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Old Feb 04, 2007, 02:19 AM // 02:19   #1
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Default Lithial and Agumen Classes

I love the idea of a Forum for Class ideas (Since I'm new to this Forum). So hello all! This can count as my Welcome post. Haha. Well in a letter to ANet I was going to write the following ideas but I was told to post it on a fansite so I'm doing so and we'll see what happens.

New Classes Idea!

Hello Guild Wars Staff! My Name is *************. I’m a massive fan of GuildWars and I thought up these two classes while playing Guild Wars. So if you have time in your schedule, please take the time to read this. Below are the class ideas! And if intrested any changes at all could be made to this idea as long as I get some credit for it. (Haha even a thanks would suit me.)

Classes:
1. Agumen
2. Lithial

-~”~”~”~”~”~”~”~”~”~”~”-

Agumen

Starting Status:
HP: 100 (Like All Characters)
Mana: 20 (Perhaps 1-2 Raise in Mana every level?)
(Always: ) 3 Mana Regen

Description/Plot Idea: The Agumen are forgotten warriors of the God’s War, or the decision of how the gods divided out their land. They have been awoken along with the rise of Abbadon. Hidden from the lands of Elona, they spread their power on the small Island of Ghaitti; an Island newly founded by Canthan Scholars (Perhaps?). On this new iceball of an Island, they have awoken to protect the Gods and people from the ultimate suffering now arising from the remains of Elona. This class will have Balthazar watch over their actions.
(Now of course that sounds like a jumble of a Description, so I don’t know if this could go along with anything you’ve been thinking of. But of course all changes to their history or otherwise can be change in any instant you wish.)

Powers: As with every class, there is a set form of powers. Their name looks a lot like the term Augment, correct? Which means to make things larger. So for this class their attacks would be based off Enchantments that raise attack power.
For example: ‘Call For Power'. Enchantment. While under the effects of this enchantment you have -1 Energy Gain and your attacks do +2...15 damage. This enchantment ends when your attacks are 'blocked'.
Or something of that matter perhaps.

Weapon/Headpiece: As from what players have seen there are new weapons with each new class, correct? For example, Scythes with the Dervish and Daggers with the Assassins. Well with this new class there is the introduction of gauntlets(?). They would obviously use melee attacks, and play off another ‘tank’. (Max Dmg: 7-29)
--As for the headpiece this class would own a headband-helmet combination.


Skills/Attributes:
Fist Mastery (With each point in Fist Mastery you will be able to equip stronger weapons and your gauntlet attacks will deal more damage)
Frozen Shouts (With each point in Frozen Shouts, each shout you use will rise in duration and power.)
Mist Whispers (For each point of Mist Whispers each enchantment and spell you cast will raise in strength.)
Undying Aura (Primary Class Only Skill/Attribute: Your attack speed will rise by 1% and you will deal +1 more damage)

Armor Appearance: I’m going to work on drawing it with the little drawing skills I have so if this class gets a good rating I’ll draw a picture for them. Yet the general idea I had was something of a light fitting robe followed up by armored pants or some type of combination in that way.

------------------------------------------------------------------------------------------------------------


Lithial

Starting Status:
HP: 100 (Again, Like all Starting Characters)
Mana: 16 (Perhaps a 2-3 Raise in Mana every level?)
(Always: ) 4 Mana Regen

Description: The Lithial are sort of like the shady class which really try to not co-mingle with other classes, meaning most skills are based towards aiding themselves. They serve under Grenth and have newly arisen from the land after the peril in Elona. (That’s short and simple I suppose.)

Powers: I Picture these as a very magic/half-ranged class. So I’ll just list a skill I see them to have and I guess the idea could branch off from there.
Ex: Coldhearted-Justice Weapon Attack. An animated (See ‘Weapon’) appears above the enemy striking downward for 12-67 Air Dmg, this spell has 10% Armor penetration. Attribute: Glove Mastery
The weapon part might explain it better.

Weapon/Head Piece: I see this as a Glove type of Weapon Class, For example: Sword Bearing Glove. From half the range dist of a wand's attack this class would use gloves that animate ghostly weapons to strike their foes. And for the example a sword would appear before the enemy and the player would make the motion that the sword does while standing away from the actual targeted enemy.
Ex: Lithial------(distance)------ Sword and Foe.
Or perhaps they could just have one type of Weapon they animate that’s simple. (Max Dmg: 9-22)
--Now onto the Headpiece, for this class (Don’t say it reminds you of Mesmers) they have a mask that completely covers their eyes, mouths, noses and the rest that is on the front of the face. They will each some with a different design but always cover the mouth, nose, and eyes and each come with their own unique shape.

