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Old Aug 18, 2006, 12:32 AM // 00:32   #1
Ascalonian Squire
 
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Join Date: Aug 2006
Location: Right about...here.
Guild: Tyrian Realms of Terra [Tera]
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Default Class Suggestion--Therianthrope

This particular listing is mirrored from a thread by a similar name on GWO, but since this site appears to be more geared towards class suggestions, I decided it would be good to place it here as well.

This is originally copied from a comprehensive document I have created for my GW ideas, and as such the formatting might come out a bit wonky--particularly with relation to the Bold formatting I'd intended in many places. Please bear with me, as it is quite long and rather detailed.

Any resemblance to any other profession ideas is coincidental and unintentional (as I'd not seen his thread before making this class idea, in its entirety).
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This is a suggestion for a not-yet-existent Guild Wars character profession. The suggested profession name and skills, along with all other information listed in this and other related suggestion documents, are at this point purely suggestions and not for redistribution or modification by anyone outside of NCSoft/ArenaNet staff, along with GWOnline.net and guildwarsguru.com which are the only sites currently authorized to host this document. All suggestions listed in this document may be used, altered, or incorporated by ArenaNet and its subsidiaries without any compensation or recognition to me. All writings © me, forum name AxemRangerBlue, 2006.

Key: For descriptions where specific values are to be determined primarily by factors regarding game balance, variables will be used. X will be used for damage, with X- being a reduction in the original number as attribute level increases and X+ being an increase. H, M, and L correspond to high, medium, and low (respectively) with relation to energy costs, casting times, and recharge times. For “instant” skills/spells, the letter I will also be used. “Attack” and “Stance” abilities with no Cast time listed are assumed to be “instant.” Parenthetical comments will be included after the description of each applicable ability in brackets.

Therianthrope Class

Description: The Therianthrope class reflects and deepens the animal-human bond found in Rangers, and is thus affiliated most strongly to Melandru. This deity, as is described within the plaques that grace her statues, has carried out human species-changes in the past, most notably converting men into trees. Therianthropes (“Therians” for short) simply take on, temporarily, many traits and attributes of certain animals, humanoid animal races, etc. This can be limited to various mental or spiritual forms, but in the game setting Therians typically become a hybrid of man and beast. A classic example of this sort of transformation is the archetypical werewolf. However, for variety and depth, it is suggested that the traits of several different species be made available for players to transform into, rather than limiting the transformation to wolf alone. (This is potentially a way to vary armor; characters could construct artifacts that serve as protecting items while the character is in the human state and determining the shape of transformation in the “shifted” shape.) Note also that Therians will need two “ranks” of skills–one for the shifted state, and one for the human state.
Therians are intended to attack, when in the shifted shape, primarily with melee physical attacks. However, they can still equip “caster”-type weapons, and attack from afar with staves and such, like other characters, if so equipped. Therian weaponry is meant to be switched as often as the characters shift, if this melee ability is desired, as humans cannot attack in this same fashion. Additionally, Therians are suggested to be able to use Ranger-class pet-related Beast Mastery Skills upon themselves in the shifted form, if they possess no pet of their own.
It is proposed that Therians will also have special abilities to direct their transformations into extant species of the Tyrian/Canthan sphere, such as Charr, Tengu, and Oni. Additionally, Therians in any shifted state would be able to mimic special “Latent” abilities from extant species and/or Therians transformed into those species. These skills are not actually available for use most of the time—that is, they are temporary, much like Inspired/Revealed abilities.
Therians have three class-specific attributes, along with the given single primary attribute. These characters enjoy dabbling in the areas of Wild Might, Schismcraft, and Contherianthropy, even as secondary-Therian characters, with the added bonus of Pack Forging when Therianthropes are primary in nature.
Wild Might relates to the warrior-like abilities of shifted Therianthropes. These are primarily related to physical attacks, often including animal traits such as claws and teeth. Additionally, for each rank of Wild Might, Shift-state Therians have an extra 0.5% chance to make a critical hit with Therian weapons.
Schismcraft is a blend of magic and the split spiritual nature of therianthropes. It enables Therians to act as spellcasters when they devote many points to this attribute, and serves as an accessory to both the human and animalistic sides of Therian characters.
Contherianthropy skills are primarily related to the human side of Therians. They are varied in nature, but are nearly all usable when the Therian character is in an unshifted state. They are similar in origin to Schismcraft but emphasize the rational thinking of a human mind in proper execution.
Pack Forging abilities generally strengthen or support most or all party members–especially other Therians. Additionally, for each rank of Pack Forging, the Therian gains 0.2 Armor for each other member of the party. If the rank is above 5, the player will gain another 3 Armor for each other Therian in the party.

Additionally, it is suggested that the extant Warrior Shouts, along with the novel Paragon Chants and Echoes, be amended to factor in (where applicable) the similar Therian Howls.

Jargon: “Shift Skills/Spells” are only usable when the Therian is in a shifted state, e.g. as the hybrid human/animal.
“Native Skills/Spells” are only usable when the Therian is not shifted, e.g. in the human state.
“Schism Skills/Spells” are usable regardless of which state the Therian presently occupies.
“Conditional Skills/Spells” require that the Therian be experiencing one or more Conditions, the identities and numbers of which may be specified by the skill/spell.
“Lore Rituals” are like terrain effect “Spells,” such as “Tar” or “Frozen Ground,” in that they last for a given period of time and are not removable in the same sense as Enchantments.
“Howls” are very much like Warrior “Shouts” or Paragon “Chants,” but some only affect other Therians. Their radii are somewhat larger than those of Shouts, and sometimes affect the entire area.
“Therian Ire” is a new proposed Condition almost exclusively for Therians, which bestows an attack and armor penetration boost that is variable. Effects that boost the duration of Therian Ire are intended to be cumulative. Strength and armor penetration do not “stack,” but lower-strength boosts will be replaced by higher ones, when applicable.
“Bite,” “Claw,” and “Lunge” attacks are specific forms of attacking that will randomly occur when a Therian engages in melee physical combat. They are self-explanatory in nature. Their propensity to occur usually depends on the artifacts equipped.
“[Species] Latent” skills can only be used by targeting a creature of the listed species and/or a Therian shifted into that species and using the “Extract Latent” skill.

Suggested Accessories

Background: Therian weapons will have a unique duality; that is, they will behave differently when Therian players are in the Native or the Shift states. Weapons will be available that perform only as close-combat or ballistic/ranged types, as well as the majority of them being a combination of both. For example, a player who uses generally Schismcraft abilities may wish to be a “caster”-type character, and as such refrain from joining the fray, choosing instead to use something that hurls shadow damage from afar. Alternatively, a player may wish to be a “tank”-like character, with high levels in Wild Might, and will prefer something that does sizable melee damage in the Shifted state. All of these will be available. Weapons will generally not be solid objects extending far past the actual anatomy of the Therian, but rather accentuate existing features of the Therian, working in many ways like the seemingly empty-handed attacks by many enemies in the game environment. This will include runic over-bracers, magical chains wrapping around the wrists, etc.
While some of the more powerful Therian weaponry will consume the available space for both hands (for whatever reason), some will only take up one arm’s worth of room. Therian “offhands” designed to fill this gap will be generally of similar nature to the weaponry in terms of non-obtrusiveness, as Therians would reasonably need to generally keep both hands free in the Shifted state so as to leave the claws available for attacking.
It is suggested that the “headgear” of Therians not be headgear at all, but rather that they be various charms, pendants, etc. that govern the Shift variety of the player (e.g. were-wolves, were-tigers, were-dragons, etc.). Therians, being a sort of animistic blend already, will have armor that is by nature very runic and magical (and less of a solid barrier), as anything too confining would be nonsensical. As a result, Therians should have very high magic resistance built into their armors.
It is also suggested that one sort of armor be a tattoo blend that does not show up under the fur in the Shifted state, for those who want their characters to look more like a “natural” werewolf, for example. Discreet character modeling will be necessary to prevent use of this feature in inappropriate manners.

Examples below will have a variety–sometimes rather large–of suggested modifiers. Low-level weapons of these sorts will reasonably have few or none of these special modifiers. Also, weapons that allow for normal melee Therian attacks (Claw, Bite, Lunge) should be modified with “--Charms” and “Inscriptions of–“, where the double dash represents the name of the modifier in question. Exceptions will include instances where the weapon is, for instance, obviously a staff. Standard, general modifiers (such as Vampiric and of Shelter) will be available in Charms and Inscriptions, along with new ones specific to the Therian class (such as Howling or of Lunging).
Examples–
Two-Handed Weapons:

Feral Ruffs.
Prominences of fur or spines (based upon what Shift the character will use, due to other accessories) that extends from the outside of both arms and shimmers slightly. In the Native state, they will hurl earth damage from afar. While Shifted, they allow for normal Wild Might attacks and should be dependent upon that attribute. They should boost Armor and Health slightly. Dependent on the Wild Might attribute.

Mystic Bowstring.
While the item appears to simply be a bowstring in the inventory, when equipped, it produces a glowing bow made of energy on the outside of the wrist (sort of like a Chaos Bow), which, when plucked by the player, fires magical bolts that act just like arrows. This holds true for both Native and Shifted states. Boosts Armor against physical damage. Dependent upon the Contherianthropy attribute. Possesses additional bonuses only activated if the user has notable levels in Marksmanship, but still performs comparably to other weapons without those bonuses. [This weapon is *not* modified by Ranger Bow Strings and Grips.]

Pyric Palms.
A tribal-looking charm suspended by chains that run in between the fingers and to the back of the hand to hold the charm directly over the palm of the hand. It generates werepyres, causing the hands to glow with a green “flame” when equipped. In the Native state, this is hurled as fire damage. In the Shift state, Claw attacks become fire damage in attribute and have a slight damage bonus. Dependent upon the Contherianthropy attribute. [Much like the Fiery and Icy Dragon Swords, alternate versions of this item that exude “fire” of different colors and elemental damages could be made.]

Runic Overbracers.
Intertwined strips of boldly decorated cloth on both arms, which wrap around the forearm and part of the biceps before tying off and dangling the ends near the elbow. In the Native state, they hurl ranged cold damage and act as a “ballistic” weapon for Innovator purposes. While shifted, they work as a melee attacking accessory and slightly increase propensity to perform Lunge attacks, while bestowing a certain amount of elemental resistance and boosting Energy slightly. Suggested to be dependent on the Schismcraft attribute.

Schism Staff.
A staff composed of two intertwining strands–one black, one white–that ends in a spiny projection at the tip. Designed for non-melee fighters, it attacks with holy damage when Native and shadow damage when Shifted. Boosts Energy notably and raises Armor while casting; lowers casting time and recharge on Schismcraft spells. Dependent on the Schismcraft attribute.

One-Handed Weapons:

Knuckle Razors.
Sort of like brass knuckles, but with razor edges on the outside. Shows up as one-handed in inventory but the object appears on both hands when equipped. Does slashing damage in Native state melee much like daggers; allows for typical Therian combat in Shift state. Dependent on the Wild Might attribute.

Talon Trinket.
Hangs from the wrist by a decorated bracelet-like chain. Produces, upon wearing, several stylized “claws” of energy that enable Native Therians to attack with slashing damage in close quarter-style combat. Upon Shifting, they increase the proportion of claw attacks slightly but no longer produce the energy claws. Lowers casting time of Claw Attack skills; boosts critical hits by a small percentage. Suggested to be dependent upon the Wild Might attribute.

Wrist Edge.
A large, one-edged blade that has a handle in the middle to hold on to and a wrist-wrapping strap near the lower end to restrain it. Swings like a sword in both Shift and Native states; quickens recharge of Contherianthropy non-spell skills. Dependent upon the Contherianthropy attribute. Modified by Sword and Dagger Hilts and Grips.

“Offhand” Accessories:

Fanged Trinket.
A string of animal fangs threaded at intervals onto a string, which in then intertwined with the palm and hand much like the Pyric Palms weapons. Boosts Bite attacks and dependent on Wild Might.

Melandru’s Tendrils.
A series of armbands, placed at intervals along the offhand arm, that trail vines, which in turn exude a faint green aura. Dependant upon Contherianthropy and lengthen the duration of Conditions, perhaps adding +1 Health regeneration (while under a Condition) and lengthening Stance duration by 20%.

Shamanic Skull.
A large cattle skull, reminiscent of Grenth’s appearance, with a handle built into the reverse for shield-like carrying. Intended for “tank”-like Therians, with extra Armor built-in and a boost to Howls, dependent on Wild Might.

Headgear:

Fang Cascade.
A tiara-like band, from which strands of threaded animal fangs roll down the head and neck, trailing over the shoulders. Boosts Wild Might.

Lupine Pelt.
A wolf skin, draped with the head over the crown of the Therian’s skull, wrapping around the neck and upper shoulders. Boosts Pack Forging.

Rune Mantle.
An overlay of luminescent runes drawn atop the hair and neck, connected by leather/fur straps. Boosts Contherianthropy.

Shade Spines.
A wide cap/mask, which is split down the middle by the division between the black and white halves on either side, trailing back past the head into a series of spine-like projections. The openings for the eyes of the character will be ringed by the opposite color (that is, the black half of the mask would have a white region ringing the eyes, and vice versa). Boosts Schismcraft.

Other Notes

Character Behavior. It is intended that Therians have, in addition to all of the other characteristic traits, a new movement and behavior set, much like the other classes in existence. It is suggested that Therians casting long-cast abilities hunch forward, as though seething with anger, and then rearing back and taking a roar-like pose as the ability is finalized. For short-cast abilities, a simple toss-back of the head, perhaps combined with a raising of an upward-facing arm/claw, will probably suffice. The exception to this would be Howl abilities, which would require a slightly more elaborate action, given their somewhat obvious difference in nature. Additionally, a specialized animation and motion would be necessitated for the Physical Shift ability, given its unusual and novel nature.
Therians should have a different posture than other classes, regardless of Shift/Native state. Ideally, Therians in the Native state would walk on tiptoe, to mimic the digitigrade posture of werewolves and other animals. Therians would also have an innate tendency to look around more often and more quickly than other classes when stationary.
When attacking with ranged, non-bow weapons, Therians should probably “hurl” the damage projectiles, much like gargoyles and Skale, if this is possible. As such, staves, wands, and canes should be swung sidearm and/or over-the-head, as though the Therian were going to bludgeon a foe with the object (rather than the projectiles it produces). When attacking with non-Therian melee weapons, blows should be vicious and quick, and Assassin skills should remain just as lithe and mobile as they are on Assassin-primary characters. It is suggested that Therians draw bows much like normal Rangers, and have a slightly choppier motion when wielding scythes than the fluidity Dervishes usually exert. Spears should be thrown in a more wild manner than the controlled precision of Paragons, and certainly not carried over the shoulder in the Paragon manner.
Offhand items should probably be scripted to move when the Therian is in action to seem as though the Therian could harm foes with them, too–that is, with slashing, punching, swinging, or other impact-like movements. However, no actual harm will be done (of course), even though the movements might suggest the contrary.

Pack Forging Skills

Alpha. Elite Shift Lore Ritual. Energy: M. Cast: L. Recharge: H. For 60 seconds, you gain +(5..15) damage and +(10..20)% armor penetration. All other Therians in your party gain an Enchantment [“Beta”] that reduces their attack damage by (25..10)%, and increases the effectiveness of their healing skills by (25..75)%. They may dismiss this Enchantment at any time. This Ritual and this Enchantment upon your allies is lost if the number of Enchanted allies drops below (3..1). [This boost is not the same as Therian Ire.]

Bestial Restoration. Shift Skill. Energy: M. Cast: L. Recharge: M. You and all pets are healed for (20..50) for each pet and yourself allied to the team.

Howl of Unity. Howl. Energy: M. Cast: L. Recharge: H. Only usable when (3..1) enemies are in your Danger Zone. Bestows Therian Ire to all Therians near you, giving +(3..12) base damage and +(5..15)% armor penetration for (2..7) extra seconds.

Howl of Focus. Howl. Energy: M. Cast: I. Recharge: M. Only usable when you are targeting an enemy. Gives +(5..30)% armor penetration to each ally targeting that foe, when attacking that foe, for (5..15) seconds.

Howl of Howls. Howl. Adrenaline: 6. Cast: L. Recharge: H. All Howls active on allies in the radius of this Howl are renewed to original duration.

Howl of Mourning. Howl. Energy: L. Cast: I. Recharge: H. If an ally dies within (1..10) seconds of activating this skill, all nearby allies gain +(1..3) Energy regeneration for (5..12) seconds.

Howl of the Haunted. Howl. Energy: M. Cast: I. Recharge: H. Each foe in earshot takes (20..40) shadow damage for each dead member of your team (maximum 160), and all animated undead within earshot experience health degeneration of -3 for 10 seconds.

Howl of the Hunt. Howl. Adrenaline: H. Cast: L. Recharge: H. If there are more than (10..5) enemies within earshot, all Therians gain Therian Ire, adding +(5..10) base damage and +(5..20)% armor penetration for (0.5..2) seconds for each enemy over (9..4).

Howl of Victory. Howl. Adrenaline: 4. Cast: L. Recharge: H. For (10..20) seconds, all party members gain (15..40) Health and (1..3) Energy each time an enemy is slain. These numbers increase by 25% for Therians affected.

Marguerite Formation. Stance. Energy: L. Recharge: M. All nearby allies who do not have a Stance active will gain this Stance. This stance gives +(2..15) armor against physical attacks for (5..15) seconds. This duration is doubled if (4..2) members of your party are below (50..60)% health.

Melandru’s Vassal. Elite Lore Ritual. Energy: L. Cast: M. Recharge: M. Any Conditions your party members are suffering from are transferred to you, cumulatively. For 10 seconds, gain +(2..8) armor for each Condition you suffer from. This ability ignores the effects of Dazed while casting.

Pack Summoning. Split Stance. Energy: M. This Lore Ritual will cause you to be resurrected (90..30) seconds after you die with 25% health and 25% energy, if no one else resurrects you. This Stance only recharges when you gain a morale boost, and can only be cast if another Therian is in your party and you do not have an active Stance. Pack Summoning ends if all Therians in your party die.

Revival Ritual. Split Lore Ritual. Energy: M. This Lore Ritual will halve the casting time of the next resurrection skill you cast, and lower the Energy cost by (20..50)%. This Ritual will only recharge when you gain a morale boost.

Seeking Scream. Skill. Energy: M. Cast: L. Recharge: H. All independent non-hostile creatures in the area become allied to your party for (20..120) seconds. If any one of them, or any creatures already allied to your party dies while this ability is in effect, all Therians gain Therian Ire of +5 base damage and +7 armor for 7 seconds each. When this ability ends, the wild creatures will disappear.

Wild Might

Attack Knees. Shift Lunge Attack. Adrenaline: 3. Recharge: M. This attack will knock down foes. If the foe was casting a Spell, this attack does +(5..20) damage. This has a (5..20)% chance of causing Crippled for (3..7) seconds.

Attack Jugular. Shift Bite Attack. Energy: L. Cast: L. Recharge: H. Lose all adrenaline. If this Bite attack hits, it deals +(7..25) damage and causes Bleeding and Dazed for (4..15) seconds. This attack cannot fail to hit if foe is knocked down. (50% chance to miss if Wild Might < 5, 20% chance to miss otherwise.)

Carnivorous Crunch. Shift Bite Attack. Adrenaline: 3. Recharge: L. This Bite Attack will do +(5..17) damage and will heal you for (50..80)% of the damage done.

Claw Combatant. Shift Stance. Energy: M. Recharge: M. For (10..45) seconds, you have an increased tendency to use Claw attacks (+(20..40)%), and all Claw attacks do +(2..11) damage.

Deadly Masseter. Shift Stance. Energy: M. Recharge: M. For (10..45) seconds, you have an increased tendency to use Bite attacks (+(20..40)%), and all Bite attacks do +(2..13) damage.

Dream Shift. Elite Native Lore Ritual. Energy: H. Cast: M. Recharge: H. Adds the power of your Claw, Bite, or Lunge Attacks to your human weapon as piercing damage for (4..15) seconds. This Ritual ends if you change to your shifted state.

Howling Lunge. Lunge Attack. Adrenaline: 3. Recharge: M. This Lunge attack does +(8..23) damage and will interrupt foes. If foe is casting a Spell, foe is knocked down.

Howl of Suffering. Conditional Howl. Energy: M. Cast: M. Recharge: M. Can only be used when you are suffering from a Condition. Does (10..25) piercing damage to all adjacent foes for each Condition you are suffering from. Interrupts foes if that number is greater than (3..1).

Human Vulnerability. Elite Shift Enchantment. Adrenaline: 8. Cast: M. Recharge: H. For (5..20) seconds, attacks by target ally on humanoid foes will cause +(3..10) damage each, have +(10..40)% armor penetration, and sap (1..2) Energy for each attack that deals over (35..15) damage. All Conditions you afflict on humanoid foes will last (1..3) seconds longer.

Infectious Rending. Shift Skill. Energy: M. Cast: L. Recharge: H. For (5..10) seconds, the next Claw attack you perform causes Disease for (5..20) seconds, and this ability ends.

Moonlight Signet. Signet. Cast: L. Recharge: M. For 10 seconds, you gain +(1..3) health regeneration and 1 additional pip for every nearby foe.

Melandru’s Titan. Elite Shift Lore Ritual. Energy: M. Cast: L. Recharge: H. For (20..40) seconds, your attacks on foes who bear Enchantments will do +(5..15) damage, steal 1 Energy each, and have a (20..35)% chance of “breaking” the Enchantment, causing an additional (20..50) damage.

Nerve Clench. Shift Bite Attack. Adrenaline: 3. Recharge: M. This Bite Attack will do +(5..15) damage, and will interrupt foes. If the foe was casting a spell, the foe loses (2..5) Energy and suffers from Dazed for (7..17) seconds.

Palliate Packmates. Shift Skill. Energy: L. Cast: L. Recharge: M. Transfer (1..2) Condition(s) and their remaining durations from target touched ally to yourself. You and target ally gain (20..50) Health if a Condition is transferred in this way.

Physical Shift. Split Skill. Energy: M. Cast: M. Recharge: 60 seconds. Changes your human form to your beast form, or vice versa. The skill lineup for each state is different. This skill is usable in towns and outposts, where it will recharge instantly and costs no Energy. You may not use non-Therian skills that cause Exhaustion or require sacrifice while shifted.

Poison Drool. Shift Skill. Energy: L. Cast: L. Recharge: H. For (5..10) seconds, all of your Bite attacks Poison foes for (3..10) seconds.

Razor Talons. Shift Skill. Adrenaline: 2.. Cast: L. Recharge: H. For (5..10) seconds, all Claw Attacks cause Bleeding for (3..10) seconds, and have a (5..20)% chance of causing Deep Wound for 10 seconds.

Seethe. Split Skill. Adrenaline:4. Cast: M. Recharge: M. This skill bestows five seconds of +(2..10) base damage and (+5..7)% armor penetration Therian Ire. Each time you are attacked while casting this Spell, the duration of that Therian Ire is increased by (1..3) seconds, and you gain one strike of adrenaline. This skill ignores the effects of Dazed while casting.

Sinuous Spring. Shift Skill. Adrenaline: 3. Recharge: M. The next attack you perform will be a Lunge attack that does +(5..15) damage. If “blocked,” target will be knocked down.

Spirit Edge. Shift Weapon Spell. Energy: L. Cast: I. Recharge: H. Your weapon or Shift Attacks steal (1..3) Energy when they hit foes. This gain is doubled when attacking Spirits.

Splintering Talons. Shift Skill. Energy: L. Adrenaline: 2. Cast: L. Recharge: H. For (5..10) seconds, the next Claw attack you perform causes +(10..35) piercing damage to that enemy and all adjacent ones, and this ability ends.

Spring’s Awakening. Shift Lore Ritual. Energy: M. Cast: L. Recharge: H. For (10..5) seconds, you move and attack 20% slower and have +(5..15) armor. When this ability ends, you gain (15..60) health and (5..12) energy. The duration of this state is halved and its effectiveness doubled when “Quickening Zephyr” is in effect.

Terrible Lunge. Shift Skill. Energy: M. Cast: L. Recharge: H. For 7 seconds, all Lunge attacks have a (40..75)% chance of causing Weakness for (5..10) seconds. Lunge attacks that hit a knocked-down foe will cause Crippled for (3..7) seconds.

Territorial Instincts. Shift Stance. Energy: M. Recharge: H. For (10..25) seconds, you attack +(2..5)% faster for each foe near you. Adrenaline gains of more than (0..1) are reduced by one.

Wearied Howl. Conditional Howl. Adrenaline: 3. Cast: L. Recharge: M. Can only be used while you are Crippled or Weak. Doubles the length of any existing Therian Ire on you and all allies in the area.

Weakening Clamp. Shift Bite Attack. Adrenaline: 3. Cast: L. Recharge: M. This Bite Attack does half the normal damage but causes Weakness on target foe for (8..20) seconds.


Schismcraft

Beckon Lifeblood. Elite Split Lore Ritual. Energy: H. Cast: H. Recharge: H. For (5..25) seconds, you gain (25..75)% of all piercing damage you do to foes as health recovery but attack 33% slower.

Blind Fury. Split Conditional Enchantment. Energy: L. Cast: L. Recharge: M. Can only be used when you are Blind or Dazed. Bestows Therian Ire of +(7..17 damage) and +(5..15)% armor penetration for (5..12) seconds. This skill ignores the effects of Dazed while casting.

Clinging Essence. Split Hex. Energy: M. Cast: M. Recharge: M. For (5..15) seconds, you steal (30..50)% of any healing received by hexed foe. This Hex may only be placed by you on one foe at a time.

Draining Fervor. Split Enchantment. Energy: M. Cast: M. Recharge: M. For (10..18) seconds, you steal 1 adrenaline from all available adjacent enemies every (3..2) seconds.

Ephemeral Kin. Split Binding Ritual. Energy: L. Cast: L. Recharge: M. A Spirit-like creature appears at the side of targeted foe and attacks (2..8) times, doing (5..35) slashing damage per strike with +(5..10)% armor penetration. If this creature is attacked, the number of attacks it will execute drops by 1.

Infectious Wrath. Split Conditional Skill. Energy: M. Cast: L. Recharge: M. Can only be used on a Diseased ally. Sacrifice 5% Max Health. Any foes who come near target ally while he/she is Diseased will suffer from Disease for (10..25) seconds. That ally’s HP degeneration due to Disease drops to 1, and will no longer be contagious to allies.

Life and Death. Elite Enchantment. Energy: H. Cast: M. Recharge: H. All members of your party receive +(1..3) health regeneration while this Enchantment is in effect. For (5..20) seconds, undead minions and foes using Death Magic abilities near your allies will be hit for (5..12) holy damage each second. If this Enchantment is removed by a Necromancer skill, all corpses in the area are exploited to produce hostile Level (3..7) Bone Horrors.

Mirror Suffering. Split Spell. Energy: M. Cast: M. Recharge: M. All Conditions your foe is suffering from, and their remaining durations, are copied to you. Foe takes (10..25) shadow damage for each Condition copied in this way.

Nocturne Signet. Signet. Cast: L. Recharge: M. Gain +(1..2) Health regeneration for each Condition you are suffering from. After this Signet takes effect, you are no longer Dazed.

Philanthropy of Woe. Split Conditional Spell. Energy: M. Cast: M. Recharge: H. For every 2 Conditions you suffer from, a random one is copied to a number of foes in the area equal to the number of living allies in your party. The copied Conditions will have duration of (50..100)% the remaining time they had on you.

Reject Venom. Split Conditional Skill. Energy: L. Cast: L. Recharge: M. Can only be used while you are Poisoned. Sacrifice 5% Max Health. Target touched foe will receive (15..55) damage and your Poison will be transferred to them for half of its remaining duration.

Rival Smite. Split Spell. Energy: L. Cast: L. Recharge: M. Target foe is hit for (10..50) damage of a random type. If target foe is a Therian, Rival Smite does an additional (5..20) damage and that foe and all nearby foes lose 5 seconds of Therian Ire. If target foe has “Alpha” and you do not, you and all foes in the area receive an additional (5..15) damage.

Schizoid Spasm. Split Skill. Energy: L. Cast: I. Recharge: M. Adjacent foes receive (15..60) holy damage. Foes using Shadow Step in the area will be hit for an additional (10..40) holy damage and their Shadow Step ability will end immediately.

Shade Vision. Split Conditional Enchantment. Energy: L. Cast: M. Recharge: M. Can only be used on a Blind ally. Causes the effects of Blind to be ignored for melee physical attacks, and overrides “block” or “evade” 75% of the time. Attacks on Assassins from characters affected by this ability will never fail to hit.

Shred Hexes. Split Stance. Energy: M. Recharge: M. For (7..35) seconds, touching any foe who possesses the skill of a Hex you are suffering from breaks that Hex and deals (20..75) chaos damage to that foe. If that foe is casting that Hex again when touched, that foe is interrupted and that Hex is disabled for 20 seconds.

Spirit Shift. Elite Split Binding Ritual. Energy: H. Cast: M. Recharge: H. All allied Spirits die. Creates an independent, mobile Spirit that has (30..90)% of your Max HP, armor, and base damage, and will live for (30..90) seconds and attack as you do. When it dies, you lose any Therian Ire.

Starlight Signet. Signet. Cast: L. Recharge: M. Lose all Conditions. Gain (5..20) health for each one lost, but lose (5..3) Energy for each Condition less than (4..2).

Strength of Frustration. Split Conditional Howl. Energy: L. Cast: L. Recharge: M. Each ally who is suffering from Dazed gains +(15..30) armor and +(5..15) base damage for (10..20) seconds. If any ally affected by this Howl is interrupted, duration of effect for all allies resets to maximum and effects are doubled.

Synchronous Sap. Split Spell. Energy: L. Cast: L. Recharge: M. Steal half the difference between your Energy and target foe’s Energy, up to (8..18) Energy. If foe is suffering from exhaustion, the amount you steal is reduced by half of the exhaustion loss and foe is Dazed for (2..5) seconds.

Transverse Slash. Split Spell. Energy: M. Cast: L. Recharge: M. Lose half of your adrenaline. Foe takes half the difference between your health and theirs as slashing damage, up to (25..100) damage.

Contherianthropy

Abiding Aches. Split Spell. Energy: L. Cast: L. Recharge: M. Double the remaining duration of all Conditions you suffer from. You receive (1..3) Adrenaline each for Crippled, Deep Wound, or Weakened, (20..60) Health each for Poison, Bleeding, Burning, or Disease, and (3..7) Energy for Dazed. You lose (10..5) Energy if Therian Ire is doubled.

Aura Flare. Native Stance. Energy: M. Cast: L. Recharge: H. For (5..17) seconds, you have a (25..50)% chance to “evade” elemental, holy, shadow, and chaos damage. 20% of this evaded damage will be redirected to your nearest foe. Each time this occurs, you lose (3..1) Energy or Aura Flare ends.

Bestial Weakness. Elite Native Enchantment. Energy: M. Cast: M. Recharge: H. Attacks on non-human foes for (5..20) seconds will cause +(3..10) damage each, have +(10..40)% armor penetration, and sap (1..2) Energy per attack dealing over (35..15) damage. All Conditions you afflict on non-human foes will last (1..3) seconds longer.

Catabolism. Native Lore Ritual. Energy: M. Cast: L. Recharge: H. For (7..15) seconds, you have -(2..1) energy regeneration and +(1..3) health regeneration. All cold damage is reduced by (45..75)%. The duration and regenerative effects of this ability are doubled when “Winter” is in effect.

Chilling Cry. Native Howl. Adrenaline: 3. Recharge: H. Unleash a frightening scream that causes nearby foes to lose (2..10) Energy.

Creature’s Kiai. Split Skill. Adrenaline: 4. Cast: I. Recharge: L. Your next attack does +(5..20) damage. This skill is canceled if you attack a Spirit.

Enforced Effect. Elite Split Lore Ritual. Energy: L. Cast: L. Recharge: M. For (10..25) seconds, all of your current Conditions will not count down in duration, and all health degeneration due to these Conditions drops to 1 each. The Conditions cannot be removed by anyone other than you while this Lore Ritual is in effect. You may dismiss this Lore Ritual like an Enchantment. If Therian Ire is among the preserved Conditions, you lose (15..8) Energy upon activating this skill, and it will end when this Lore Ritual ends.

Feral Fluency. Native Howl. Energy: L. Recharge: M. Calls all pets, Spirits, and minions allied to your party to attack your target. For (5..12) seconds, they do +(2..12) damage and have +15% armor penetration.

Hunger. Split Skill. Energy: L. Cast: L. Recharge: M. Transfer one random Condition from target touched foe to yourself, and gain (30..60) health. If you already have the same Condition as the foe, the Condition is not transferred but rather removed from foe, and foe is hit for (20..50) piercing damage.

Melandru’s Ire. Native Spell. Energy: M. Cast: M. Recharge: M. Lose all Enchantments. Melandru’s Ire takes effect slowly. The target foe is hit for (10..50) base earth damage. That foe, and any others in the expanding area of effect, are then hit for (20..50) earth damage if they possess any Enchantments. Necromancer Enchantments cause this damage to be doubled.

Melandru’s Serenity. Split Skill. Energy: Zero. Recharge: L. Convert (4..2) adrenaline into (2..3) Energy. This cannot be used if your Energy is at greater than (60..90)% of maximum or if you have less than (5..2) adrenaline. The Energy gain is increased by 1 if you are under a Hex.

Mindset Aura. Native Enchantment. Energy: M. Cast: M. Recharge: H. Can be cast on Therian allies. For 15 seconds, non-Therian foes attack (10..40)% slower with physical melee strikes while targeting that ally. If this Enchantment ends prematurely, ally immediately uses Physical Shift and suffers Dazed for 10 seconds.

Nature’s Wiliness. Native Stance. Adrenaline: 5. Cast: I. Recharge: H. For (5..17) seconds, you have a (25..50)% chance to “evade” physical attacks. Each time you do so, you lose 1 adrenaline and the attacking foe is interrupted, or Nature’s Wiliness ends.

Otherkin Agility. Native Stance. Energy: L. Recharge: H. Lose all of your adrenaline. You move 50% faster, and attack 25% faster for (4..16) seconds. This Stance ends if you use Physical Shift. This Stance cannot be used if your adrenaline is less than (6..3).

Paralyzing Glower. Native Skill. Energy: L. Cast: I. Recharge: M. Target foe is interrupted. If foe is casting a Spell, that foe is knocked down for (1..2) seconds. Attacks that hit foes during recovery from this ability’s effects do +(5..20) damage and have a 20% chance to cause Crippled for 10 seconds.

Phantom Shift. Native Enchantment. Energy: L. Cast: L. Recharge: M. For 10 seconds, you receive (1..3) Energy each time you are attacked. If this Enchantment ends prematurely, you lose (15..5)% of your maximum health.

Predator’s Eye. Split Stance. Energy: L. Recharge: M. For (5..15) seconds, your ranged attacks are 50% less likely to miss, and you have a (50..80)% chance to override “evade,” “block,” “stray,” or “dodge” with your attacks.

