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Old Jun 29, 2007, 06:54 AM // 06:54   #1
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Default Concept Classs Challenge - Strategist

Greetings.

While we all know that there won't be any new proff in the next expansion, it certainly has not stop those who like concepting from writing up their ideas. And it is good to see there are many talents around. Now that we got the BS out of the way, time to get to the meat of this topic. As a way to promote more CC-concepting, will try to hold another round of CCC!

Whats CCC? Its what I could call:

Concept Classs Challenge (CCC)

Idea is this. A topic/theme/subject is given, and ask people to think up and wirte up a concept class base on this theme, and posted on this thread. Since the theme is the same, this give it a greater challenge (and sorta a contest) between their ideas and others. Readers are encourage to review and give critics as well.

And the topic of this round would be:

[ Strategist ]

Yes, it is a challenging one. Even I have diffcutlies in it. But that is where the creative challenge come from.

It does not have to be something that is 10 pages long. As long as it is to the point, show uniquness, fit in with the topic and GW, than it would be fine. (things to consider are list of attributes, unique mechanic or two, and maybe 1 to 3 skills per attributes to examples how it might play like, etc)

I will also try to do some reviews, and might turn it into more contest like if have good response (and if you want to be in the judge panel, just say so).

Well, enjoy concepting.
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Old Jun 29, 2007, 09:43 AM // 09:43   #2
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Uhm, my Sage is suppose to be the "Deadly Strategist".
But I am going to add some more this and that on him soon^^!
Just for the Record who doesn't understand the role of my Sage.
The Sage, is able to Read Foes Weaknesses and able to Trap Creatures and an Artificer able to deal great Damage. They also can Copy Enemy Skills like a Blue Mage from FF but like I said soon I would improve it^^!

I'll be making a Layout for this tomorrow or later.
Or maybe I'll think of a new whole thing^^!
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Old Jun 29, 2007, 01:11 PM // 13:11   #3
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Nice thread, Actionjack. I like the idea. If nothing else, it would be for kicks.

I apologize if I reuse ideas from other concept classes, but it is difficult enough to *not* conceptualize an idea that was originally conceptualized from someone else. People can reuse my idea to make their better version of the Strategist if they like. The whole point of the contest is to create a kickass class right?

So without further ado, let me give this my best shot:

Strategist

The strategist is a special breed of soldier which branched off from the elementalist. It focused on wards during the times of war to be able to manipulate and control the battlefield, and became very specialized as such. As a result, many of the spells of a strategist affect all players. Unfortunately, stretching magic so, the effects are lesser, but when applied to all party members, the strength comes from numbers.

Much like the warrior class depends on adrenaline, the strategist relies on a similar type of fuel for his spells called Kai. The way kai works isn't based on hits but by the amount of energy used. And a kai spell, unlike adrenaline, uses energy in of itself. Also unlike an adrenaline spell, the kai is 'spent', meaning you lose that amount in kai once the spell is used.

So an example skill for kai might be:

Poison Immunity - (10 energy, 30 kai, 45 recharge) Kai ward spell. If an ally becomes under the effect of Poison Immunity and has poison condition, it is removed. For 30 seconds, all allies under the effects of Poison Immunity cannot be poisoned.

The way this works is, your kai must be 30, meaning you have spent 30 energy thus far in the battle and can thus be able to use this spell. So suppose I have 45 kai and I cast this spell. Afterwards I have 25 kai (45 - 30 + 10 for the energy to use) and cannot recast until I have cast another spell of 5 energy first.

The strategist is a master of buffing and unbuffing, relying on his ability to manipulate the effects of the entire team rather than just himself.

Incantation

These are spells specifically designed to help the entire team in some small way. An example of which has already been listed, the poison immunity. Others include:

Phasing (15 energy, 45 kai, 30 recharge) - Elite kai ward spell. All allies and foes outside of the ward can deal no damage to all allies and foes inside of the ward and vice versa for 20 seconds. (a neat effect would be to render everyone inside slightly transparent)

Time Bend (15 energy, 30 kai, 30 recharge) - Kai ward spell. All projectiles inside the Time Bend ward are slowed by 66%. (Makes arrow dodging a lot easier)

Malediction

These spells are designed to hurt the performance of the enemy in some small way.