Special: With this class would come self-aiding chants (Deadly Words) and some chants that help others as well (Trustless Words). For example
Ma Dekal
Chant. For 10...15 seconds targeted ally attacks 25% faster. This chant ends if attack is blocked, Chant cannot be cast on more than one ally at one time. Attribute: Trustless Words.

Skills/Attributes:
Animation Attack (With each point, your Animation attack skills would become more powerful and you can equip better Gloves)
Trustless Words (For each point in this attribute your skills will increase in damage.)
Deadly Words (For every point in Deadly Words your chants and spells will increase in damage.)
Core Channeling (Primary Class Only Attribute: For each point of this your attacks have 2% armor penetration and your chants cost less energy.)

Armor/Appearance: Lithial Outfits Example For this class there would be a more exotic dress-like outfits mixed with armor such as an Elementalist and Warrior combined would look like, I’ll work on drawings of these as well.

If you have any questions or some confirmation of seeing my post please e-mail [email protected], Thank you.
All credit for this post/idea should be directed to myself (And the Comments of Others). G'day All!
-All Ideas go to the GW Staff, unless stated otherwise.



------------------
Any Comments/Flames/Suggestions would be great. Is there anything I could change? Well, I hope this reaches some of the staff memebers in ANet. Good day all ^ ^

Thank you for your time,
~Innoccence

Last edited by Innoccence; Feb 05, 2007 at 09:48 PM // 21:48..
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Old Feb 04, 2007, 10:13 AM // 10:13   #2
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A class with no gods can't have magic or good as any skills for that matter.
As the gods gave the magic to the people, people without a god will not have gotten any magic or special powers at all.
In essence you would have 0 mana I guess, and a verry limited skill repetoire.

Also you can't summon souls without communign with Genth, cuz he ownz them.
Besides being the god of death he is also the judge of the fallen, any souls that can still be summoned likely have to go through him.

Ritualists bind spirits to the earth so they do not get claimed by Genth and are re-usable.

Other than that inconsitancy with guild wars lore, the ghost weapon gloves are a cool weapon, pretty original.
Wouldn't they be half ranged instead of melee?

Perhaps you should drop summoning ghosts people will go, "oooh its a ritualist" at least they did with my Hemutheïst and it didn't even summon the ghosts it just used them as ammo.

The use of agressive chants is kinda cool, wariors already have agressive shouts I guess chants fit into that and it has a nice banshee ambience about it.

Also why do all your skills exept the weapon skill have effects as if they where the primary, that would make this class potentially overpowered. instead have a enchantment or skill that does the exact same thing as what you now have with deadly words, likely base it of the primary.

I like the class, the trustlessness is one of those minor insanety niches I really like in RP.

As for the armors, aren't dervishes sort of the exotic(with the exeption if you paint them black) and the cosair discuises which are really a sort of tropical clothing those are IMO not really bare enough for Anet to like them.
Their behaviors make me think of banshees, full body covering black and purple robes, but instead of being a correct fitting or tight wrap the cloths sort of move as if gravity has no effect on them.

Last edited by System_Crush; Feb 04, 2007 at 10:26 AM // 10:26..
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Old Feb 04, 2007, 02:24 PM // 14:24   #3
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Thanks for giving me a response I actually wanted to see. Now that you point those things about them being over powered I can see you are correct.

Frankly I did want to drop the whole 'summon yada yada' from their skill list from the beginning, but I was told by others to keep the skill there. So I'll edit that out once I'm finished with this post.

Now then, about the gloves did I really put melee? Haha gotta change that to half range then, I thought I had put that. But thank you for the comments on that.

Now what else can I change here? I understand your point about them being practically worthless if not under any God, so perhaps I could change them to serve under Abbadon (If you've finished Nightfall you might know the downside to that.) Or perhaps under Grenth. Yes, Grenth seems more fitting for the Lithials and I'll give the Agumens Balthazarr's Watch.

I will consider tweaking the attributes some, they do seem all primary now that you mention that.

As for the armor, I have taken some time to doodle up what I see as their armor so I'll get around to posting them along with this post when I can. Perhaps that will change peoples view on them. Also I will now add above what headpeices they have, seeing as though I forgot to mention that.

Changes I Have Made:
* Changed description of Lithial and added which Gods watch them.
* Changed 'Animate Servant' to chant idea.
* Added Headpeice to the Weapon listing. (May move to Armor/Appearance Later)
* Tweaked Attributes
* Fixed Skills and added more skill examples.
* Added link to "drawings" of Lithial Outfits
(More Changes to Come.)

