Jul 30, 2009, 05:14 PM // 17:14
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#1
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Desert Nomad
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The Chronomancer - Mage Version
Give dumb non existing 2H shields no chance
When I saw the following quote, I thought on making this thread ^^
Here comes now a Mage Version of a Chronomancer, how Chronomancers really should be.... and what they really are - a Mage Class....no 2H Shield-Warrior Wannabes...
Quote:
Originally Posted by Winnies Bro
The Chronomancer is a brilliant idea and would make a great profession. I like some of the ideas, and I dislike others. Seems too overpowered though.
I dislike the idea of the 2 handed shield, seems really bad.
I though a good weapon for the Chromancer would be a magical sword/staff(scepter, or anything like that.) that you can attack from a distance with of close-up.
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2h shields make absolutely no sense and look stupid.....the Chronomancer is a sorcerer-class..thus has to wield a magical weapon, same like "necromancers".
Chronomancers should use also 1H and 2H Staffs, or to give them something originally, id say, this Class should receive magic gauntlets btw. gloves !! for both hands, a weapon, which could be combined for physical fighting builds with CLAWS !!
GW is still yet missing a real battle mage like class...
here !! this is anets Concept Art about the Chronomancers, which was inteded to be implemented with the canceled GW Utopia
http://i153.photobucket.com/albums/s...onomancer3.jpg
even on the concept art, the wepon of choice for the class looks like, the class would have gooten some kind of gauntlet with clawlike blades... especially the left one looks like the kind of magic gloves a Chronomancer should use imo
Thats the way, how i think a medieval looking time mage should look like (staff style)
http://fc01.deviantart.com/fs24/f/20...alindachan.jpg
While the Elementalists are more on short magic robes, which never are so long, that they reach the ground..the time mage should more have a style mix of Elementalist and Dervish (reconsidering, that hopefully Dervishs get killed for GW2 and dont reappear or get a total gameplay redesign as some kind of Dancer Class, which Dervishes should be and no Wannabe-Gods, then more in some kind of Gypsy-Style, because dervishs were nomads, also then the Gameplay of the dervish could be then combined with maybe some kind of Fortune Teller-Class)
Picture Source: Cosplay of Fay D. Flourite, a Mage Character from Tsubasa Reservoir Chronicles, which unusually doesnt mostly use magic lol, but the anime is mostly about timespace travelling between different dimensions of worlds and is a crossover project anime from CLAMP, which made also Animes like Card Captor Sakura, Magic Knight Rayearth, X, Chobits and so on, which have characterwise all their references again in TRC.
Alternatively, this would be also a good one as Chronomancer, again source of TRC:
http://farm2.static.flickr.com/1290/...3334eff8_o.jpg
Look at this at 2:12
http://www.myvideo.de/watch/1733824/...isode_1_Part_3
perfect Time Mage-Magic Circle.
Why do I post this video? because it shows, that Chronomancers also have alot to do with Runology (Rune Magic) and the Moon, Sun & Stars (Astrology/ Astral Magic)
The Chronomancer is a complete Mage Class...no wannabe warrior with a impossible to use and way too big shield, which even never have existed in the medieval age.
this being said..the attributes of an Chronomancers Mage version should look more like this:
(P)- Timespace Structure
---- Rune Magic (Runology)
---- Astral Magic (Astrology)
---- Time Magic (Chronomancy)
---- Materia Magic (Astrophysics)
So concept like, the Chronomancer is like an alternative to the Elementalist, just with other magic types in petto, thus giving the Chronomancer a totally different Gameplay Style.
Rune Magic: Allrounder Elemental Spells, more powerful, than normal Elemental Magic from Elementalists, but takes alot longer to prepare the spells...
Also able to summon Elemental Avatars from other dimensions through Rune Stones
Astral Magic: Chaos Elemental Attack Spells + Support
Time Magic: Support Spells, Healing Spells and non elemental Hexes... (mostly Life Degenerations which work AoE-wise)
Materia Magic: Non elemental Attack Spells, which damage for direct Health Points...not over time like Time Spells with Degenerations...
Timespace Structure: Energy Management Primary attribute.
So i would bring them into GW2, if the 4(5) