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Old Dec 15, 2006, 09:50 AM // 09:50   #1
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Default Hemutheïst (Pet Master / Summoner) <better name needed>

I have come up with 3 ideas for classes all worked toward a Caribbean themed expiation to GW.
Don’t worry I won’t dump them all on you at once, it would give me a headache writing them out too. Expect the next one a few weeks after the discussion around this one dies down. (Yes I know I am a month late with this second one)
There is an EDIT section at the bottom of this post, to keep track of all the things that have been changed.

The second is the Hemutheïst;
The name is still debatable, if you think of a more fitting name, plz share it.
Description
The Hemutheïst is a combination of ‘native’ magicians from all sorts of places in the world,
  • Ghost Hunters form the islands of Indonesia
  • The telekinesis Priests from, what is now, Thailand
  • A small bit of voodoo (mainly because its heritage has been erased from history)
  • A bit of the western witchcraft influences the missionaries claimed voodoo was all about(They where the only ones that could write, so their story was ‘the’ story)
  • A few random influences I picked up along the way.

The Hemutheïsts are pet-masters; they can conjure beings from the mists, and give them form in the physical realm. (I was thinking of making the pets look like shadows (from Tyria) just because those look cool)
This includes several creatures they use as pets, but also plain ghosts they shoot off like an elementalists shoots fire.
They worship Balthazar, the master of the mists, without his aid they would not be able to maintain such a potent link with the afterlife as they do.
They do not commune with death like necromancers do, nor do they bind roaming spirits like ritualists do.
They are connected to the afterlife and call on the dead and their ilk, to temporarily return and aid them.
Creatures return without a physical form, creating a physical form for these creatures allows them to stay longer but is a great toil on the Hemutheïst.
Dealing with minions and dead party members involves dealing with their physical forms and Hemutheïsts just don’t(unless they have a second proff.)
Using a select few skills they are able to call back the spirits of fallen party members, but this is only a temporary effect.

Armour: Caster class, 60 per AL per piece
Energy: 20 at 4 pips (to get more you need to have a called a being, a focus item helps too of course)
Weapons: Staffs, wands and focuses.

Appearance

I think it is best to first refine the style of the class, and then get into appearance based on that.
The other way around might force this thread into the wrong direction.
Though I would like to say:
Highly decorated cloth garnets and Body paint.

Role
They are defiantly a caster class, except they use a pet for their main damage output, instead of damage spells.
They have only one pet at a time which does all their damage output, making it one of the strongest in the game, for this the Hemutheïst sacrifices the ability to be effective himself.
They have 3 abilities that call different beings from the mists, each with its own effects but when called a ghost does not have inherent effect, they just remain in your active effects bar for X seconds;
Hemutheïsts use their primary to do something with these ghosts, for each different ghost there are different effects when it is used in a certain way, each ghost will also have 1 way it will not have an effect when used in.

This gives the Hemutheïst the role of backline support, with the pet moving in between the front and backline.
Their pets are summoned in an atrocious, benevolent or dreaded form.
An atrocious ghost becomes a damage pet, which fights just like normal ones.
A benevolent ghost becomes a defensive pet, which protects a single ally.
A dreaded ghost becomes a sabotage pet which debuffs one ore more allies.

In which form a pet is summoned depends on which skill was used to call the ghost that was given a physical form.

The same way they give ghosts a physical form you can also release them and usher them, also in atrocious, benevolent or dreaded flavors.
Releasing them will incur an effect on self or on adjacent/nearby AoE, Ushering them will cause a effect on target;
Whenever a being is called the skill that was used to call it is locked until it’s effects have worn off, no matter if those where on you or on something else. Only after that the spell starts to recharge.

Called beings will be used in the order they where called, unless they end before they are used, then the cue will move forward to form a neat row again.
This will make the class more interesting; adding a bit of strategy to skill use, because each ghost can be used in 2 of the 3 ways, and this can happen in many different orders.
This is an entirely new game mechanic and will in the least be interesting.

I’ve changed then from being backup healers and damage dealers to a more all-round support, able to cast hexes as well.

Attributes
All the above is just support for the important stuff right. What you really want to see is the Skills and Attributes because that is what defines how you would play the class, and there for if it would be interesting for you.

Eternal Bond – Primary
For each level in Eternal Bond called creatures last 4% longer, before dissipating.
Additionally you gain +1 max energy for each being you have called at level 1 in Eternal bond, +2 at level 6 and +3 at level 14.
Also skills related to controlling beings you have called, become more efficient with each level in Eternal bond.

Atrocious Callings

Skills related to calling, offensive beings from the mists, become more effective with each level in Atrocious Callings.