Psychic Shift. Elite Native Lore Ritual. Energy: H. Cast: H. Recharge: H. Take first-person control of an unallied targeted creature for (20..50) seconds. You disappear during this time. If the animal dies during this time, you reappear with 25% of your maximum health and all of your skills are disabled for 15 seconds. When this ability ends normally, you reappear next to the animal and the animal becomes hostile. [This may not be workable.]

Runic Shock. Native Skill. Energy: L. Cast: L. Recharge: L. Target touched foe is hit for (15..65) random elemental damage. If foe is suffering from a Condition, the identity but not the duration of that Condition is randomly altered.

Sunlight Signet. Native Signet. Cast: L. Recharge: M. Target shifted foe is reverted to human state, and his/her shift-related skills are disabled for (8..15) seconds.

Spirit of Pity. Native Lore Ritual. Energy: M. Cast: L. Recharge: M. For (10..25) seconds, all foes adjacent to you hit for -(4..8) base damage for each Condition on you.

Transient Shift. Native Spell. Energy: M. Cast: M. Recharge: M. You convert to your shifted form for (10..40) seconds. Your skill lineup will not change, and Native abilities will be available during this time.

Winds of War. Native Lore Ritual. Energy: M. Cast: M. Recharge: H. All of your non-Therian skills are disabled for 20 seconds. If the number of disabled skills is greater than (4..1), your Therian skills are increased in level by 2 for 20 seconds. Each skill disabled above the minimum will also give you 1 adrenaline.


Latent Skills
(These skills are affected by the attribute enclosed in brackets after the description, where applicable for ranges of effects.)

Bulls’ Fury. Minotaur Latent Stance. Adrenaline: M. Recharge: M. For (3..10) seconds, you attack 33% faster, and your Lunge attacks will knock foes down. For (10..17) seconds, you also gain +(25..40) maximum health for each Minotaur or Minotaur-shifted Therianthrope in the area. <Wild Might>

Dredge Spirit Beckoning. Dredge Latent Enchantment. Energy: M. Cast: M. Recharge: H. For (5..12) seconds, Binding and Nature Rituals you cast are cast (10..33)% faster, and the Spirits summoned have +(20..80) Health. <Schismcraft>

Ettin Assault. Ettin Latent Stance. Energy: L. Recharge: M. For (4..11) seconds, for each Ettin or Ettin-shifted Therianthrope in the area, you have +5 Armor and your attacks do +(1..4) damage. You cannot be knocked down and have a 50% chance to “block” critical hits while using this Stance. <Pack Forging>

Gargoyle’s Visage. Gargoyle Latent Enchantment. Energy: M. Cast: M. Recharge: M. For (5..20) seconds, when you are targeting a foe, that foe moves 20% slower and suffers (1..2) Health degeneration, and if a foe dies while targeted by you, you gain (2..5) Energy. <Contherianthropy>

Griffon’s Keen. Griffon Latent Skill. Energy: M. Cast: I. Recharge: M. For (3..12) seconds, your attacks interrupt foes casting spells. If a foe is interrupted, that foe and all adjacent foes are struck for (10..25) piercing damage, and you lose 1 Energy. Additionally, if the foe was interrupted by a Bite attack, that foe suffers from Dazed for 10 seconds. <Wild Might>

Kirin’s Light. Kirin Latent Enchantment. Energy: M. Cast: L. Recharge: M. For 30 seconds, any time you cast a spell that targets an enemy, that enemy and all adjacent enemies are struck for (10..25) holy damage, and any time you cast a spell that targets an ally, all adjacent enemies are struck for (15..30) holy damage. <Schismcraft>

Oni Ether. Oni Latent Enchantment. Energy: H. Cast: M. Recharge: H. For (3..18) seconds, you Shadow Step to a random location adjacent to target foe each time you use a non-spell Skill, and deal (5..20) cold damage to all adjacent foes each time you do so. <Wild Might>

Rotting Skeleton. Bone-Dragon Latent Skill. Energy: M. Cast: L. Recharge: H. For (10..17) seconds, foes who touch you or strike you in melee suffer from contagious Disease for 12 seconds. You lose (15..8) Health each time this occurs. <Contherianthropy>

Storm of the Searing. Charr Latent Spell. Energy: M. Cast: H. Recharge: H. Create a Storm of the Searing at the target’s location. For 9 seconds, foes adjacent to the Storm of the Searing are struck for (9..22) chaos damage each second. Every 3 seconds, foes casting spells nearby are interrupted, lose 2 energy, and hit all nearby foes for 20 chaos damage. When Storm of the Searing ends, all foes casting spells nearby are set on fire for (2..4) seconds. <Schismcraft>

Tengu Wings. Tengu Latent Enchantment. Energy: L. Cast: L. Recharge: M. For (3..10) seconds, you move and attack 25% faster, blunt damage you deal becomes slashing damage, and you gain 5 Armor for each Tengu or Tengu-shifted Therianthrope in the area when you cast this Enchantment. <Pack Forging>

Wisdom of the Forgotten. Forgotten Latent Enchantment. Energy: H. Cast: M. Recharge: H. For (5..20) seconds, spells you cast cost (1..5) less Energy (minimum 1 Energy), and Enchantments you cast on Therians or non-human creatures last (10..25)% longer. <Schismcraft>

No Attribute

Extract Latent. Shift Skill. Energy: 5. Cast: L. Recharge: I. For 60 seconds, Extract Latent becomes the Latent ability of the species of target creature. The extracted skill reverts if you enter the Native state by any means. [Target can be ally or foe alike.]

Mimicked Shift. Native Skill. Energy: 10. Cast: H. Recharge: 120 seconds. You execute a Physical Shift into the species of the targeted creature or shifted Therian, that lasts for (30..150) seconds. The Shift skill lineup remains unchanged. [This will only work on certain species, naturally.]
-------

I will continue to monitor this thread for any and all feedback, (constructive) criticism, and commentary. Your thoughts are welcomed and encouraged.

Last edited by AxemRangerBlue; Aug 19, 2006 at 04:42 AM // 04:42..
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Old Aug 18, 2006, 02:34 AM // 02:34   #2
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If you don't mind my asking, what's with the copyright at the beginning? All you're doing with it is ensuring that ANet will never use your idea - if you're stodgy enough to slap legalese onto a forum post, you're stodgy enough to demand payment and/or sue if your idea is ever used. So it won't be. (*Moderator edited for content*)

As for your class itself: too many new concepts, too many new terms, not enough of them original. Stick to two or three "new things." We shouldn't need a glossary for a class suggestion. Your idea is also too similar to Diablo 2's druid - a shapeshifting nature based fighter/spellcaster. Nothing we haven't seen before.

I like that you're putting thought into your suggestions, that doesn't often happen here. But what you are suggesting is simply beyond the scope of an expansion. Keep the wereroo core, and strip it down as much as possible before building it back up.

Oh, and this post © Jax.

Last edited by Undivine; Aug 20, 2006 at 12:00 AM // 00:00.. Reason: Removed insults
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Old Aug 18, 2006, 09:28 AM // 09:28   #3
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Quote:
Originally Posted by Beelzebuddy
If you don't mind my asking, what's with the copyright at the beginning? All you're doing with it is ensuring that ANet will never use your idea - if you're stodgy enough to slap legalese onto a forum post, you're stodgy enough to demand payment and/or sue if your idea is ever used. So it won't be.

As for your class itself: too many new concepts, too many new terms, not enough of them original. Stick to two or three "new things." We shouldn't need a glossary for a class suggestion. Your idea is also too similar to Diablo 2's druid - a shapeshifting nature based fighter/spellcaster. Nothing we haven't seen before.

I like that you're putting thought into your suggestions, that doesn't often happen here. But what you are suggesting is simply beyond the scope of an expansion. Keep the wereroo core, and strip it down as much as possible before building it back up.

Oh, and this post © Jax.
With all due respect, I feel I must respond to your comment, as your comments don't seem entirely accurate.

I place copyright information at the beginning of my work because I know how unscrupulous people can be. I don't demand payment, and if I'm not mistaken the text at the beginning clearly states that ANet is free to do with it as ANet pleases--however, Joe Bob down the lane isn't free to go repost it somewhere else and impress his friends in Muskogee with that grammar he claims to have learned by correspondence course. (No offence to anyone who lives in Muskogee...assuming that's an actual place.)

Old class? New jargon? Nonsense. What is the Warrior if not the single most-used class since the invention of the RPG? While I've not played Diablo, nor seen this "Druid" class of which you speak, wouldn't it make sense (given that I assume that that class sees regular usage by players) to perform something similar enough that it might attract those who like that aspect best in other games, and thus play those games more? It seems like it would be a good marketing move to me, and I'd wager money (if I were a wagering sort) that this idea still has an incredible amount of difference when you examine it closely.
Incidentally, I might remind you that -every- class has its own Jargon (with the possible exception of the Mesmer, as I can't recall anything that Mesmers do with their skills that others don't, offhand). I simply took the time to list the Jargon new to this class in a neat little entry, rather than scattering them willy-nilly throughout the general description and expecting readers to extract them.