Life Bend (10 energy, 20 recharge) - Ward spell. All foes under the effect of Life Bend gain -10 health regeneration. Upon leaving the area affected by Life Bend, foe gains +10 health regeneration for 10 seconds.

Charm Ring (15 energy, 50 kai, 60 recharge) - Elite kai ward spell. All foes under the effect of Charm Ring cannot attack. This effect ends once they receive damage from any source.

Honing (Primary)

For each point placed in Honing, all ward spells last 4% longer. All spells here deal with increasing efficiency when dealing with ward spells.

What do you think?

Last edited by Hawkeye; Jun 29, 2007 at 01:40 PM // 13:40..
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Old Jun 29, 2007, 01:17 PM // 13:17   #4
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Impressive but I suggest for you to bolden some of your words^^!
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Old Jun 29, 2007, 01:40 PM // 13:40   #5
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Okay, finished bolding.
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Old Jun 29, 2007, 03:45 PM // 15:45   #6
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Me likes very much.
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Old Jun 29, 2007, 05:05 PM // 17:05   #7
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@[M]agna_[C]arta: Convert your Sage, and put it up, than we will talk.


@Hawkeye: Good job indeed. Make me want more of it. The Kai in a interesting turn-around from the usual energy cost, and would fit well with such character. Might change the Ward into some new type of skill thought, so allow more flexiblity in tweaking its mechanic a bit.
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Old Jun 29, 2007, 09:41 PM // 21:41   #8
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I will^^!
Just give me time^^!
I am trying to come up with 4 CCs at the moment^^!
If only Rangers have no Traps^^!

Last edited by [M]agna_[C]arta; Jun 29, 2007 at 09:46 PM // 21:46..
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Old Jun 29, 2007, 10:55 PM // 22:55   #9
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The Sage(S)
"The Deadly Strategist"
Quote:
-The Sage, Prodigies of Humanity. Using High Intellect and Intelligence to Memorize Even a Whole book in just Minutes. They Use Glyphs, Signets and Runes to Deal Damage and Mimic foes. They may also Trap Monsters and Releasing them as Pets but it doesn't mean the Pet they release is their Ally. They can even read someones Background by just staring in their Eyes making them a Perfect Hunter. Cause of their Studies they know Great Lore around Tyria which makes them too Great Hunters knowing the Weaknesses and Strength of Enemies.
Memory(Primary)
-For each rank of Memory, You're Recharge Time of Spells, Signets, Glyphs and Cards are Decreased.
Eidetic Memory[Elite]
-Stance, 25e|60r : For 3-9 seconds, You're Next 1-3 Spells Recharges Instantly. But you lose 5 Energy whenever you cast a Spell.
Fast Memory
-Stance, 15e|50r : For 12-21 seconds, You're Spells recharge 33% faster.
Emergency
-Stance, 10e|45r : For 9-17 seconds, You're Signets, Glyphs and Runes recharge 50% Faster. If you're Health is Below 50%.

Rune Magic
-Specializes in Trapping Monsters then Summoning them in Battle.
Signet of Runes[Elite]
-Signet, 5e|3c|60r : For 15-30 seconds, All you're M. Cards in you're Inventory Last 50% Longer.
Rune of the Beast[Elite]
-Signet, 3c|25r : For 14-21 seconds, Your Creatures deal 33% more Damage. If this was Successful your Creatures Escape(50% Chance).
Paradise Signet
-Signet, 3c|35r : All Runes are Escaped but You and Adjacent Allies are Healed from 1-5 Hexes and Conditions.