Benevolent Callings
Skills related to calling protective beings from the mists, become more effective with each level in Benevolent Callings.

Dreaded Callings
Skills related to calling maleficent beings from the mists, become more effective with each level in Dreaded Callings.

The primary intentionally resembles the assassin primary, as it has a very similar function in energy management.
Because all called beings dissipate after 5 seconds, the extra energy gained is not that much, but scales exponentially with a higher level in Eternal Bond.


Skills
Noticeably there are a lot of call being spells, these are derived from ghosts that where created at important historical events or locations.
For instance a lot of people died during the searing, there for a ghost like Soul of the Searing should not be rare and the fear and despair it felt in it’s last moments could be used for certain Hemutheïst skills.
There is a name in the description of a call being there is a name, it would be cool if this name was randomly generated when a Hemutheïst gets a new skill, it’s not important but it is a nice role-play enhancing mechanic.

Eternal Bond

This attribute governs your connection to the mists, it allows you to keep called beings longer, before they dissipate and also enhances the control you have over them.

Usher Being spell energy 5 activation 1 recharge 12
Usher your called being, this spell recharges 0…50…70% faster

Release Being spell energy 10 activation 4 recharge 5
Release your called being, this spell activates 0…50…80% faster

Manifest Being spell energy 20 activation 3 recharge -
Manifest your called being as a level 1…18…22 creature; while you maintain a manifested being energy regeneration can not raise your energy above 10. While you manifest a being this skill is replaced with Signet of Manifestations, that lets you command your manifested creature.

Fallen Friend call being
Call the ghost of target dead ally, when manifested it will become a benevolent creature that can heal for 10…30…40 health, every 8 seconds. (This skill will be locked until the called being dissipates)

Murdered Comrade call being
Call the ghost of target dead ally, when manifested it will become an atrocious creature that can attack to interrupt it’s target, every 20...10...8 seconds. (This skill will be locked until the called being dissipates)

Slain Sanguient call being
Call the ghost of target dead ally, when manifested it will become an Dreaded creature that can steal 1...6...7 energy from it's target every 15 seconds. (This skill will be locked until the called being dissipates)

The end is Nigh enchantment spell
For 8…15…18 seconds, you are enchanted with the end is nigh, called beings will last 5 seconds longer before dissipating, if you die while enchanted with the end is nigh resurrection spells cast on you take twice as long to cast.

Wanderers of the Mists call being
Call 3 ghosts of Styx Wisp, when manifested it attacks in melee with cold damage, on each successful hit adjacent foes take 5 cold damage, the manifestation dies after 6…18…21 seconds. When ushered target foe takes 8…36…44 cold damage, if target foe is below 20% health that foe starts bleeding for 6 seconds. (This skill will be locked until the called being dissipates)




Atrocious Callings
The offensive manifestations attack faster than minions, and deal similar damage.
Armor, health and damage are dependant on level; top damage is a little higher than minions because they can go higher level, it is lower than a flesh golem of the same level though.
This to balance out that a Hemutheïst can have only 1 pet against a necro’s 10, though the Hemutheïst does not require corpses to work with and pets don’t degenerate.
They can attack both in melee and ranged (staff range) with different damage types.

Betrayed Brother call being
Call the ghost of Yer Heku, when manifested it attacks in melee with blunt damage and deals +1…3…4 damage to creatures above 50% health. When ushered the next time target manifested ally strikes an attacking foe that foe is interrupted. (This skill will be locked until the called being dissipates)

Soul of the Searing call being
Call the ghost of Othar, when ushered it will make target allied manifested creature attack 5…16…20% faster for 8 seconds. When released it will make you move 5…16…20% faster for 8 seconds. (This skill will be locked until the called being dissipates)

Chill Haunting
spell
Lose all called beings on you, for each one lost you deal 5…12…15 cold damage to target creature.

Tempest’s Scar call being
Call the ghost of Wailing Dryad, when manifested it attacks at range with slashing damage, whenever it takes fire damage, nearby foes are interrupted and it starts burning for 10…6…4 seconds. When released, if an adjacent foe is burning, all adjacent foes start burning for 4…8…10 seconds and you start burning for 5 seconds. (This skill will be locked until the called being dissipates)

Embodiment Elite spell
Manifest your called being as a level 1…18…22 creature; while you maintain a manifested being energy regeneration can not raise your energy above 15. While you manifest a being this skill is replaced with Signet of Manifestations, that lets you command your manifested creature.

