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Old Jan 19, 2006, 08:38 PM // 20:38   #1
Furnace Stoker
 
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Default Templar/ Protector: Concept Class (v2)

This is my Version two of the Protector Class (now changed the name to Templar). The Protector class was originally posted, but with no review. And there were a few flaws in it as well. Templar is suppose to be a improvement, with adding and re-organizing of few things.
(I copy/put the old Protector as a reply, in case anyone want to read it)

Always had the Aura in mind (so not to say copying the recent trend of Aura based Concept classes), but I guess I am jumping the train wagon with it as well. Beta's Infernal Knight also help spark a few ideas.
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Class name: Templar
Special Weapons:

- Mace, a single hand blunt-damage melee weapon that has similar attack speed to axe, but a bit weaker in damage. Also include Smaller Hammer, Club, Morning Star, Flail, Balls-on a Chain type of weapons.

- Two hand Shield- As the name apply, a shield that require two hand to use. It much larger, often with a spike or blade around it. Offer much more defensive power than that of one hand shield, as well as more chance to block with it. Can also use to attack, but with low damage (12-18) and attack speed.

Energy: Same as that of a Warrior, Start at 20.

Armor: Similar to a Warrior, at about 80 to 90 AL range.

Juggernaut Set: 120 AL (but with decrease in movement and attack speed)
Defender Set: 80 AL with +20 against physical, but take extra damage against lighting.
Inferno Set: 80 AL with +20 against Dark magic, but take extra damage against Holy.
Angelic Set: 80 AL with +20 against Holy magic, but take extra damage against Dark.
Paladin Set: 90 AL when equip with a Blunt Weapon.

Premise:
A Templar is not just another Warrior clone. While it lack any major punch with its melee attack skills, it make up for its blocking ability, as well as the auras.

A Pure Templar build might follow such templet as
A Defender, the ultimate tanker, that equipe and use lots shield skills… or
A Paladin, that use the boosting light auras to protect self and ally… or
A Hell Knight, that use lots dark auras for AoE damage.

And unlike the current Paladin (W/M), much of its aura need to be constanly keep an eye on, for they have a lot heavier upkeeps, and is expected to turn them on and off as needed. The Mace mastery also offers a different way of interruption and conditions not found with other melee weapons.

(NOTE: Its actually a combination of two type of character, the Holy Knight (Paladins), and the Dark Knight (Hell Knights). Since I want to increase the scope of such class, and not restrict it to just dark or light.)


Attributes:

Influence (Primary)- For every rank in the attribute, you increase the range of effect of your Aura skills. Also include skills that will improve use of Aura skills.

Virtue- Holy Magic. Spells and Auras for helping/support/boosting team ally or self. Include most of the Awareness skills.

Vice- Dark Magic. Spells and Auras for dealing damage, and other purpose. Include most of the Corrosion skills.

Guardian – Skills in blocking and defending against melee or magical attacks. Also skills to protect team allies. Allow better use of Shield and Two-hand Shields.

Mace Mastery – Skills that allow you better use of Mace. Many skills in interruption and applying Headache or Confusion conditions.


Specials:

Aura:
Skills that have an AoE of effect centered around your character. It has a pretty short effect range (smaller than that of ward) but it is not stationary, and is move with the character. Aura skill are much like Enchantment, meaning once cast, will last as long as it is maintained, but can be turn off any time. It is also treated as Enchantment, meaning it can be strip by skills.

There are 3 different types of Aura skills that have different requirements.
Enchantment: just like that of Monks. Need 1 arrow of energy regen
Corrosion: Need about (9…4) arrows of HP regen to maintain. Depend on the skill and attributes.
Awareness: Need about (5…2) arrows of Energy regen to maintain. Depend on the skill and attributes.

The Corrosion and Awareness aura are design to be use for short terms, but with better effect.

(On a side note, I dislike the name Aura, since its somewhat overuse. But since I can’t find a better one, so will have to stick with it for now.)

Hold Block: Some shield skills in the Guardian attribute will require hold block. Hold block is like a short term stance, and its effect will last as long as you hold block (holding a shield out). You break the hold when you move, attack, or use skills. When hold block, most frontal attack will be absorb by the shield.

New conditions:
See here
http://www.guildwarsguru.com/forum/s...ad.php?t=99285

Confuse:
For the Duration, character’s movement are confused, which make it hard to orient them self. (moving you forward might move you to the left, moving to the left might move you to back, etc). Also for the duration the skills’ placement on the skill bar is mix as well.

Headache:
The Energy version of Deep Wound. Headache reduce the maximum energy of a character by 25% for the duration of the skill used against him/her. A more offensive version of Exhaustion.