Study
-Specializes in Reading and Manipulating Enemy Status and Weakness and Copying Skills, Health, Energy and etc of Creatures.
Signet of Clairvoyance[Elite]
-Signet, 3c|30r : Read Target Creatures Enchantments and Hexes, For each Enchantment you read you are Healed for 2-10 Health each and for each Hexes you gain for 1 Energy.
Scan
-Skill, 5e|1c|5r : For 15-30 seconds, Read Target Creatures Health, Energy, Skills and AL.
Libra
-Skill, 5e|1c|15r : If Target Foe has more health than you, you gain the 15-25% of health Target foe has.

Lore
-Specializes in Supporting you're Creatures.
Signet of Pets[Elite]
-Signet, 5e|3c|30r : For 15-30 seconds, Whenever you Succesfully Release a M. Card you gain 25-50 Health and 1-3 Energy. The Chance of Successfuly Releasing a Monster is increased by 3-15%.
Taming Signet
-Skill, 2c|15r : Capture Target Escaped Monster inside a M. Card for 15-30 seconds.
Trap Signet
-Spell, 15e|5c|30r : Capture Target Monster inside a M. Card for 30-50 seconds, After the Cards Effect worns off, Monster Escapes.


I. Monster Cards System
-M. Cards are Signets with sealed monsters in it. M. Cards are Ganed from Loots. M. Cards disappear in you're inventory when Used. You can only Trap Creatures like Insects, Pets(You can't Trap a tamed Pet), Plants, Harpies and etc but you can't Tame Humans, Ghosts, Margonites and etc. When Used their is a 50-50% of it Succeeding or Failing.

II. Released Condition
-M. Cards which are released, summons a creature which follows you as a Master. If it was a Success.

II. Escaped Condition
-Escaped M. Cards, are the Counter-Part of the Released, Released M. Cards follow no Master when escaped. M. Cards are only escaped when it's effects worns off or When using then it Fails.

Last edited by [M]agna_[C]arta; Jul 01, 2007 at 12:46 AM // 00:46..
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Old Jun 30, 2007, 07:55 PM // 19:55   #10
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Nice a new CCC, I'll need to have some time to think about this.

Did you just feel like starting one at random, or did the seigist have something to do with it? Or pwerhaps dunkoro?

Last edited by System_Crush; Jun 30, 2007 at 09:07 PM // 21:07..
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Old Jul 01, 2007, 01:30 AM // 01:30   #11
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@ [M]agna_[C]arta : An intersting class, and a good organization. Some skills have good potentials, and I like the primary. However, still feel not too fitting to the theme of this challenge, and like others, I would be against M.Cards as well (afterall, GW is not a Item-base game, else you would see potions everywhere) However, M.Card can still be change into a skill-type, and not an item.

@ System_Crush: I am sure you can do a good one.
Actually, somewhat did got influcenced by the Seigist (althought mostly in name only). And the theme picked was somewhat cheated (since I only realize later that I can re-use one of my older CC for it)... but I won't post my anytime soon anyway, so don't worry about that...
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Old Jul 01, 2007, 04:17 AM // 04:17   #12
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How bout something like this.

Flame Djinn Card[Elite]
-Monster Card, 4c|50r : Summon a Flam Djinn, When the Flame Djinn dies you lose 15 energy. The Flame Djinn dies after 12-21 seconds or when it's Health reaches below 0.

What do you think?
If you approve of this may I copy some of you'r ideas in your Conjuror?
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Old Jul 01, 2007, 07:49 AM // 07:49   #13
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I think it should be more like skill stealing, you steal a monster and then for X seconds you have a picture of it in your skill bar to use(or not simply having the said beasty removed from combat for a while, reducing the amount of stuff you are fighting)

Also the chance of it being friendly should not always be 50% should probably be something that makes it harder to dominate stuff if it's higher level than you and easier if it's lower level.
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Old Jul 01, 2007, 08:54 AM // 08:54   #14
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Wouldnt that take out the use of the Signet of Capture?
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Old Jul 01, 2007, 11:40 AM // 11:40   #15
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Augur(Au)
Blessed with divine insight the augur(means prophet/bode) can fortell events yet to happen, they use this to make even the largest battle go their way.