And again, I must beg to differ when you say it is "beyond the scope of an expansion." If ANet felt like it, for example, the Lore Rituals could all become Skills, and the Howls could all become Shouts. Conditional Skills already exist--they simply monitor the foe, rather than the user, generally speaking (i.e. Gash). And the nature of the Therianthrope class would reasonably dictate that some skills are only for the were-animal state, whereas some are not (most people don't go around biting enemies for kicks: the human skull isn't designed for it). They'd be quite easy to add, as there would simply be an on/off toggle much like what happens when you have a sword skill equipped, while wielding an axe (or another such mismatch that prevents use of a skill).

All the same, I appreciate the fact that you took the time to post some commentary, and I thank you for noticing that yes, I -did- put thought into this. It's been an on-and-off project of mine since about May, and it's grown to include 3 other classes so far (which will be coming soon to a forum near you) and be similarly comprehensive. Stay tuned.
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Old Aug 18, 2006, 10:33 AM // 10:33   #4
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Oh my goodness. Very well thought out! I am impressed. Creativity flows out of this class concept.

However, not to burst your bubble or anything, but I did come up with a class idea very similar to this back in April. I know you said you never came here before this, and I believe you, so I'm not pointing fingers or anything.

Here is the link if you want to check it out: Concept Class: Feral

It might give you some ideas as well. Out of curiosity, do you play World of Darkness and/or Werewolf? That is kinda where I got some of my ideas, it looks like the Therianthrope is reminiscent of White Wolf's publications. I like.

EDIT: Come to think of it, I did have that 'new maechanic' called Forms in that thread... Maybe I gave Anet the idea for their Dervishes' forms? *shrug*
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Old Aug 18, 2006, 11:31 AM // 11:31   #5
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arcane, how long ago was that topic I'm wondering, I'm thinking about replying to it
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Old Aug 18, 2006, 04:58 PM // 16:58   #6
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"Unique" terms

Assassin
Lead
Offhand
Dual
Shadow step

Ritualist
Item holding
Binding ritual
Weapon spell

Dervish
Form

Paragon
Aria
Echo

Elementalist
Glyph
Exhaustion

Necro
Minions

Warrior
Mending

Monk
?

Ranger
Spirit
Trap

Mesmer
?

Therianthrope
Shift
Native
Schism
Lore Rituals
Howls
Therian Ire
Bite
Claw
Lunge
Latent

And I think that's all that needs to be said about that. Limit it to 2-3 new things, of which shapeshifting is already a full 1.5. And ditch the "were-creature in communion with nature" crap. It's been done. Pick something we havent seen werewolves in before. The high priest caste in a rigid theocracy, who desperately hide their secret from the world. Gladiators who resort to hocking their bodies to animal gods for increased fighting capabilities. Ivory tower intellectuals, obsessed with transmutation of the human form. You're putting more than enough thought into the mechanics of the thing, just siphon a little creativity over to the concept itself instead of relying on what we all think of when we think of werewolves.

In regards to your copyright buffoonery:
  • You did not indemnify ANet. You threatened to sue anyone who wasn't ANet. Once alerted to a potential threat, it takes considerably more legalese to satisfy a lawyer that your intentions are pure. Keep in mind also that lawyers are pack hunters - attack will come not from the front, but from the side, from the other two lawyers you didn't even know were there.
  • Any copyright claim is implicit in your post itself; the timestamp and gwguru's database are far more valuable then some legal hoodoo at the beginning of it.
  • You're stealing from dozens or hundreds of others who developed the concept of a werewolf before you, whether you know it or not. Diablo 2 Druid overview and FAQ. White Wolf - Werewolf: The Apocalypse Teen Wolf

Last edited by Undivine; Aug 20, 2006 at 12:20 AM // 00:20.. Reason: Removed insults
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Old Aug 18, 2006, 05:02 PM // 17:02   #7
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Nice list Beelzebuddy. I think it is a good guild line, and would help other to think creativity.

I will also player the "Topper" game with my Druid CC class posted eariler
http://www.guildwarsguru.com/forum/s...ad.php?t=84221
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Old Aug 18, 2006, 05:07 PM // 17:07   #8
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Nice ideas, very well thought out and I love seeing this type of posting with people really throwing themselves at it.

And just to put a stop to all this copyright talk, ArenaNet can not use anyone's concept class or ideas. I hate to make it so final, but no game publisher or developer can take a fan's ideas (no matter how well though out) and put them in a game. They can modify it to the point that it does not resemble the original author's work but they can not take or use anyone's ideas line by line from a forum, fansite, guild site, e-mail, PM, etc.

And if someone wants to put a copyright on their work and say it's not for use on other sites they are welcome to do so. We dont need a legal debate. So really, we don't need a further discussion on that
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Old Aug 18, 2006, 05:21 PM // 17:21   #9
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First of all, props for such a detailed suggestion.

I'd actually like to discuss what i think are some of the overpowered concepts, and see if others agree.

I think Pack Forging needs to be either scrapped all together, or significantly reduced in power. Firstly, it will encourage single class groups, something I despise on a tactical level. I think games should be about balance, and everyone having a place in a group. A Profession like this will just encourage everyone to have the same character, and actually be stronger for it.

Besides that, the basic attribute is too powerful:
Quote:
Pack Forging abilities generally strengthen or support most or all party members–especially other Therians. Additionally, for each rank of Pack Forging, the Therian gains 0.2 Armor for each other member of the party. If the rank is above 5, the player will gain another 3 Armor for each other Therian in the party.
That's a lot of extra armor, 4 X # of Therians at Rank 5, if I read you right. At the very least, that gives a Group of 4 Therians +16 armor right off the bat, at such low rank it's ridiculous.

Then, there are skills like this:
Quote:
Pack Summoning. Split Stance. Energy: M. This Lore Ritual will cause you to be resurrected (90..30) seconds after you die with 25% health and 25% energy, if no one else resurrects you. This Stance only recharges when you gain a morale boost, and can only be cast if another Therian is in your party and you do not have an active Stance. Pack Summoning ends if all Therians in your party die.
While I admit you put some restrictions on it, I still think a self-rez is way too powerful, and really has no place in a team build. Again, the condition of having other Therians for it to work encourages a non-diverse group.

I would like this profession a lot better if it helped allies other than other Therians, and maybe had some drawbacks when allies died as well, so the pack mentality idea is still there, but with more diverse application, and with some penalties as well.

Thanks for reading,

Mord
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Old Aug 18, 2006, 06:09 PM // 18:09   #10
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Quote:
ArenaNet can not use anyone's concept class or ideas. I hate to make it so final, but no game publisher or developer can take a fan's ideas (no matter how well though out) and put them in a game. They can modify it to the point that it does not resemble the original author's work but they can not take or use anyone's ideas line by line from a forum, fansite, guild site, e-mail, PM, etc.
A regrettable truth, which is one of the reasons why I prefer suggestions which are conceptual in nature - describe what a class is and should do instead of giving complete and perfectly balanced skill lists. Voluminous and specific descriptions can be protected by copyright, the ideas underneath them cannot. The less rewriting ANet has to do to use your idea the better, so try to be as concise as possible while communicating the essence of your concept.

All the same, I find it counter-productive that guildwarsguru and other fansites with suggestion forums cannot have a sit-down chat with ANet's legal team and hash out some user agreement that ensures ANet will come under no legal fire should they implement an idea presented here. I'm not a lawyer, but I had one for breakfast; and he kept saying something about "waiver of royalties if used in ANet publications." Maybe you could look into that.
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Old Aug 19, 2006, 12:45 AM // 00:45   #11
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Quote:
Originally Posted by Beelzebuddy
A regrettable truth, which is one of the reasons why I prefer suggestions which are conceptual in nature - describe what a class is and should do instead of giving complete and perfectly balanced skill lists. Voluminous and specific descriptions can be protected by copyright, the ideas underneath them cannot. The less rewriting ANet has to do to use your idea the better, so try to be as concise as possible while communicating the essence of your concept.

All the same, I find it counter-productive that guildwarsguru and other fansites with suggestion forums cannot have a sit-down chat with ANet's legal team and hash out some user agreement that ensures ANet will come under no legal fire should they implement an idea presented here. I'm not a lawyer, but I had one for breakfast; and he kept saying something about "waiver of royalties if used in ANet publications." Maybe you could look into that.
You are my hero for the day Beelzebuddy.

The shapeshifter idea, has been used more times then I can remember. I would still play one on GW but it is still a well used idea. To the OP I like the fact you took so much time for the idea but this creature is a game of its own. It is to complex to impliment into GW. The game is fairly fast paced and simple to play. You are making it hard to keep up with and God chars will be all over the place.


