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Old Nov 08, 2006, 05:03 PM // 17:03   #1
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Default Concept Class - Scholar/Professor

I have always imagined GW going to a society that is slightly more advanced and refined. Almost like a sort of Atlantis. I can see this character representing them as the Dervish and the Paragon repesent what Nightfall is about.

The Scholar would be mostly a buff/debuff type character. The buffs and debuffs would take the form of AOE "Lectures".

Any damage and healing spells would reside in "Applied Science".

And of course what Scholar would be complete without "Alchemy".

The primary attribute of "Wisdom" This would allow the Scholar to reduce recharge times on Skill and Spells. I'm thinking roughly 1% a point put in to the attribute.

I imagine the armor class to be similar to elementalist, but the look to be more greek and flowing. Spectacles would be the natural helmet choice but maybe laurel headpieces might be more appropriate.

I have a couple sample skills here for a taste of the direction I am heading.

Lecture

Theory of Relativity 5E 5C 15R
For 10 seconds target foes next 1...3 projectile attacks will hit a random foe instead of its intended target.

"I think therefore I am" 25E 1C 60R
Opposing summoned creatures in the area become severed from thier masters.

“Beauty is truth, truth beauty” 10e 4c 15r
For 20 seconds, foes in the area do 10%...40% less damage on members of the same species.

Study the body 10e 2c 20r
For 20 seconds, foes in the area recieve 10...25% more damage from melee combat.

“Follow your heart” 15e 4c 20r
For 20 seconds the entire party’s skill recharge times are reduced by 1…10%, if that skill is in their primary profession.

Study the mind. 5e 1c 20r
For 20 seconds, If foes in the area take a Mesmer hex(while this hex is in effect), then that hexes duration will last 5…10% longer.

Study the departed. 15e 1c 15r
For 5…10 seconds, if any ally in the area has a summoned creature, that ally will receive a +1 health regeneration for each summoned creature.

Art of War 15e 2c 10r
For 15 seconds, foes in the area are 5…20% less likely to evade attacks.

“To perceive is to suffer.” 10e 1c 10r
For 15 seconds, the next time a foe targets a person with a condition they share those conditions for 3...6 seconds.

“Live and let live” 15e 2c 10r
For 10 seconds, if a foe in the area’s next attack hits an ally with 5…10% health or less. Then that foe will take damage equal to that of the ally’s remaining health.

“Chew before you swallow.” 25e 2c 10r
For 10 seconds, if a foe in the area’s next attack hits an ally with 95…90% health or more. Then that foe will take damage equal to that of the ally’s lost health.

“By force of arms.” 10e 2c 15r
If the number of foes in the area is greater than the number of allies in the area, then all allied weapons do dark damage. This effect lasts for 5…15 seconds or until the number of foes in the area is less than the number of allies in the area.

“Force overcome by force.” 25e 3c 15r
If the number of foes in the area is less than the number of allies in the area, then all foes in the area are crippled for 3...8 seconds. If a foe is already crippled this spell will not lengthen the condition.

Applied Science

Centripetal Force 10e 1c 15r
Other target ally’s next scythe attack does 5…15% more damage.

Reciprocal Action 10E 1C 10R
For 5...15 seconds. On the foes next attack that foe takes the equal amount of damage delivered.

Historical Development (Elite) 10E 4C 30R
For 2...10 seconds. On the next other ally's attack spell does double damage. But you lose the cost of the spell as well. Causes exauhstion.

Inertia 5E 10R
For 2...15 seconds. You run 25% faster while moving. If you stop moving the stance ends.

Momentum 10e 1c 15r
If momentum is cast on a target ally who is moving, their next attack does 5…15% more damage.

Thermodynamics 5e 1/2c 10r
If other target ally has a fire weapon or fire skills equipped, then all fire damage is negated for 5…10 seconds.

Gravity 15e 1/2c 15r
All nearby foes knocked down and move 15% slower for 5…15 seconds.

