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Old Feb 18, 2007, 09:04 PM // 21:04   #1
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Lightbulb Concept Classes - The Definitive, Sorted List

Ken Dei's CC thread hasn't been updated for four months. This is an attempt to create a new listing that is more detailed and better organized. To keep the waves of horrid Concept Classes (and there are so many of them) from polluting this thread, there are a few rules which must be followed:

ENTRY RULES

1) First and foremost, succinctly explain how your CC offers a novel function to the game (no more than five sentences). If it seems to simply be a rehashing of existing functions, your CC will not be added to the list. Unfortunately, in the end, this has to be a judgment call on my part. If others wish to step in and defend or attack your idea, I will take their opinions into account.

2) Provide a brief, no-nonsense explanation of your CC's role (no more than five sentences). Example: The Shrift acts as a true tank (unlike any class to date). He redirects damage towards himself, shielding his teammates from harm. This damage is converted into energy by his primary attribute. He then utilizes his expanded energy stores to neutralize enemies by using: 1) hexes which redirect opponents' skills; or 2) calls and shouts which debuff attacking opponents in non-damaging ways.

3) For simplicity's sake, there are four basic functions for classes: heal, support, damage, and disable. Heal means raising health. Support means aiding allies in a non-healing manner. Damage means lowering health. Disable means sabotaging enemies in non-damaging ways. When presenting a CC, you must list its primary function. If it has a second, lesser function, list that too. Examples: heal, damage/support, support/disable, etc.

4) State your CC's armor rating. 60 or less is Caster Armor. 61-70 is Light Armor. 71 and up is Heavy Armor.

5) State your CC's energy rating. Although I have no defining numbers, try to approximate by comparing to these three professions. If your CC has energy levels similar to an Elementalist, it has High energy. If your CC has energy levels similar to an Ranger, it has Mid-level energy. If your CC has energy levels similar to an Warrior, it has Low energy.

6) State the range of your CC's attacks. There are three options: melee, mid-ranged, and ranged.



ENTRIES



HEALERS

1. The Revenant (nebojats)

Heal/Damage
Caster Armor
High Energy
Mid-ranged/Melee

The Revenant is a mid-ranged, multi-target attacker. Furthermore, he may switch to a melee function if the situation arises. He is able to harm opponents and (powerfully) heal allies at the cost of becoming useless. The Revenant has an entire attribute devoted to skills which either cheat death or allow him to influence the battle after dying.



SUPPORTERS

1. The Shrift (nebojats)

Support/Disable
Heavy Armor
Low Energy
Melee

The Shrift acts as a true tank (unlike any class to date). He redirects damage towards himself, shielding his teammates from harm. This damage is converted into energy by his primary attribute. He then utilizes his expanded energy stores to neutralize enemies by using: 1) hexes which redirect opponents' skills; or 2) calls and shouts which debuff attacking opponents in non-damaging ways.

2. The Magister (Redwinter)

Support
Light Armor
Medium Energy
Ranged

The Magister is a caster class that uses enchantments and other effects to drastically manipulate the way they, their allies and their enemies use spells. They also manipulate recharge times and effect durations, buff allies, and offer a wide range of versatility in spell uses. The most unique facet of the class are orbs, akin to maintained enchantments, orbs are maintained effects that give benefits to the user, but often have costs other than energy.



DISABLERS

1. The Mannai (nebojats)

Disable/Support
Caster Armor
Mid-level Energy
Ranged

The Mannai is a concealable unit which steals energy from enemy spellcasters. She extends ally spellcasters' range and allows single-target offensive spells to be relayed to up to three foes. Being targeted by any energy-based skill increases the Mannai's energy stores. The Mannai may also sustain allies' energy very effectively.

2. The Stalker (BahamutKaiser)

Disable/Damage
Heavy Armor
Low Energy
Melee/Mid-range

A Mesmer Alternative, the Stalker Profession is fitted with features that punish or overcome enemies capabilities rather than prevent and disable. With Immoblizing Hostage features, projectile attacks with a melee weapon, Hex Manipulation, Highly Defensive Survival Transformation, and Environment Wide Elemental Damage Inversion, as well as exceptional survival and self revival techniques, this profession can be built in a variety of ways to overcome enemy attacks and sabotage their attempts. This professions halmark feature allows him to not only immobilize a foe along with himself in a feeding hold, but punish his hostage for any attacks delt to him by repeating the damage recieved to his hostage.