Bones of the Brisk call being
Call the ghost of Ognart, when manifested it attacks in melee with blunt damage it has a 15% chance to cause knockdown on a successful hit, but attacks and moves 50…30…25% slower. When ushered, if target ally is knocked down adjacent foes takes 15…50…65 damage. (This skill will be locked until the called being dissipates)







Benevolent Callings
The defensive manifestations protect 1 ally, they are targeted as part of that ally (this is to stop the monk from healing the manifestation) a spell with “target allied manifested creature” used on that ally still affects only the manifestation, also it is the only time that you are allowed to target a normal ally as a "target manifestation".
A benevolent manifestation has 30% chance to take the damage off the ally it is protecting, but in a AoE attack they both take damage, for skills like starburst, deadly and vamperic swarm they do not count as an additional target hit though.

Wall’s War Omen Elite call being
Call the ghost of Hergon, when manifested it will have an additional 10…20…22% chance to take the damage for the ally it is protecting. When ushered, heal target other ally for 10…28…31 health, if that ally is below 50% max heath you heal for an additional 5…18…20. (This skill will be locked until the called being dissipates)

Brightest Burst Elite spell
Release your called being, for each target affected you gain 1 energy and 5…10…12 health.

Deathless Devotion enchantment spell
For 6…18…22 seconds, your manifested creature is enchanted with deathless devotion, it has 3…8…10 damage reduction if it is an atrocious manifestation you have 80 additional max health, if it is an dreaded manifestation you have an additional 50 max health, if it is a benevolent manifestation you have and additional 30 max health.

Tempest’s Slain call being
Call the ghost of Mournful Ent, when manifested if target ally would start burning instead your manifestation starts burning, when burning this manifestation also suffers a deep wound for 25…12…10 seconds. When released, for 10…18…25 seconds all nearby allies have +3 health regeneration. (This skill will be locked until the called being dissipates)

Dust of the Afflicted call being
Call the ghost of Heu Keino, when manifested it has: if target ally is diseased, the duration of all conditions on target ally is reduced by 10…29…35%. When released, for each condition adjacent allies are suffering, those allies are healed for 5…8…12 health. (This skill will be locked until the called being dissipates)

Waning Conserver call being
Call the ghost of Hyogon, when ushered, for 10 seconds target ally has a 30…60...70% chance to block elemental damage. When released for 20 seconds you get +2…6…7 health regeneration but you gain 30% less health when healed. (This skill will be locked until the called being dissipates)

Venerable Protector Elite call being
Call the ghost of Dayverin, when manifested, target ally has 50…110…135 additional max health. When ushered the next 2…5…6 attacks against target other ally are blocked. (This skill will be locked until the called being dissipates)

Sacrificed Soul call being
Call the ghost of Herena, when manifested, if target ally loses more than 60…30…20% of his max health from a single hit, target ally steals that amount of health from your manifestation. When ushered target hostile manifestation loses 20…50…60% max health, if target is a benevolent manifestation it will instead not be able to take any damage for 5…11…13 seconds. (This skill will be locked until the called being dissipates)





Dreaded Callings

The maleficent manifestations are moving creatures that follow target foe around, they maintain a hex on their target while alive and in range or have some sort of aura effect.
These are the easiest to kill as they have no armor and are normally targetable, when attacked they will not run or move, they only move when their target foe moves or when you use Signet of Manifestations to give them a new target.

Now personally I find hexes hard to do, because with the necro and the mesmer already overlapping each other in attack speed and movement speed reduction, its hard to find a area to debuff unique for a class: a reason to use this class to debuff, instead of another one.

Mindful Calling Elite spell energy 5 activation ½ recharge -
Usher your called being, for each called being on you this spell takes an additional 4…2…1 seconds to recharge.

Tear Burner call being
Call a thriving shadow, when manifested, whenever target foe takes damage that ignores armor that foe takes an additional 2…5…6 damage. When released adjacent foes take 2…7…8 damage each second this effect lasts 1 second for each called being on you. (This skill will be locked until the called being dissipates)

Horrid Wilting call being
Call a ravenous trembler, when ushered, for 8 seconds target foe’s spells cost 8…17…21% more base energy to cast. When released you become crippled for 4…9…11 seconds, and when you take damage all adjacent foes are interrupted. (This skill will be locked until the called being dissipates)

Imbibing Void hex spell
For 12 seconds, if a manifestation’s hex ends on target foe, that foe takes 19…49…56 damage.




Known Problems
Here I put problems, that I have been unable to solve yet, please everyone that reads give them some thought I'd appreciate any and all help.
  • Right near Ritualist
    I know I was skimming along the edge, but I fear I might have crossed it.
    I'm dumping serene Callings for a hexing attribute. but aditonal changes may be needed.
  • Need better Naming
    The name Hemutheïst, doesn't really mean anything, and if the class would be implemented it should be changed.
    Also the call being skills call ghosts, I would like for a better name of a creature without a physical form. I've tried Synonym search and maybe naming it a wraith is an idea?