/unsigned

~the "I say Nay" Rat~
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Old Aug 19, 2006, 01:51 AM // 01:51   #12
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Quote:
Originally Posted by Beelzebuddy
"Unique" terms

Warrior
Mending
Ahahah.
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Old Aug 19, 2006, 04:11 AM // 04:11   #13
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Quote:
Originally Posted by Mordakai
First of all, props for such a detailed suggestion.

I'd actually like to discuss what i think are some of the overpowered concepts, and see if others agree.

I think Pack Forging needs to be either scrapped all together, or significantly reduced in power. Firstly, it will encourage single class groups, something I despise on a tactical level. I think games should be about balance, and everyone having a place in a group. A Profession like this will just encourage everyone to have the same character, and actually be stronger for it.

Besides that, the basic attribute is too powerful:


That's a lot of extra armor, 4 X # of Therians at Rank 5, if I read you right. At the very least, that gives a Group of 4 Therians +16 armor right off the bat, at such low rank it's ridiculous.

Then, there are skills like this:


While I admit you put some restrictions on it, I still think a self-rez is way too powerful, and really has no place in a team build. Again, the condition of having other Therians for it to work encourages a non-diverse group.

I would like this profession a lot better if it helped allies other than other Therians, and maybe had some drawbacks when allies died as well, so the pack mentality idea is still there, but with more diverse application, and with some penalties as well.

Thanks for reading,

Mord
I thank you for your detailed analysis of my work.

However, I think you may misunderstand my conceptualization of the Pack Forging idea, which is quite alright (I'm not about to say people should read it and immediately channel my original thoughts on the matter), but I'll try to clarify it here:
A Therian in a party of 4 with Pack Forging of 5 would gain the following Armor bonuses:

3 x 0.2 x 5 = 3 Armor for having 3 other party members.

And that's it. Pack Forging must be -above- 5 for the Therian bonus to take effect. However, let's move all of them up to 6 just to examine that outcome, too.

3 x 0.2 x 6 = 3.6 (rounds up) = +4 Armor for having three other party members.
3 x 3 = +9 Armor for having 3 other Therians in the party.
A bonus, all told, of +13 Armor. Therians will have relatively light Armor by nature, so this will make up for that. That doesn't seem too unreasonable, now does it?

Additionally, let's look at the worst-case scenario of an all-Therian team. For having 7 other Therians in the team, each player would get +21 Armor (in addition to whatever else they would have gotten from Pack Forging, no matter who was in the party of 8). All of them would have to have devoted six ranks of attribute points and/or Runes in order to achieve that, and many of them would have to be focused on other secondary professions so as to make the team viable to varied assaults. So, like many things in GW, it's a trade-off. You can have an army of Therians that's harder to kill...but it also isn't as powerful as when you have primary-profession people along for the ride.

To address the "Pack Summoning" skill, I intended for it to be a PvE skill more than a PvP one. Notice that it only recharges in the event of a morale boost (kind of like a Res Sig). While it may yet remain unworkable, I think it's an idea that GW has yet to try, and one that might be a worthwhile experiment. Again, however, assuming ANet did indeed try to use all this (which I imagine they wouldn't, given what others have claimed about my "legal hoodoo"), it would be up to their discretion, rather than my own.

Again, I thank you for your feedback.
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Old Aug 19, 2006, 04:39 AM // 04:39   #14
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Quote:
Originally Posted by Beelzebuddy
"Unique" terms

Assassin
Lead
Offhand
Dual
Shadow step

Ritualist
Item holding
Binding ritual
Weapon spell

Dervish
Form

Paragon
Aria
Echo

Elementalist
Glyph
Exhaustion

Necro
Minions

Warrior
Mending

Monk
?

Ranger
Spirit
Trap

Mesmer
?

Therianthrope
Shift
Native
Schism
Lore Rituals
Howls
Therian Ire
Bite
Claw
Lunge
Latent

And I think that's all that needs to be said about that.
I must again beg to differ. You appear to be overlooking the basic things inherent to classes you are overly familiar with.

Allow me to add a few.

Assassin
Critical Strikes (i.e. getting energy for critical hits, increasing critical hit rate, etc.)

Ritualist
Spirit-in-the-area abilities

Dervish
Scythe Attack

Paragon
Chants
Spear Attack

Elementalist
Invoke (that is, cause a unique attack that is displaced, such as an Earthquake)
Send out (that is, spell-created projectiles, such as Flare)
Attunement

Necromancer
Sacrifice
Order of...
Teleport to corpse (as in, Necrotic Traversal or Consume Corpse)
Exploit corpse
Leave an exploitable corpse

Warrior
Shout
Hammer Attack
Adrenal Skill
Sword Attack
Axe Attack

Ranger
Preparation (as there are non-Trap preparations)
Pet Attack
Bow Attack
Arrow Flight Speed
Arrow Range
(And the term you're looking for up there is "Nature Ritual")

And I can't think of any for Monk or Mesmer, either. Aww.

So no, I don't think that's all that needed to be said about any of them. Your adding Claw, Bite, and Lunge to the list tells me you don't understand them well: they're just the same as "double swings" or other modified basic attacks for other melee groups.
Therian Ire is a new Condition. That is a bit of a change, yes, but it can be accommodated and would certainly add more zest to the world of Conditions.
I have realized that I never designed any "Schism Skills" per se, and so I shall be removing that entry from the jargon, seeing as it is a nonissue when no skills exist of that type.
Howls are basically another kind of Shout. If the Paragon can have one, why can't this class? It's not too out there.
Shift and Native are simple toggled abilities. One set works when you're an animal, while one works when you're a human. It's no more difficult than realizing your tank can't use an Axe Attack when holding a sword and shield.
And Latents are entirely new. Uniqueness is not a bad thing, you know.

Meanwhile, I'm not about to say I was the first person who thought of the werewolf and its ilk as a variety of creature, though your entry would seem to imply so. Rather, what you see as a bunch of ego-puffery is me simply saying "I took a concept that we're all familiar with, put a bunch of thought and time into it, and made a specific application of that concept that is, in itself, new." Saying that I have an ego for making a werewolf-like idea is like saying that ANet has snobs on their design team because they thought they could make a Warrior class that somehow wasn't at all like other RPG warriors. Like the mythos of the strong, silent type that some of us might think of when we are reminded of warriors, the idea of the werewolf is a deeply-rooted one and is itself a public idea, so to speak.

And while we're on the exoneration of my intentions, it was never my idea to go, "Oooh hey look at me I made a new GW class that ANet actually used!" Rather, I am attempting to demonstrate the viability of an idea that I think would be a beneficial addition to the Guild Wars series gameplay at large. If ANet never does anything along these lines whatsoever, I can live with that. If they make a Were-beast-like class that has nothing in common with mine, that's quite alright. But if no one does anything like this, the idea will probably be brushed aside and nothing will happen. At least, by doing what I have done, I may help catalyze beneficial change to the games we all play.

Regardless, the fact that you're taking time to make comments says that, at the very least, I've garnered your attention, which is itself a good thing. Taking bold moves can be suicide in the video game world on occasion, but many times it has led to society's future perception of the act as brilliant. It's all about calculated risks. I've taken one by placing this here, but I believe the benefits outweigh the risks dramatically. And that's why it's here.
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Old Aug 19, 2006, 04:43 AM // 04:43   #15
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Just out of curiosity.. are you a Therian yourself O.o?
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Old Aug 19, 2006, 04:47 AM // 04:47   #16
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Quote:
Originally Posted by Inde
Nice ideas, very well thought out and I love seeing this type of posting with people really throwing themselves at it.

And if someone wants to put a copyright on their work and say it's not for use on other sites they are welcome to do so. We dont need a legal debate. So really, we don't need a further discussion on that
Thank you for the feedback. I appreciate it when people can at least acknowledge the work I've spent on this sort of thing. I view it as a creative outlet, and it tends to be a bit on the prolific side--a prospect to which you might agree...

And thank you so much for understanding my intent with the copyright notice! I don't want my suggestions flying to the four winds of the Internet so that I can actually participate in collaboration/feedback with the people who see my work--if it's at sites I've not seen, I can't do that, as I'm not aware it's there. Additionally, if someone -does- copy/paste my work, and doesn't think to edit that portion out, the people who see it will recognize the plagiarism, acting as a deterrent to further yoinkages by whatever dastardly soul might do such a thing.
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Old Aug 19, 2006, 04:49 AM // 04:49   #17
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Quote:
Originally Posted by Carl Butanananowski
Just out of curiosity.. are you a Therian yourself O.o?
The answer would be both a "yes," and a "no." More of a "kinda," really. However, I figured that making a class with that name would greatly deepen the popularity of the GW series with that target society segment (the therians and the furries alike, really)--something which I have been doing on a personal level myself, to a certain degree.

You're the first person so far to have any inkling of that sort of thing. Have a cookie. :3
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Old Aug 19, 2006, 04:51 AM // 04:51   #18
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Quote:
Originally Posted by AxemRangerBlue
You're the first person so far to have any inkling of that sort of thing. Have a cookie. :3
HOORAY COOKIE!