DAMAGERS

1. The Samurai (BahamutKaiser)

Damage
Heavy Armor
Medium Energy
Melee

The Samurai uses a Multifaceted weapon in the form of several Blades, functioning in more than one attribute and offering devastating counter attacks, a new form of traveling damage, and perhaps damage interception.

2. The Dragon (BahamutKaiser)

Damage
Heavy Armor
Medium Energy
Melee/Ranged

The Dragon is an unorthodox creature class which covers a variety of exsisting features in new ways as well as offering some unique mobility features. It deals typical melee attack damage with its unmodified attack, but can switch to ranged breath attacks with a preperation type skill, it also offers ranged nuke and AoE damage. It's most original capability is flight, which allows it to raise off the ground and move over ground foes, also granting it a tradeoff in defense against melee to projectile damage. The most significant feature of this "class" is actually its singularity and inability to combine with a secondary class, it's attributes and features are designed to offer a wide variety of capabilities without a combination, as well, it not only offers another species to play, but a unique creature apparatus instead of humanoid features.

3. The Feral (System_Crush)

Damage/Support
Medium Armor
Low Energy
Melee

Their function is to support their team in whatever way their build allows them too over the general area, if the team however gets into a though fight or if there is a boss to take care of, they stack thier empowerings and shortly become a top damage dealer or powerfull protector, but afterwards they suffer a period in which they need to recharge.



FOOTNOTES

I will try and update this thread and reply to entrants once a week (although more likely I will do so less often).

Concept Classes will be listed in chronological order.

This is not a voting thread.

Last edited by nebojats; Feb 25, 2007 at 10:27 PM // 22:27..
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Old Feb 18, 2007, 10:58 PM // 22:58   #2
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Here's my viable CCs(I didn't list the others cause they are not viable)
CCs with ! on them will be edited for Upcoming CCs.
Plase Rate'em^^!


Damagers

The Cabalist([M]agna_[C]arta)

Damage/Disable
Light Armor
Mid-Energy
Multi-Type

The Cabalist The Shape-Shifting Armor-Making Ascetic using Spirit Spheres to Summon the Spirits of the Past Heroes and Mythical Beings to Aid you in Battle by Conjuring their Weapons with their Souls or just Making them Possess you or you Possess their Them. Unlike any other Class the Cabalist Specializes in Multi-Weapon Damage and sometimes using Unique Skills from Mythical Beings. The Cabalist you might say a more Spiritual Druid while Druids take part of Animals Cabalists take part of Mythical Beings like Valkyries, Devils, Mythical Beasts and etc.

The Mediator([M]agna_[C]arta)

Damage/Support
Light Armor
Mid-Energy
Melee

The Mediator Specializes in Both Tanking and Damage and Condition Dealing. Unlike other Classes the Mediator deals damage to foes only when they hit him. Sometimes his attacks does not Deal Additional Damage but Deal Multi-Damage. Mixing Multi-Damage and the Katra you may deal Small but Deadly Damage to foes who was affected by his skills. By using Stances which deals Conditions when you get hit this is would be a Great Tanker or Even Farmer. Also combining Chi Mastery you may Increase your Defenses while Tanking or Farming.

The Minstrel([M]agna_[C]arta)

Damage/Disable
Caster Armor
Mid-Energy
Adjacent

The Minstrel Specializes in Damage using Music and Sound. The Skills of the Minstrel are Easily Interrupted so it is Very Hard to use the skills. You may use Blocking Skills or Melodious Play to help you use the Skills of the Minstrel. Minstrels can Charm enemy foes to Trick them as allies this too may help you in your Skills. The Minstrel may have Powerful Skills but Easily Interrupted cause you need Great Concentration while using this skills.