Thank you for your Criticism and Comments! Any more would be wonderful!
~Innoccence

Last edited by Innoccence; Feb 05, 2007 at 09:43 PM // 21:43..
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Old Feb 05, 2007, 09:37 AM // 09:37   #4
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Quote:
Originally Posted by Innoccence
All credit for this post/idea should be directed to me. G'day All!
Quote:
Frankly I did want to drop the whole 'summon yada yada' from their skill list from the beginning, but I was told by others to keep the skill there. So I'll edit that out once I'm finished with this post.
Don't worry I won't tell anyone thats just an excuse

I was under the impression deadly words was an offecive chant skill, as to make the class diferent from paragon.
Tough you may be right not to shout range is a bit much for any good offencive abilities.
Still deadly and threaterous word do seem like aggresive names, using deadly things on yourself and threaturous things on your allies, its exactly the oposite of buffing yourself and supporting your allies.
Still what is in a name, these just sound cool.

On the other hand I though up something the class could 'summon' a verry short range version of the ranger spirits, that affect both friends and foes but have stronger effects because of their shorter range, and are mostly meant to hinder people in the area of effect(with conditions or such).
As the location of your class because of their weapons is exactly in between de frontline melee and backline casters, setting up these 'lingering wail'/'mist rift'/'deadly wail'(they need a name) effects as a sort of defence to hinder foes from crossing the gap and reaching your backline casters.
Because you summon the effects at your location you will likely have to get out of the way after summoning them.

I imagine they'd (similar to wells) would have a area on the ground showing the AoE, as you do want to stay out of them if you can, but the animation be something more than a green ring with some yelow thing in the centre, a pilar of light at the centre and light shafts shooting up at random locations in the AoE, perhaps.
The effects would be less than wells as you don't need a corpse to summon them, though the affect both friend and foe this balances them some to compensate for the long durations(and long recharges) as they are suposed to be more like nature rituals than the at the location the spell was cast effects of monks and ele's.
just a suggestion to really give the class a unique role in combat.

Last edited by System_Crush; Feb 05, 2007 at 11:31 AM // 11:31..
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Old Feb 05, 2007, 10:36 AM // 10:36   #5
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Can you please stop wasting their precious time and let them work on the next chapter?
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Old Feb 05, 2007, 11:14 AM // 11:14   #6
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no..

Can you stop wasting our time and let us make the next chapter something we really want to buy?

I'd rather they delay the next chapter than produce a lesser qualty one.

Now I realiste that you've esaly finshed all the chapters with more than 3 diferent professions, have all the titles, a 1000 perfect builds and own everyone of us in PvP and there is absolutly nothing you can do in the game untill they bring out the next chapter.

Still untill they have at the least figured out a way to re-promote social play IMO the next chapter is not nearly done.
Bad deadlines and underfunding are the greates threat to great games, look at what happened to Vampire the Masquerade!

I'd rather have good chapters than rapid chapters, they said they where only going to make 10 of them anyways.

Last edited by System_Crush; Feb 05, 2007 at 11:33 AM // 11:33..
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Old Feb 05, 2007, 06:56 PM // 18:56   #7
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I would rather have both, good chapters and frequent content. But good is more important, and you know my standards.

As for these ideas...... what? Very generic characters with little understanding of how professions really work, and really no new features to diversify and improve the gameplay.

So since your new, here are the rules of making a good class. And I don't care who agrees or disagrees with the rules, because if these arn't recognized than the idea cannot qualify as material for a new class.

#1, Make a facinating and attractive identity, you can make any amount of original ideas, but the idea of adding new professions is allowing players to play as something new, that they like. It is great to be original, but people conform to certain interests, and attracting those interests are a certain way to attract new players and satisfy exsisting players.

#2, Make at least two, better three, original features. If you profession doesn't do different things in different ways than exsisting profession, you haven't actually added anything to the game, you just repeated an exsisting class with another look, a totally pointless and worthless add, it will not be accepted. Your more likely to pass off an interesting identity (rule #1) which Anet will make a working class out of than trying to pass of worthless skills.

#3 Recognize the boundries and possibilities in the game. Alot of people make up false limitations to radical ideas, yet expect simple ideas with broken or unacceptable features, and cannot recognize the actual boundries to the game.
Futuristic nonsense, out, they may make guns, but it will be lame and weak anyway, their loss if they compromise the storyline like that. Totally wacky hairbrain, basicly clown like identities you made up in D&D, out, I do you really expect them to make a Plague Sender or a Cannon Berserker?, it's just lame.