Alchemy

Noxtious Concoction 10E 2C 15R
Foe and any nearby foe suffers are poisoned 5...20 seconds. If the foe is already suffering weakness its duration is not lengthened.

Health Potion 5E 1C 5R
Restores 15...85 health.

Invisibility Potion 15E 3C 20R
Ally is unable to be targeted for 3...12 seconds.

Transmutation 10e 1/4c 15r
For 5…15 seconds target other ally does a random type of elemental damage with each hit.

Philter 5e 1/4c 15r
For 30 seconds whenever target other ally is affected by a lecture. They gain 5…25 health.

Wisdom

“Knowledge is power” 5e 2c 3r
For each available wisdom skill you gain 25 health. (max 120)

Learn by Example 15E 1C 10R
For 30 seconds. For the next 5...15 skills used by the party. If a party member uses a skill that is in your skill bar it is recharged.

Value of Experience 5E 1C 10R
For 15...30 seconds you have a chance to avoid attacks.

I know I know it probably needs tweeking but im interested in your thoughts.

Last edited by Giddeanx; Dec 11, 2006 at 01:33 PM // 13:33.. Reason: Changed skills pulled away from buffs. Killed Hyde.
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Old Nov 08, 2006, 11:36 PM // 23:36   #2
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i like the concept, but it almost seels a little too much like a paragon to me
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Old Nov 09, 2006, 02:45 PM // 14:45   #3
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As I wrote the lectures I was kind of worried about that. I think I should focus more on PbAOE debuffs instead of buffs, let the paragon have its glory. I also thought that players and foes should only be able to be under the influence of one lecture at a time.
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Old Dec 10, 2006, 06:06 AM // 06:06   #4
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Yeah, I agree this is too much like Paragon. You could focus on group debuffs, but in actuallity, Warrior already has Offensive shouts and self boosting shouts, and Necromancer already has hexes and group condition application. Beyond that, Elementist already has group damage + condition or hex application.

I don't think most conditions are ment to be applied to a group, and there already are a hand full of skills which can spread a condition over a group, Like Fervered Dreams and Plague Sending. Most of all, Group applicatin of damage and effects is well planted in Elementists abilities, and I really don't see a new role fulfilled here.

Sorry to bear bad news Gidd.
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Old Dec 10, 2006, 06:11 AM // 06:11   #5
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we should have a dual sword guy =)
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Old Dec 11, 2006, 01:59 PM // 13:59   #6
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I see what you guys meen about this character being very close to paragon. I did what I said and trimmed down the buffing skills and changed desciriptions on others. I have a feeling the problem is located in the way I formed this class. I started with identity instead of function. This class would have been viable if exsisted on its own, but you are correct in the assessment that because its purpose overlaps so much it has made neigh useless. I won't give up on it though (it is my first class) and edit the heck out of it within the next couple of months.
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Old Feb 06, 2007, 10:45 PM // 22:45   #7
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i respect you idea and think its great but i think my idea for scholar is more realistic

http://www.guildwarsguru.com/forum/s...94#post2521194

Last edited by bufbrtnjr; Feb 06, 2007 at 10:48 PM // 22:48..
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Old Feb 07, 2007, 03:39 AM // 03:39   #8
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ITs not bad. Good list of skills. Nothing Wowing! or too unique, but all sound pratical and doable. Feel a bit jack-of-all-trades.. but I think you are building it more as a team/self support class, right? Kudo for overfall effort. (the thread layout could be a bit more appealing thought)

And bufbrtnjr's scholar has nothing on you.
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Old Feb 07, 2007, 06:48 AM // 06:48   #9
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Quote:
we should have a dual sword guy =)


Like this one^^?
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Old Feb 07, 2007, 02:30 PM // 14:30   #10
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Actually this was the first concept I posted, that would explain the poor layout.

It was designed as a support class and thank you.
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Old Feb 07, 2007, 09:40 PM // 21:40   #11
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actionjack, if you don't like my scholar idea then look at the thread and post a suggestion please its my first one
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