Disablers

The Alchemist([M]agna_[C]arta)

Disable/Damage
Caster Armor
Mid-Energy
Ranged

The Alchemist Composer and the Decomposer of Life. They Create Beings with Mind and Body but no Soul of their own, The Homonculi(Singular, Homonculus). Homonculi are Beings Created by Magic and Technology to Increase the Power of Humanity. Trained in Firearm and using State-of-the-Art Weapons. Using Potions, Bombs and etc. to Deal Major Destruction whenever they can but it doesn't mean that they always succeed in Creation of this things. The Alchemists are the 2nd Strongest Damage Dealers Next to the Elementalist.


The Sopphetio([M]agna_[C]arta)

Disable/Support
Light Armor
Mid-Energy
Melee

The Sopphetio, Kills with Grace and Rythem. They may deal Low-Damage but they are hard to beat. They can create Illusions using Mirrors, Crystals and Glasses using Illusion to Eliminate foes by Multiplying or Tricking enemies into you using Clones. Using this Transparent Items they may also make Remarkable Miracles in the Battle Field. They also use Prism Mirrors or etc, to Redirect, Scatter, Multiply or Divide Damages like Light face a Prism or Mirror.

The Sage([M]agna_[C]arta)

Disable/Damage
Caster Armor
Mid-Energy
Ranged

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 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.

Healers

The Weaver([M]agna_[C]arta)

Healer/Support
Caster Armor
Mid-Energy
Ranged

The Weaver Utilizes in Weaving a Whole Embodiment of an Army. Simply by Connecting it all into one. Also making their enemies suffer by also Connecting their lives with theirs. Also by changing their Strings into something Deadly to Kill foes who wish to Hram them and their Allies. Lastly they are able to heal their allies through Strings they have connected to them but with a cost sacrificing their lives by the help of The Lifestream. The Lifestream is a Vital Part of Life All beings with Souls have Lifestreams They can Never live without a Lifestream.

The Judge([M]agna_[C]arta)

Healer/Disable
Caster Armor
Mid-Energy
Ranged

The Judge, The Scale of Grenth and the Truthseekers of Dwayna. To keep the World in Balance. They Pray to Dwayna to Create the Perfect Sanctuaries of Serenity and Harmony. They are Forgiving Beings even If the Person has done Great Sin but they also Believe in Equality so they act as the Balance of Grenth. They Pray to Grenth to Atone and Forgive Foes by giving Penance. They Also act as Valkyries of Dwayna Resurrecting Allies for the Great War to come.

The Scout([M]agna_[C]arta)

Healer/Support
Light Armor
Mid-Energy
Half-Ranged

The Scouts are Agile Healers in Battle. They have Great Physique and Great Knowledge in Medicine. They are the Healers who are not Scared to go to the Frontline of Battles just to Aid their Allies. Unlike other Professions they Heal using Medicine, Medicines have Great Effects in Healing Allies but some too may come in Side-Effects too. They can Run as fast as a Roller beetle to avoid Injuries in Battle. It is very hard to Take Down Scouts but with Great Skills you may also kill them Fast.

Supporters

The Sealer([M]agna_[C]arta)

Support/Disable
Caster Armor
Mid-Energy
Ranged

The Sealer. They Conjure Barriers to Protect Allies, They Conjure Rifts to Aid allies with the Help of the Rift, They Conjure Portals to Increase Mobility, They Conjure Gates to both Link the Spiritual Plane and the Physical Plane. They can Conjure Seals to Seal and Dismiss alot of things. The Sealers are thought with Great Skills to be a Multi-Purpose Caster.

The Emissary([M]agna_[C]arta)

Support/Disable
Light Armor
Mid-Energy
Melee/Mid-Ranged

Fallen Angels of Lyss. They can Manipulate Time and Space just by using Spells but these Spells are too Strong to Maintain so it is Hard to Summon these Spells. They have Wings to Fly across Tyria and Create Mishaps. Their Wings are Enchanted with Lyssa's Magic. They are Trained to throw Light but Fast weapons killing enemies Fast but Painless. They can Disguise to Blend in Background too.