EDITs
  • 12-12-06
    • Changed name from Tribal into Hemutheïsts.
  • 15-12-06
    • corrected several spelling mistakes(I still cant spell, probably enough left)
  • 18-12-06
    • Added to much like ritualist to known problems
    • Added need renaming to known problems
    • changing benevolent callings to heal and protect, to keep yourself alive mainly, there for reducing the effectiveness of damage absorption from 50% to 30%.
    • Changed serene callings to Dreaded callings, that call Grent's minions from the mysts, that act like sorta like poltergeists.

Last edited by System_Crush; Dec 18, 2006 at 02:26 PM // 14:26..
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Old Dec 15, 2006, 02:16 PM // 14:16   #2
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Please post some comments;
I really want some feed back on the idea.
Ideas on how to improve on it wil of cource be very welcome.
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Old Dec 17, 2006, 03:41 PM // 15:41   #3
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Quote:
Originally Posted by Helcaraxe
can I at least get a flame? I'd rather be flamed than get no feedback at all
Same here, I feel so ignored.
Especially since my last cc only got 3 replyes fpm 2 ppl.
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Old Dec 17, 2006, 06:01 PM // 18:01   #4
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I don't think this is different enough. Looks like ritualist, feels like ritualist, smells liek ritualist, tastes like ritualist. I honestly doubt another 'summoning' class will be added.
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Old Dec 17, 2006, 07:39 PM // 19:39   #5
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Due to the time constrain, I only read it briefly... will try to add on to a more in depth review later if possible. Anyhow...

- Dislike the name. Must say it just don't attract me to read it in the first place, as there are many summoner around, and I have no idea what a Hemutheïst is.

- I like the overall theme of the Mist, and though it would look real cool. However, ghost tend to be a bit too much Ritualist like.

- Still need to finisth reading the skills... but from the brief look... just don't feel too unique. Feel like playing another ritualist. Would suggest adding one more direction or angle to it. (like hexing ghost.... with a ghost floating around your foe?)
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Old Dec 18, 2006, 09:21 AM // 09:21   #6
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Yes, I mentioned some where that by giving in to the demand for an aditional healer class, I was risking making it a bit to much like a ritualist.

I think I will revamp Serene Callings into a hexing atribute, changing the name afcource.

As for the skills, the call being spells are suposed to ad an entirely new game dynamic(well not entirely glyphs do something similar)
But you have a skill that does nothing, it instead changed the effects of 2 utilisation skills.

this means 1 call being= nothing happens, you have to combine them, adding a lot of strategy, especially as the order matters, you have to plan ahead. And as you energy is also dependent on them you need to be verry tactical about it.
thusly
1 call being 1 util spell = 1 effect
1 call being 2 util spell = 2 effects
2 call being 2 util spell = 2-4 effects
2 call being 3 util spell = 4 effects
3 call being 3 util spell = 6 effects
4 call being 3 util spell = 8 effects

you can only use 1 of those effect when the skill is cast, this means that you could setup your skill bar for a maximum of 100 diferent combos, form just 8 skills(not all of those would be usefull though)

Dervishes do this with several of their skills that change in effect wether you or the target is enchanted or not(for example Conviction or meditation)
I made this class to add pet raging, but decided to take that functionalty to an extreme to make this class something interesting, for both gw vetrans and people new to the game.

As for the name Hemu means random/two sided and a theïst is a folower of a religion, so in truth it doesn't really mean much, just sounds kinda cool.

I'm open to sugestions for a better name, communer/shaman where taken by the ritualist.
As for the ghosts, they call other worthly creatures, be it deceased people or Grenth's minions that terrorize souls lost in the mists.
I pondered a long time over a better name than ghost, but couldn't find one.

Last edited by System_Crush; Dec 21, 2006 at 01:55 PM // 13:55..
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Old Dec 27, 2006, 12:22 PM // 12:22   #7
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Quote:
Originally Posted by Not A Fifty Five
weekly bump
:P
WTB attention, plz?
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Old Dec 31, 2006, 11:16 PM // 23:16   #8
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No one wants to read through 100 skills that are quite bland, it pushes most people away to see so much. Just put a general outline of skills so people get the idea of how it works and sprinkle in more skills further down as you go... I am only posting because I feel sorry for you, I didn't read long enough to get to the skills, but I saw a bunch of summon ghost or w/e...
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