Skill Examples:

Influence (Primary)-

Extend Influence:
5e | 1c | 20r: Extend all your current maintained aura’s influence’s range by double for the next (2…6) seconds.

Aura Burst:
5e | 1c | 20r: End all your current maintained auras. All foe whining your aura’s influence range take X damage for every Aura ended this way.

Corrosion Transfer:
10e | 1c | 30r: Reduce the HP degen arrow required by the next Corrosion skill by (1…3), but reduce your AL by (30…20).

Free Mind Trance:
15e | 2c | 45r: Your next Awareness skill require no Energy Arrow to Maintain as long as you are in the trance, but if you move, use skill, or attack, you will break out of the trance and end this skill.


Guardian:

Shield Bump:
9a | 0c | 0r : Knock back on a target, used up all you adrenalins. Must have a shield equipped.

Shield Toss:
5e | 0c | 15r : Throw your shield at the target and damage the foe for X damage. After the attack, you will be Disarm from your shield (can not use the shield) for the next 5 seconds.

Frontal Block:
5e | 0c | 10r : Allow to Hold Block for 2…6 seconds. In duration of hold, you gain +X AL.

Arrow Blocker:
10e | 0c | 5r : Allow to Hold Block for 2…6 seconds. In duration of hold, you and nearby ally gain X% to block arrow attacks.

Block Magic:
4a | 0c | 0r : Allow to Hold block for 1..3 seconds, you block the next incoming elemental attack, and this skill ends.

Strike Blocker:
4a | 0c | 0r : Allow to Hold block for 1..3 seconds, you block the next incoming melee attack, and this skill ends.

Armor Shredding Burst:
5e | 1c | 15r : Deal X piercing damage against all nearby foe. (the damage will be depended to how much AL you have at the moment) After the skill, your AL will be reduced by Y% for next 5 seconds.

Ramming Bash:
5e | 1c | 15r : Deal X blunt damage to target foe. (the damage will be depended to how much AL you have at the moment) After the skill, both you and target foe is knock down, and your AL will be reduced by Y% for next 5 seconds.


Virtue-

Aura of Defense:
15e | 3c | 45r: Enchantment Aura: Increase the AL of all nearby Ally by (6…12).

Aura of Healing:
15e | 3c | 45r: Enchantment Aura: All who is effect by the aura will receive X% more hp from healing.

Focus Shelter:
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will increase their AL by 50…60.

Grant Blessing:
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will increase X energy regen and Y HP regen.

Boosting Attack:
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will increase attack power by X.

Holy Aura
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will gain +X Holy damage to their attack, and receive Y AL against Dark magic.

Lay of Hand
5e | 2c | 45r: Awareness Enchantment: take (5…2) energy regen to maintain. Target a Ally at touch range. Target ally gain X HP for every second it is maintained.

Persistent Protection
5e | 2c | 45r: Awareness Enchantment: take (5…2) energy regen to maintain. While Enchanted, Target ally will not suffer any new conditions.


Vice -

Aura of Thorn:
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. All foe withing your aura’s influence will take X damage every 3 seconds.

Unholy Burn
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. For ever 5 seconds, all foe within your aura’s influence will suffer Burn for 1…3 seconds.

Conjure Dark Flame
10e | 3c | 15r: Corrosion Enchantment: take (8…4) HP regen to maintain. Enchant your weapon with Dark Flame, dealing X extra damage per strike.

Dark Grasp
5e | 2c | 10r: Corrosion Hex: take (7…3) HP regen to maintain. Hex your target with Dark Grasp, reducing their attack and movement speed by 50%.

Fell Plague
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. All foe within your aura’s influence will suffer –1…3 HP degen. When end this skill, all foe within your aura of influence will suffer Disease for T seconds.

Unholy Energy
10e | 3c | 15r: Corrosion Enchantment: take (9…5) HP regen to maintain. You gain +(1…3) energy regen when you maintain this enchantment.

Soul Sucker
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. You steal X hp from all foe withing your aura’s influence.


Mace Mastery:

Head Bash:
6a | 0c | 0r : Deal X damage on next attack. If target is confuse, will deal Y more damage (but target will be heal of confusion)

Head Knocker:
7a | 0c | 0r : Cause Confuse on the target foe for (2…5) seconds on the next attack.

Armor Cracker:
8a | 0c | 0r : Break target’s body armor, reduce it by X% for T seconds.

Knee Breaker:
8a | 0c | 0r : Target is Cripple for T seconds. In the duration of T seconds, if target is Knock down, will require 1 more second to get up.

Black Jack
5e | 0c | 20r : Cause Headache on target foe for (3…12) seconds.