The Templar([M]agna_[C]arta)

Support/Damage
Heavy Armor
Mid-Energy
Melee

The Templar, Shield of his/her People. They Wear Heavy but Sturdy Armor to Resist Damage. They Sacrifice their Lives for their Allies not caring about themselves for their People. Martyrs with Charisma they are, Martyrs of Tyria. They are Restricted to wield Blade for these are the Deliverer of Death so they wield Blunt Weapons Like the Mace. They Redirect Damage from Foe to Foe or Ally to Ally. They also have an Aggro Manipulating Ability to change the State of the Battle And all of this Come from their Divine and Holy Aura Given by Balthazar and Dwayna.


Upcoming Works:
No Upcoming CCs yet^^!....

Please Comment my Work^^.

Last edited by [M]agna_[C]arta; May 25, 2007 at 11:00 AM // 11:00..
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Old Feb 19, 2007, 01:39 AM // 01:39   #3
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Damage

The Shaman (Brandon1107)
http://www.guildwarsguru.com/forum/s...php?t=10120423

Damage/Debuff
Light Armor
High Energy
Melee

The Shaman channels the gods magic through their Baton. They then weaken their foes and use the power of the stars, sun, and moon, to demolish one or multiple enemies. The Shaman makes their surrounding enemies practically useless and then they pounce!
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Old Feb 19, 2007, 04:18 AM // 04:18   #4
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You know what, if Nebojats keeps producing good material like this, I may retire and leave the observation of concepts up to him. Eh, maybe :P

Samurai (BahamutKaiser)
Damage
Heavy Armor
Medium Energy
Melee

The Samurai uses a Multifaceted weapon in the form of several Blades, functioning in more than one attribute and offering devastating counter attacks, a new form of traveling damage, and perhaps damage interception.

Stalker (BahamutKaiser)
Sabotage/Damage
Heavy Armor
Low Energy
Melee/Mid Range.

A Mesmer Alternative, the Stalker Profession is fitted with features that punish or overcome enemies capabilities rather than prevent and disable. With Immoblizing Hostage features, projectile attacks with a melee weapon, Hex Manipulation, Highly Defensive Survival Transformation, and Environment Wide Elemental Damage Inversion, as well as exceptional survival and self revival techniques, this profession can be built in a variety of ways to overcome enemy attacks and sabotage their attempts. This professions halmark feature allows him to not only immobilize a foe along with himself in a feeding hold, but punish his hostage for any attacks delt to him by repeating the damage recieved to his hostage.

Dragon (BahamutKaiser)
Damage
Heavy Armor
Medium Energy
Melee/Ranged

The Dragon is an unorthodox creature class which covers a variety of exsisting features in new ways as well as offering some unique mobility features. It deals typical melee attack damage with its unmodified attack, but can switch to ranged breath attacks with a preperation type skill, it also offers ranged nuke and AoE damage. It's most original capability is flight, which allows it to raise off the ground and move over ground foes, also granting it a tradeoff in defense against melee to projectile damage. The most significant feature of this "class" is actually its singularity and inability to combine with a secondary class, it's attributes and features are designed to offer a wide variety of capabilities without a combination, as well, it not only offers another species to play, but a unique creature apparatus instead of humanoid features.

Best of luck with your index, if it developes well hopefully the moderators will sticky it. But seeing as it is subject to the bias of one, or even a few individuals, they many not accept it, even though it is obvious that ignorant popularity votes don't offer much significant insight. I have a few other concepts which are outdated or equivicated already so I didn't consider submitting them, If I manage to develope another good idea I will definetly submit it here though.

Last edited by BahamutKaiser; Feb 21, 2007 at 04:16 AM // 04:16..
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Old Feb 19, 2007, 01:45 PM // 13:45   #5
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Just the one to add for now.

Jester (The5thSeraph)
Buff/Debuff
Light Armour
Medium Energy
Mid-Ranged

The Jester is a comic relief class as much as anything, and in the hands of a novice it would simply be a joke: doing no practical good whatsoever but humourous to watch regardless. In the hands of an expert however (or used effectively as a secondary class), the Jester could theoretically be quite dangerous... and additionally it would be quite humiliating to be beaten by one (thus a mark of prestige to use one effectively). Its specialisation would be changing the effects of things (and general interference).
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Old Feb 19, 2007, 08:36 PM // 20:36   #6
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Good idea nebojats the old list was getting a bit messy too.