^_^ and yeah, have you heard of Goldenwolf?
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Old Aug 19, 2006, 06:20 AM // 06:20   #19
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i must applaude u AxemRangerBlue for having thought out such an elaborate storyline and background and such for a profession like this in Guild Wars, but there are several things wrong with it.
Targeting the shapeshifting deal, maybe we could look at the GW Universe as it is right now. At now point in the entire game can u change your form allowing you to altogether turn into a new being with new skills availible. Never. Nowhere. It doesnt happen, becuase they made GW so that its your character, and all you are is human.

And now to attacking your plans for skills

first peeve: why are there no actual values for energy, cast time, recharge time? thats what could make the cheepest skill in the game or the biggest waste ever.


Pack Summoning. Split Stance. Energy: M. This Lore Ritual will cause you to be resurrected (90..30) seconds after you die with 25% health and 25% energy, if no one else resurrects you. This Stance only recharges when you gain a morale boost, and can only be cast if another Therian is in your party and you do not have an active Stance. Pack Summoning ends if all Therians in your party die.
>>>what?! am i reading this right or do u get ressurected with your own skill. also, wtf effect is this? how do u retain this effect while you're dead?

WTF IS EARSHOT

Seeking Scream. Skill. Energy: M. Cast: L. Recharge: H. All independent non-hostile creatures in the area become allied to your party for (20..120) seconds. If any one of them, or any creatures already allied to your party dies while this ability is in effect, all Therians gain Therian Ire of +5 base damage and +7 armor for 7 seconds each. When this ability ends, the wild creatures will disappear.
>>>...if i read this right, the previously non-hostile creatures disappear after effected by this skill? wtf happens? do they die? float away in a breeze? get flushed down the toilet wtf?

Beckon Lifeblood. Elite Split Lore Ritual. Energy: H. Cast: H. Recharge: H. For (5..25) seconds, you gain (25..75)% of all piercing damage you do to foes as health recovery but attack 33% slower.
>>>Way unbalanced leach skill. Easily stacked with ranger secondary preps and bow skills and attack speed boosts

Blind Fury. Split Conditional Enchantment. Energy: L. Cast: L. Recharge: M. Can only be used when you are Blind or Dazed. Bestows Therian Ire of +(7..17 damage) and +(5..15)% armor penetration for (5..12) seconds. This skill ignores the effects of Dazed while casting.
>>>worthless skill if it was real; only effective while under uncommon conditions, gives a dmg bonus unworthy of mention, doesnt live up to high energy and cast

thats all im reading cuz this post is longer than a list of all the skills in the game already

Quote:
Originally Posted by AxemRangerBlue
I must again beg to differ. You appear to be overlooking the basic things inherent to classes you are overly familiar with.

Allow me to add a few.

Assassin
Critical Strikes (i.e. getting energy for critical hits, increasing critical hit rate, etc.)

Ritualist
Spirit-in-the-area abilities

Dervish
Scythe Attack

Paragon
Chants
Spear Attack

Elementalist
Invoke (that is, cause a unique attack that is displaced, such as an Earthquake)
Send out (that is, spell-created projectiles, such as Flare)
Attunement

Necromancer
Sacrifice
Order of...
Teleport to corpse (as in, Necrotic Traversal or Consume Corpse)
Exploit corpse
Leave an exploitable corpse

Warrior
Shout
Hammer Attack
Adrenal Skill
Sword Attack
Axe Attack

Ranger
Preparation (as there are non-Trap preparations)
Pet Attack
Bow Attack
Arrow Flight Speed
Arrow Range
(And the term you're looking for up there is "Nature Ritual")

And I can't think of any for Monk or Mesmer, either. Aww.

So no, I don't think that's all that needed to be said about any of them. Your adding Claw, Bite, and Lunge to the list tells me you don't understand them well: they're just the same as "double swings" or other modified basic attacks for other melee groups.
Therian Ire is a new Condition. That is a bit of a change, yes, but it can be accommodated and would certainly add more zest to the world of Conditions.
I have realized that I never designed any "Schism Skills" per se, and so I shall be removing that entry from the jargon, seeing as it is a nonissue when no skills exist of that type.
Howls are basically another kind of Shout. If the Paragon can have one, why can't this class? It's not too out there.
Shift and Native are simple toggled abilities. One set works when you're an animal, while one works when you're a human. It's no more difficult than realizing your tank can't use an Axe Attack when holding a sword and shield.
And Latents are entirely new. Uniqueness is not a bad thing, you know.

Meanwhile, I'm not about to say I was the first person who thought of the werewolf and its ilk as a variety of creature, though your entry would seem to imply so. Rather, what you see as a bunch of ego-puffery is me simply saying "I took a concept that we're all familiar with, put a bunch of thought and time into it, and made a specific application of that concept that is, in itself, new." Saying that I have an ego for making a werewolf-like idea is like saying that ANet has snobs on their design team because they thought they could make a Warrior class that somehow wasn't at all like other RPG warriors. Like the mythos of the strong, silent type that some of us might think of when we are reminded of warriors, the idea of the werewolf is a deeply-rooted one and is itself a public idea, so to speak.

And while we're on the exoneration of my intentions, it was never my idea to go, "Oooh hey look at me I made a new GW class that ANet actually used!" Rather, I am attempting to demonstrate the viability of an idea that I think would be a beneficial addition to the Guild Wars series gameplay at large. If ANet never does anything along these lines whatsoever, I can live with that. If they make a Were-beast-like class that has nothing in common with mine, that's quite alright. But if no one does anything like this, the idea will probably be brushed aside and nothing will happen. At least, by doing what I have done, I may help catalyze beneficial change to the games we all play.

Regardless, the fact that you're taking time to make comments says that, at the very least, I've garnered your attention, which is itself a good thing. Taking bold moves can be suicide in the video game world on occasion, but many times it has led to society's future perception of the act as brilliant. It's all about calculated risks. I've taken one by placing this here, but I believe the benefits outweigh the risks dramatically. And that's why it's here.
WELL let me go down the line...

-Critical strikes is an ATTRIBUTE
-Ritualists are NOT the only profession with spirits
~+~not firmiliar with paragon/dervish~+~
-Invoke/send-out are just action words...they dont have anything to do with other skills and are not the triggers of secondary effects
-Necromancer's are NOT the only profession to sacrifice health
-Orders are just the name of a skill. You dont say heal party is an order but if u think for a sec it has most of the same properties

i could list every thing but i think i can nix ~ all of them with this: you're not thinking in terms of their relationship with other skills. The terms already established like "item holding" or "lead", "exaustion" etc, all have connections to other skills.

Example 1: Channeled Strike - Spell
Target foe is struck for 5-77 lightning damage. That foe takes an additional 5-29 lightning damage if you are holding an item

Example 2: Fox Fangs - Off-hand Attack
Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +10...+18 damage if it hits

Example 3: Second Wind {Elite} - Spell
You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.

If u dont notice what im getting at, each term has a fundamental purpose, wither it to keep the damage from being to exploitable, or to keep energy higher on the lower scale, but the purpose is BALANCE. Each term has to do with a balance needed for the game to be what it is. Once again, ill use the same 3 terms/skills

1: Channeled Strike: say we take out the "while holding an item text and just make it 10-106 litening damage. Then we take out the balance that says "one must use more than just 10 energy to get the full effect of the spell"

2: Fox Fangs: Say we take out the fact that it must follow a lead atack. that means a) an assassin can attain much higher dmg fast, and at a lower energy cost by skipping the lead step, b) if the assassin were to attack once, their attack would do more than other characters because he has a jump on the damage boost, and c) in addition to the quick damage, it also is unblockable and cannot be evaded, so if one were to have a way of decreasing the recharge rate and energy, they could spam an attack that could only be hindered by cripple/blind type effects.

3: Exaustion: without exaustion, high powered skills such as Meteor, Chain Litening, Stoning ect could be spammed with good energy management skills such as Elemental Attunement{e} and an attunement skill of one's choice.

The overall point is, the terms create a balance. In diablo, there are no terms, and there is no balance either. Hammerdins do tens of thousands of dmg per cast of a spell that they can cast at lvl 18 for the cost of maybe 1/50th of their total mana. Translated into the GW Universe, hammerdins would do 500 damage with a 1 energy spell that also hit enemies in the area. Not a good idea.

Going back to your original post, i think it was very well done in your attempt to balance the profession and make it interesting, but the fact is you overthought it by miles. Way too complicated conditions for not that good effects, unspecified energy, cast, recharge values make it difficult to validate your efforts at all. It was entertaining to read some of those words though... you should defenitely write to Webster and have them add a lot of em
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Old Aug 19, 2006, 04:23 PM // 16:23   #20
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Quote:
Originally Posted by Carl Butanananowski
HOORAY COOKIE!

^_^ and yeah, have you heard of Goldenwolf?
Definitely. Fantastic artist, she is.
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