(more on #3) Identities which do not respect and follow the storyline, out. You cannot have stuff that doesn't correlate with GW, this is GW, there is a structure to a fantasy world which makes it realistic, you have to develope features which abide by this fantasy.

(more on #3) You can't rip-off something from another game, same look, same abilities, same identity. There are alot of generic and real world figures reused in many games, as well as common fantasy figures. But some are halmark, original, unique, and most of all, exclusive to a certain game. If I see another Dragoon rip-off idea, I'm going to simply curse the writer and not even bother telling him why his idea sucks, it is plain retarded and uncreative. Even if the developers were going to rip-off an identity and feature from another game, they already knew about it, and didn't need your suggestion to realize the potential of that rip-off.

(more on #3) And this is the most potent part of making a good idea. There is alot of potential for original content which can be added to the game, recognizing the real potential of the game beyond the understanding and acceptance of your piers is what makes the greatest ideas. It doesn't take any talent to put a commonly considered idea into words, an identity which Anet is already considering and probably doing a better job of making into reality without your imput. If your actually trying to make a significant and useful idea, make something radical and interesting, mind grasping and facinating. You didn't enlighten Anet with a cheezy name and even some new abilities which they could have made on their own, or an equivalent which is just as good. A real idea is a revolution, something that nobody else could figure out, something that reaches to the outstretched boundries of opportunity.

And the warning, if you actually make a revolutionary, outstanding, original and facinating idea, it will be attacked. Why?, because people can't think like that, if they could, we would all have great ideas, but most people have shit to show for their efforts and creativity, they can't come up with anything besides what they were just playing in the last game, or the super freak wacko they made up in D&D. They will attack what they don't understand, they will either not recognize the detail and originality of your idea, or they will not accept the functionality and possiblity of your idea, because they cannot recognize the real opportunity beyond their narrow perspective. Every great idea is misunderstood, it is a halmark and proof of genious.

So good luck making some good ideas, if you want some developement material I suggest the "whats missing from exsisting classes" thread. And if you want some inspiration you can read any of my class ideas. I guarentee if you read 80% of the crap written and use it as a measurement of success, you will make the same crap as they do.

Oh I should probably mention rule #4 as well, learn how the game works, there are alot of simple features and mechanics involved in the game which make creating an idea much easier. This is rather part of rule #3, except it is the simple technical side, just go read GuildWiki and learn how health, energy, costs, and gameplay mechanics work. You will save yourself a half dozen broken ideas which don't work if you just learn some mechanics. Like the energy thing, energy is the same from you starting level to your ending level, it only changes with equiptment of runes, insignia, and weapons, of which the only one which is reduced in power at lower levels is Weapon potency (and energy) because it relys on attribute requirements to gain higher effects. Everyone has the same starting and ending health. Learning how armor and damage work is a tough one, but it will allow you to make much better and reasonable ideas. That should be all you need to make a good idea.

Last edited by BahamutKaiser; Feb 05, 2007 at 07:09 PM // 19:09..
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Old Feb 06, 2007, 09:47 AM // 09:47   #8
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Bahamut is actually right, though his way of bringing the message might leave a few things to wanting, and made me LMAO.

Although IMO an original identity with a poor function or existing role, can be hijacked to make something out of it.
*Inoscent wisteling* I'm just not that good at hijacking.

Quote:
or the super freak wacko they made up in D&D
That is personal against me, isn't it?
Or did I miss other people on the forums that actually have friends to RP with and use those past experiences as a source of insperation?(not even frequently)

Quote:
You didn't enlighten Anet with a cheezy name
Though you do have some mention of it, you might want to put up good naming as a rule.
It gets attention to your class which is a requirement if you want people to help you improve an Idea, no mater if it was great or not from the start.
When the attention of people is drawn to your class it has a higher chance of getting notice from Anet.
I myself find it a hard rule to keep by, but it is what mainly drew me to be supportive of this and several other classes.

Back on topic:
The usage of chants for support, in 2 atributes even is very paragonish. I do not have a solution right now.
I'm hoping for anyreader people to dust of their grey matter and think on one.
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Old Feb 06, 2007, 09:25 PM // 21:25   #9
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Aye, this Class could use some work. I'll see what I can do to change them in my spare time. Of the idea still wont appeal to everyone but changing it would never hurt.

But indeed some more comments would be wonderful. But I guess we'll just see what happens.

G'day All
~Innoccence
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