The Feral
(System_Crush)
Damage dealing/support
medium armor
Low energy
Melee

Their function is to support their team in whatever way their build allows them too over the general area, if the team however gets into a though fight or if there is a boss to take care of, they stack thier empowerings and shortly become a top damage dealer or powerfull protector, but afterwards they suffer a period in which they need to recharge.

Howcome this thread is widescreen anyways?
Oh because of [M]agna_[C]arta's --------- line

Last edited by System_Crush; Feb 19, 2007 at 08:41 PM // 20:41..
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Old Feb 20, 2007, 03:00 AM // 03:00   #7
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Default Nebojats' CC Laboratory

Hello and welcome to my CC Laboratory! Collected below are samples of my work. For a more detailed description of a CC, click on the corresponding link. They're all works in progress, so any feedback is greatly appreciated!




The Shrift

Background

A fervent missionary, the Shrift stops at nothing to convert new followers and execute unbelievers. To commune with his deity, the Shrift explores his own mortality through suffering. He is covered in painful piercings which are constant reminders of his own corporeal flaws. On the battlefield, he viciously attacks heathens with his flail while zealously preaching the glory of his deity. Acting as a shield to his allies, the Shrift redirects damage towards himself. Pain only reinforces his faith, and terrorized opponents can do nothing but tremble in awe before him.

Function

The Shrift acts as a true tank (unlike any class to date). He redirects damage towards himself, shielding his teammates from harm. This damage is converted into energy by his primary attribute. He then utilizes his expanded energy stores to neutralize enemies by using: 1) hexes which redirect opponents' skills; or 2) calls and shouts which debuff attacking opponents in non-damaging ways. Damage from the Shrift's flail becomes more deadly as he takes damage.





The Mannai

Background

The Mannai are an order of mystics that worships magic above all else. Unlike other mages whose talents are gifts from the gods, the Mannai work feverishly to unlock secrets of the supernatural on their own. Through intense study, the Mannai have mastered great power, but at a price. Their dedication has corroded into an all-consuming obsession. Entranced by sorcery, they constantly crave its most raw and potent form: mana. In the desperate hunt to feed their addiction, the Mannai resort to predation. By stealthily leeching onto other spellcasters, they engorge themselves off of magical activity, stealing mana from their unsuspecting prey in the process.

Function

The Mannai is a concealable unit which steals energy from enemy spellcasters. She extends ally spellcasters' range and allows single-target offensive spells to be relayed to up to three foes. Being targeted by any energy-based skill increases the Mannai's energy stores. The Mannai may also sustain allies' energy very effectively. She shoots costless magical projectiles from her fingertips, the damage of which is enhanced by arcane gems embedded in her gloves.





The Revenant

Background

Revenants know that the body is but a vessel for its spirit. Aided by powerful drugs and lifetimes of meditation, these ascetics learn to induce and then later control out-of-body experiences. For short periods of time, they can leave their inanimate husks behind and explore the world unrestricted. While in this ethereal form, Revenants may inhabit and manipulate other people and objects with devastating effects. Their favored weapons are several chakrams, thrown simultaneously. When released, Revenants spiritually possess these deadly disks and guide their flight with fatal precision.

Function

The Revenant is a mid-ranged, multi-target attacker (he may throw three or more chakrams, each of which may link to one or more opponent). He can switch to a melee function if the situation arises. He is able to harm opponents and (powerfully) heal allies at the cost of becoming useless. The Revenant has an entire attribute devoted to skills which allow him to cheat death and to influence the battle after "dying".





The Frakah

Background

A Frakah in melee combat is simply unmatched. His light armor allows him incredible mobility, which he uses to deftly avoid the attacks of his foes. As incoming weapons are dodged, their owners meet flawlessly lethal counters… either a crushing blow from a heavy gauntlet or a slicing jab from wrist-mounted claws. No fighter of any sort should engage a Frakah if retreat is an option. Frakahs’ singular pursuit of perfecting physical form is only matched by their contempt for magic, which the school regards as ignoble. The martial artists haughtily refuse to understand or respect the arcane, and this ignorance is their greatest weakness. Their blind pride leaves Frakahs woefully defenseless to wizardry of any sort.