New stuff

Skill type: Plan
A plan is a new skill that must last it’s full duration to take effect.
A plan shows up like a little white brain in a targets health bar, and is removable with new skills for most professions.

A plan will be the first skill that stays on you and keeps counting when you’re dead, if they last their full duration on a dead creature they do activate, but as the creature is dead they won’t do mutch.

Skill type: Guidance spell

A new spell that automatically causes you to call the target you are casting it on, for its duration this remains the target called by you, when it ends the target won’t be called any longer even if it’s still alive.
You can’t use 2 guidance spells at the same time, casting a new one on any target what so ever causes all your running guidance spells to end.

Weapon
A blow gun fires really small darts and is incapable of good base damage but can be fired with amazing accuracy for excellent bonus damage.

Blowgun (yay for wiki)
Damage 1-15 piercing (requires Fidelity)
Range short bow range
Re-swing: 2
Arch: none

A blowgun has a base 10% change to cheap shot, this increases with higher fidelity.
A cheap shot is a supremely aimed attack circumventing armor, means: a cheap shot is an attack that has 100% armor penetration.

Premonition
(primary)
Premonition makes skills that defend you and your team become more effective.

Also whenever an effect you caused would end prematurely there is a 2% chance per rank of premonition for the duration to be halved instead, whenever this happens you gain 1 energy.

Idiot Proof Planningelite ward spell
For 80 seconds, all allies within the ward affected by a plan take 5…14(17) less damage from all sources.

Improviseelite skill
Remove a plan from yourself, if a plan was removed you are healed for 20…32(36) health and target foe is weakened for 10 seconds.

Last Standward spell
For 10…25(30) seconds, allies within the ward have their armor increased by the percentage they are below max health.

Communication
Contains the nice plans and guidance spells; for support purposes mainly.

Guidance of the Trueelite guidance spell
For 1…13(17) seconds attacks on target foe deal 3 more damage for each enchantment on the attacker and 1 less damage for each hex on that foe.

Plan Fortitude - plan
Allies within earshot gain plan of fortitude, after 2…5(6) seconds those allies gain 5 health regeneration for the amount of time the plan was in effect.

Guidance of the Unfortunateguidance spell
For 2…11(14) seconds, whenever target foe attacks, nearby allies are healed for 5 health.

Plan Victory
elite plan
Allies within earshot gain plan of victory, after 40…25(20) seconds those allies are healed for 200 health and cured of 1 condition.

Guidance of the Resoluteguidance spell
For 1…25(33) seconds, if target foe dies allies within range gain 1…4(5) energy.

Implication
Contains mean plans and guidance spells, as well as the Augurs special plan disrupters that remove a plan from a creature and affect all other creatures with the same plan as well.
Mainly for debuff and hindering and a bit of additional damage.

Guidance of the Guileguidance spell
For 5…11(13) seconds, critical hits against target foe have 25% armor penetration.

Cowardice skill
Remove a plan from target foe, each of that foe’s allies affected by the same plan take 20…44(52) damage if it lasts its full duration.

Plan Deceit plan
Allies within earshot gain plan of deceit for 30 seconds, if plan of deceit does not last it’s full duration all foes within earshot take 5…17(21) damage for each living ally in earshot the plan is still active on.

Egomania
skill
Remove a plan from target foe, that foe steals 15…30(35) health from each of that foe’s allies affected by the same plan.

Fidelity
Means accuracy, using their predicting abileties they can tell what move a foe will make before the foe knows it; they use this to hit foes with inhuman accuracy.
Increases the damage and crit chance with blowguns, each rank in fidelity adds 3% chance to make a cheapshot.

Aggressive Urgeelite blowgun attack
Remove all plans from yourself, if a plan is removed this attack is a cheap shot and target foe is interrupted, if target foe is above 90% of max health it takes an additional 4…22(28) damage for each plan removed.