Flashing Star:
8a | 0c | 0r : Deal no damage, but interrupt target’s current action. If target is casting a spell, will cause Confusion for 3 seconds, follow by Headache for T seconds.


Balancing Issues:
Pro: Great Armor, good defense. Team support. Interruptions.

Con: Lack of energy. Very little attack power. Difficult timing with blocking. Short range of Auras. Weak against armor penetration attacks, DoPs, and Hexs. Need to be mindful of the aura maintaince.
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I like the girls from 99 Nights... cause she have Wing (armors). Also a good Templar/Holy Knight look


And why does it look so much like Nevin's Cleric CC? http://www.guildwarsguru.com/forum/s....php?t=3018684
I don't know... but I am pretty sure I didn't copy from him...

Comments are welcome. Please point out to the major blance issues or concern if you find any. Keep the flame to Hot Dog BBQ level. Thxs for reading.

Last edited by actionjack; Apr 26, 2006 at 07:14 PM // 19:14..
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Old Apr 26, 2006, 06:47 AM // 06:47   #2
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V1... Posted on 01-19-2006

Quote:
Class name: Protector (Paladin/Templar)
Special Weapons:
Mace, a single hand blunt-damage type weapon that has similar damage and attack speed to that of an axe. Also include Smaller Hammer, Club, Morning Star, Flail, Balls-on a Chain types.
Two hand Shield- As the name apply, a shield that need to be use with two-hand. Offer much more defensive power than that of one hand shield. Can also use to attack, but at very low damage.
Energy: Same to that of Warrior, Start at 20. But since none of their armor offer any energy bonus, so at max at about 40 (with a focus item and energy+ wand). But doing so would also leave a lot of its skill unusable.
Armor: at about 80 to 90 AL range. Extra bonus against physical attack or certain elements, as well effect stats of Aura. Also can equip the Heavy type of armor, which can make them have up to 100+ of AL, but decrease their movement speed.

Premise:
As the name implies, the ultimate Tanker. Have a toughest shell to crack, they have great defense against both physical and elemental. They also have a great supportive role as well, offering protection to their ally that take the heat off them. However, they are greatly offset by their lack of energy and attack power. To truly play them, they must work well in a team.

Attributes:

??? Primary- Hmm.. unsure what would be a balancing primary for them yet… ideas?

Aura – Skills related to Auras. See notes section for more detail.

Protection – Skills that allow them to protect their allies, and take the damage on to self. However, often must also be near them. Also some attack skills that is related to your AL. Relate to your Armor Sets.

Mace Mastery – Skills that allow you better use of Mace. Not offer great damage, but can be use to cause some different conditions.

Shield Mastery – Skills that are more for self protection. Most need shield equipped (single or two-hand ones). Also some offensive use of shield as well. Blocking Skills – see note section.

Notes:

Aura: Yes, the idea was sorta taken from DII’s Paladin (but I have yet to play DII). Like some Enchantments, once used, it will be constantly on, with one pip of energy regent for maintenance. It will have a field of area of effect, in which those inside its field (depend on the skill, some effect only ally, some effect all) will feel its effect. Its field of effect will be pretty small, from melee range to about 4 character afar (the range increase with points in attributes). One character can only use one Aura at time (but can turn it off, or switch to another at anytime), and the same aura will not have stack effect. (Will also need to add some Aura Strip type of skills to some other classes)

Blocking: Some skills in the Shield Mastery will be Block skill type (or Action skill types). Like sigs, it will cost nothing to use, only need to wait for it to recharge back. However, such skill will also have a very small window of time frame, (about 1 second), thus timing of this is important.

New conditions:
See here
http://www.guildwarsguru.com/forum/s...ad.php?t=99285


Skill Examples:

Aura

Aura of Defense:
15e | 3c | 45r: Increase the AL of all nearby Ally by (1-16).

Aura of Reflection:
15e | 3c | 45r: Return (1-16%) of damage received by near by Ally back to its foe.

Aura of Healing:
15e | 3c | 45r: All who is effect by the aura will receive (10-36%) more hp from healing.

Aura of Thorn:
15e | 3c | 45r: All who is effect by the aura will be damage of (1-16) damage every second.

Aura Boost:
10e | 2c | 30r: Increase the effect of your aura by X m for T seconds.

Aura Switch:
5e | 1c | 30r: In next T seconds, the next Aura skill you cast will have casting time of 0.

Protection

Shielding Hand:
10e | 1c | 30r : Must have a shield equipped. For T seconds, you will be disarm of your shield and be immobile. The target ally will receive the bonus of the shield as if they are equipped. Skill will end premature if the target ally move too far from you.

