and first aid ability of a ranger (Not to the same extent).
I guess it'd be
-Katana Mastery
-Dorya (Enemy status effecting Taunts/Shouts)
-First Aid
-Parry

Reason for the Dorya as a name is its was a common warcry of Fuedal Japanese Samurai. Most people go for weak armored classes like mesmers, in the beginning of PvP fights, the objective of the samurai would to go for warriors and assassins and hopefully engage. As for PvE it'd be just about as exclusive as an assassin I suppose, which isn't very beneficial to a party, just a damage dealer.
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Old Jan 31, 2006, 12:27 PM // 12:27   #13
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Quote:
Originally Posted by Nevin
Theres still plenty of stuff left out there, not to mention a job aspect. If theres one key element GW is lacking its jobs..
-Cook
-Blacksmith
-Miner
-Herbalist
etc..etc.. It really adds to the aspect of economy, as for classes I can think of tons off the top of my head, you just need some imagination.

Generic Classes
-Druid
-Warlock
-Lancer (Someone who uses polearms)
-Martiartist
-Bard
-Samurai
-Summoner

^ ^ ^ ^
On a personal level I could come up with a bunch, but thats just the typical MMO stuff you see
This is not a typical MMO. We don't need cooks, salesmen, bail bondsmen, janitors, truckdrivers, pipefitters, administrative assistants, etc.
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