Function

The Frakah is a melee unit that specializes in dispatching weapon-based classes. She inherently dodges weapons and has an attribute devoted to counterattacks. However, she has low armor and is very vulnerable to magic. When threatened, the Frakah enters defensive trances which, when finished, feed into a variety of offensive frenzies. Trances and frenzies couple with the Frakah's ability to mix and match gauntlets and claws allow her to quickly switch between offensive and defensive modes.


The Chronomancer

Background

Covered from head to toe in heavy armor and defended by massive, two-handed shields, Chronomancers are unique and powerful wizards. When they lumber into battle, situations become surreal: nearby enemies are paralyzed and allies move with bizarre quickness. From within their moving fortresses, Chronomancers detachedly observe the surrounding chaos, swatting away would-be attackers with their body-sized shields. A Chronomancer’s interest is only piqued when confronted by a rival time mage, whose mere presence can disrupt his effectiveness. Resulting duels for temporal domination are perilous for both competitors, but can be downright catastrophic for bystanders.

Function

The Chronomancer is a melee class that warps time to his team’s advantage. He enters the fray and acts as a moving ward, affecting all characters around him. He is powerfully protected behind sturdy armor and a large two-handed shield. At the expense of adrenaline and energy, he may bash adjacent opponents with magically charged shield attacks. A Chronomancer may teleport and duplicate himself at great cost. The presence of a rival time mage easily nullifies his effectiveness.

Last edited by nebojats; Jul 23, 2009 at 04:40 AM // 04:40..
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Old Feb 21, 2007, 02:20 AM // 02:20   #8
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Bummer! My computer has blown out (damn energy converters!). I may not be able to update very much since the nearest internet cafe is far (and my hour here is about to run out). If anyone wants to copy and paste the OP and take control, that would ensure that this thread continues. As you can see, Im not able to address all the entries. Gotta head out... one minute left here.
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Old Feb 21, 2007, 04:22 AM // 04:22   #9
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Oh bummer, the OP may not be able to be updated regularly, but it's still a good place to collect concepts, and it can be updated as time permits.

I wouldn't really trust the developement of the thread to anyone else anyway.
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Old Feb 23, 2007, 08:08 AM // 08:08   #10
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Fixed the Problem^^.
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Old Feb 23, 2007, 11:13 PM // 23:13   #11
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*Filler*
Nothing to say yet... but just taking a spot while still on the first page...
*Filler*
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Old Feb 23, 2007, 11:26 PM // 23:26   #12
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Seeing if I can't grab a spot.

Support

Magister (Redwinter)
Support
Light Armor
Medium Energy
Wand/Staff

The Magister is a caster class that uses enchantments and other effects to drastically manipulate the way they, their allies and their enemies use spells. They also manipulate recharge times and effect durations, buff allies, and offer a wide range of versatility in spell uses. The most unique facet of the class are orbs, akin to maintained enchantments, orbs are maintained effects that give benefits to the user, but often have costs other than energy.

Last edited by Redwinter; Feb 24, 2007 at 05:43 PM // 17:43..
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Old Feb 24, 2007, 08:39 PM // 20:39   #13
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Alright, the concept classes I have added so far are:

BK's Stalker, Samurai, and Dragon and SC's Feral. All of these CCs have unique characteristics; multi-ranged weapon, travelling damage, flying, empowerings, etc.

The CCs I plan on adding to the list are:

RedWinter's Magister - The Lore attribute is original... messing around with recharge times. Time Magic and Alteration Magic are also pretty novel and cool. Dragon magic... I'm not so sure about. There's not much continuity within the attribute. The class may be overpowered, but the ideas are original. I'll add it to the list when I can.