Defending Ally:
10e | 1c | 30r : In next T seconds, you take all of the damage on target ally. Must be near by within touch distance.

Provoke:
5e | 2c | 30r : All target direct to the target ally will be directed to you instead. (but they can change their target back if they are not casting)

Armor Bash:
10a | 0c | 20r : Attack your target with your body. Damage will be depended on your total AL. Cause Knock down to your target and to you.

Mace Mastery:

Head Bash:
6a | 0c | 0r : Deal X damage on next attack. If target is confuse, will deal Y more damage (but target will be heal of confusion)

Daze Knocker:
7a | 0c | 0r : Cause Confuse for T seconds on the next attack.

Armor Breaker:
8a | 0c | 0r : Break target’s armor, reduce it by X% for T seconds.

Leg Breaker:
8a | 0c | 0r : Target is Cripple for T seconds. In the duration of T seconds, if target is Knock down, will require (1-3) more second to get up.

Holy Strikes:
15e | 1c | 45r : Infuse your weapon with Holy property for (4-16) seconds.

Shield Mastery:

Shield Push:
8a | 0c | 0r : Cause knock back on a target. Must have a shield equipped.

Shield Toss:
5e | 0c | 10r : Throw your shield at the target. Its damage will depended on the shield’s Def. You will be Disarm from your shield for T seconds.

Block Strikes:
0e | 0c | 5r : Block the next melee attack, and 50% block from any other physical attacks.

Block Arrows:
0e | 0c | 5r : Block the next incoming range attack, and 50% block from any other physical attacks.

Block Magic:
0e | 0c | 5r : Block the next incoming elemental magic attack.

Shield Fire:
2a | 0c | 5r : In next (1-4) seconds, you are block from any fire elemental attacks and 25% block fro any other elemental magic attacks. (but will unable to attack in this duration)

For some Visual, think of Al from FMA


or Space Marines from Warhammer40K



Balancing Issues:
Pro: Best Armor, great support that would keep ally live longer. With the proper use of shield blocks, can block almost anything.

Con: Lack of energy. Very little inherent attack power. Difficult timing with blocking. Need close to allies to protect. Slow. Weak against armor penetration attacks, DoPs, and Hexs. Not very good along.

In taking the philosophy of that the future class be extension of the core class, this class is somewhat similar to a Wa/Mo/Ra. However, it is more. This class focus more on protection, protecting self and/or allies. A Pr/Wa would surely benefit from the Warrior use of weapon, while a Pr/Mo would be a very hard to kill Monk (at least till its energy runs out). Other class would surely benefit from its impressive armor as well, as well as its Auras.

Design Note: This class is made with several other classes in mind. It is suppose to be a counter to a Heavy Melee Damage type of class (Savage) or to all physical damage dealers and elemetnalist, and where Mesmer, Necro, a Armor Penetration Heavy Class (like Assassin or Martial Artist or Thief) would be the counter to the Protector.

The Idea has been in my mind for while now, and it is a split of the my original concept class of a Knight (it split to this and Dragoon). For while cann’t think of good attribute to fill it up. There were few Protector idea I saw posted before too, so this is needless to say not very original But it was recently Undead Creeper’s post on the Paladin’s concept class (http://www.guildwarsguru.com/forum/s...d.php?t=108831) spark me to put it in writing. Lots of ideas were taken from various sources and games, see if you spot any.

For quick read, just read the Premise and balancing. C&C are welcome.

Other's for referencing.
http://www.guildwarsguru.com/forum/s....php?t=3008728
http://www.guildwarsguru.com/forum/s....php?t=3008136
http://www.guildwarsguru.com/forum/s...d.php?t=109748
http://www.guildwarsguru.com/forum/s....php?t=3011408


Concept Class

Last edited by actionjack; Apr 26, 2006 at 06:59 AM // 06:59..
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Old Apr 26, 2006, 06:52 AM // 06:52   #3
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Seems pretty cool though I'd urge you to change the name of it to Templar since Protector gets mixed up with prot monk and also Paladin is reminiscent of W/Mo.
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Old Apr 26, 2006, 07:03 AM // 07:03   #4
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Space Marines aren't that defensive o.o

Or..protective..I suppose they take a bunch of random hits and can be considered.

Oh god I miss Warhammer.
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Old Apr 26, 2006, 07:08 AM // 07:08   #5
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Oh.. just in case it is confusing....
Top one (Templar) is the new one...
bottome one (Protector, the one in quotes) is the older one. (its just there for referncing...)

...I looking back... I guess I should of just split the two....
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Old Apr 26, 2006, 10:24 AM // 10:24   #6
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I like the the shield throw ability.
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