Impossible Shotblowgun attack
If this attack hits, it inflicts a cheap shot and target foe is blinded for 5 seconds.

Wicked Intentions - ward spell
For 10 seconds, blowgun attacks made by allies within the ward cause poison for 3…9(11) seconds.

Resolute Intentionsward spell
For 15 seconds, cheap shots made by allies within the ward deal an additional 8…20(24) damage.



Here's my first ideas, hope they make any sence at all.

Last edited by System_Crush; Jul 04, 2007 at 07:05 PM // 19:05..
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Old Jul 01, 2007, 11:42 AM // 11:42   #16
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No Signet of Capture is used to steal skills while SC is saying use it on stealing monsters then releasing them as pets.

Thanks SC^^.
It's not like me not to see/find something so simple for my CCs^^.
But it would be usless for PvP, right, so what now?
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Old Jul 01, 2007, 11:45 AM // 11:45   #17
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Quote:
Originally Posted by Ranmaru Mori
Wouldnt that take out the use of the Signet of Capture?
@me? I don't really under stand the question.

Though I guess you could make capturing elites easy by capturing a boss and running away(or dying) and fighting the boss at the resurrection shrine, without it's add's to help it.

I guess it would be best to prevent the skill from working on bosses.

@magna
Is that why you wanted to use them as items?
I guess it would work on spirits, pets and minions, but it does pose a problem yea.
Maybe if instead of capturing the creature, you capture a copy/replica of the creature to use for X seconds.
That way you could have players fighting replicas of themselves, or if the thing escapes have 2 of the same player fighting your team.
In general AI won't understand player skill sets and could never be as effective as the player themselves.
(no hero menu for copied pets either, if you can control or predict pets with their own skill sets you can abuse them)

And I added my CC any one have any thought about it?

Last edited by System_Crush; Jul 02, 2007 at 10:58 AM // 10:58..
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Old Jul 01, 2007, 04:41 PM // 16:41   #18
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@ System Crush:
A good CC, again prove youself as a CC maker.

I like the Guidence skill the best, as it would be helpful to callout target with skills. The Plan still sound a bit like enchantments, could use some more uniquness.

I am iffy about the Blowgun (oh... that kind of blow...gun) and would figgure something like Crossbow might seem better.. Also while it is a decent CC, still feel it is not fully one the topic of the theme, which would be points to improve one.
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Old Jul 02, 2007, 11:13 AM // 11:13   #19
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I just like blowguns, I kinda based it off of Dunkoro who with his tattoos and colorful dress kinda reminds of a south African nomad.
(who, by the way, don't use blowguns)
But mostly on his strategic character, and that he always wants to have a plan.

I LMAO when he once said "Exactly as I planned" when we killed off some lion exactly as some ranger pulled a cr*p load of margonites.

Fixed some descriptions and mistakes in the CC.

Last edited by System_Crush; Jul 02, 2007 at 11:23 AM // 11:23..
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Old Jul 04, 2007, 06:59 AM // 06:59   #20
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Seeing this had some good turnout (mostly at GWO, thought more CC here are welcome too), might as well turn it into a more formal contest.

The deadline will be this Friday July 6th to submit and finalize your entry. You are free to edit your if you want.

The judgement will come in 2 parts. one, from me, which will give out like 3 points to the one I like most, 2 to the 2nd, and 1 to 3rd. It will than be posted as a poll, for people to chooice. The Poll winner will gain 4 points for the highest, 3 for 3rd, and so on. The oen who have the most point will be consider as the winner. (Those who posted a CC will get a special judgment position as well, in which they can have 3 points to spend, excluding their own that is)

So far I got an offer of donation of 15k to this (althought I have not got the gold yet). So the winner will get 10k, and the runner up 5k. Additional donation are welcome.

oh, and of couse, rule subject to change. Sound fair?
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