The CCs which don't make the cut are:

Brandon's Shaman - The description you give is so general, it could apply to virtually every class; the Shaman weakens, demolishes, and disables enemies... what does that even mean? It's not clear how this class is original. Some specific examples: Solar Prayers are essentially a mix of Elementalist spells and conditions or hexes that already exist. Energizing Essence seems sort of original, but I'm not sure how Cycling Magic in general is significantly different from already existing hexes and/or conditions. Lunar Prayers' skill disabling is pretty original, as is the Lunar Apparition skill.

The5thSeraph - A definite no.

Magna's Valkyrie - First of all, this CC is incredibly overpowered. This class can heal all allies in the area for 360 health in 15 seconds, it can deal 500+ damage to all undead allies in the area over 25 seconds, it can deal 78 damage to five targets simultaneously, etc. Sanctuary Prayers are like Necromancer wells. Prism Chaining is a combination of Elementalist spells. Assumption Prayers are a rehashing of Monks skills. Atoning Prayers aren't significantly different from already existing hexes.

Magna's Sealer - Once again, way overpowered. Nerf the hell out of this CC. Add a fourth attribute.

Magna's Emissary - Like all of your CCs, it's way overpowered, but there are some novel ideas. Time manipulation and cloaking are cool, although you need to nerf them both, especially Esper Cloaking (invincibility?!). Focus the class more around that. Blade Arts is like an overpowered Dervish. Wing Arts are like powerful Bow or Spear attacks or Elementalist skills.

BK: I know your class descriptions of the Dragon and the Stalker are technically within the five sentence limit, but they are sort of imposing to read. If you could make them shorter and more concise (misses the details, I know), I think more people would read them and go to the links. Just a suggestion.
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Old Feb 24, 2007, 08:51 PM // 20:51   #14
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Slayer
High Damage
Low Defense
Medium Armor
Medium Health

While similar to a Warrior and Ranger combination, it has many varying skills and specific tasks. A Slayer's primary function is to quickly destroy the enemy with powerful offensive skills, but with minimal regard to defense. Due to the nature of a Slayer, it should generally be used in unison with a tank such as a Warrior (to take the damage) and the Slayer to finish off the enemy. Some of the disadvantages to a Slayer are its terrible defense and its lack of healing spells.
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Old Feb 25, 2007, 12:55 AM // 00:55   #15
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Magna's Valkyrie - First of all, this CC is incredibly overpowered. This class can heal all allies in the area for 360 health in 15 seconds, it can deal 500+ damage to all undead allies in the area over 25 seconds, it can deal 78 damage to five targets simultaneously, etc. Sanctuary Prayers are like Necromancer wells. Prism Chaining is a combination of Elementalist spells. Assumption Prayers are a rehashing of Monks skills. Atoning Prayers aren't significantly different from already existing hexes.
Think when your fighting and you use Sanctuary off course you get hit so then its healed a little bit.
Instead of Spike Healing on only just 1 ally with high energy cost why not use a large amount energy and heal alot of allies continuesly but with lesser/weaker healing.

The Undead off-course they would run cause it's an AoE damage it's just for keeping away Flesh Golems, Vampiric, jagged, Shambling and, Bone Horrors(sorry I was directing to minions only^^).

Assumption Prayer might sound like Monks skills but this one specializes really on resurrecting or sacrificing.

I don't find any similarities with the ele in Prism Chaining. but the Pendulum Chain skill is like a Holy and Elite version of Deathly Swarm.

P>S> Change the Valkyrie to Judge^^.

Quote:
Magna's Sealer - Once again, way overpowered. Nerf the hell out of this CC. Add a fourth attribute.
Whats Overpowering about it?
Fourth attb. implemented^^.

Quote:
Magna's Emissary - Like all of your CCs, it's way overpowered, but there are some novel ideas. Time manipulation and cloaking are cool, although you need to nerf them both, especially Esper Cloaking (invincibility?!). Focus the class more around that. Blade Arts is like an overpowered Dervish. Wing Arts are like powerful Bow or Spear attacks or Elementalist skills.
Oops!, sorry wrong word it's Invisiblility not Invincibility, Sorry^^!
I fixed some of the Dances and Feather Spells, tell me when it's not enough^^.

Last edited by [M]agna_[C]arta; Mar 02, 2007 at 08:27 AM // 08:27..
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Old Mar 01, 2007, 06:22 PM // 18:22   #16
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Ha Ha Ha, if they can't get through the few sentances I broke them down into than I hope they don't read my ideas, I've had more than a Lion share of idiotic comments from people who are too bias and lazy to read my ideas and come to a rational conclusion. If only intelegent, dedicated writers read my ideas, they wouldn't be able to disapprove of them........

I Tried to pull up some old threads, but I just realized they are restricting thread tracing to 5 pages, I will have to see if I can use the search to go further back, this one was perhaps the only one that was on the old concept class list worth submitting, it is old and could use some improvement, but it is still cool.

Lupine
http://www.guildwarsguru.com/forum/s....php?t=3029784

If you don't want to classify it I will do it later, but worse off, I cannot find the Warden idea suggested just a month or 2 ago, that was really good and I can't find it, I think they are burying old threads.

Last edited by BahamutKaiser; Mar 03, 2007 at 07:46 PM // 19:46..
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Old Mar 03, 2007, 06:02 AM // 06:02   #17
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I have Nerfed "The Judge", "The Sealer" and ''The Emissary'' Tell me when It needs more nerfing.
Also "The Alchemist" and "The Mediator".
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Old Mar 03, 2007, 07:09 AM // 07:09   #18
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The Inventor
Damage/Support
Light Armor
Mid-Energy
Ranged Attacks


The inventor is a an adventurer who fights with the power of science at his side. He is kind of a mix of ranger and elementalist with a few support and healing skills thrown in there; his main weapon is his autocrossbow but he has a ton of inventions, including a mechanical side-kick that he builds, mechainical traps, and potions to help him out. While he does have traditional attacks, he gets a lot of his offense by changing the type of bolds his weapon shoots (which he has to reload when it is out of ammo). His mechanical pet also differs from ranger pets in that each type has its own special abilities.
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Old Mar 04, 2007, 01:19 AM // 01:19   #19
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Fantisizer (Kokuyougan)
Energy/Low Damage
Healing*/Support
Caster Armor
High Energy
Mid-Ranged

Right off the bat...It seems to be a bit Underpowered...With Low Damage and 60 AL, even 480 Health...But its what this class can do to help a team. This class certainly cannot be a good farmer or something. But could be a great support.

The Fantisizer, instead of healing Health, goes to Energy. To balance it out, and to prevent Elementalists and other casters from abusing it, I added a Fantisizer exclusive condition, Nervousness. Many of its skills have a very powerful effects, such as it gives X Energy to Ally. This could be potentially devastating, Meteor Shower+Glyph of Sacrifice+Energy Regain+Instant Recharge spell=Mass Destruction. Nervousness causes them to increase there chance for failure. IE X Spell deals 12 energy damage and 5 points of health damage for each point of energy damage. You gain 12 Energy. Nervousness 10% for 10 Seconds. Meaning that you have 10% Spell Failure for 10 seconds.

*Healing is not Health. Its Energy.

Last edited by Kokuyougan; Mar 04, 2007 at 01:27 AM // 01:27..
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Old Mar 04, 2007, 04:13 AM // 04:13   #20
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Damage

The Voyant (Brandon 1107)
http://www.guildwarsguru.com/forum/s...php?t=10124693

Damage/Disable
High Energy
Caster Armor
Ranged

The Voyant uses the powers of linking souls and using the spectral bonds. The Voyant can read minds and then uses tha to counter its foes. He finds its foe's target it and overpowers it or helps it to counter its foes attacks. But, though the Voyant is powerful in Telepathy, it uses Telekenesis and Spectral Bonds to deal the damage. Spectral Bonds are unlike any spells because they require other spells to be casted first but deal out massive damage. There are also spells in Telekesis and Telepathy that can immobilize its caster but that is because it is too powerful to contain for long period of time. All in all, the Voyant is a master damage dealer and is an expert shutdown when finding its oponents party's weakness.

Last edited by Brandon1107; Mar 04, 2007 at 04:27 AM // 04:27..
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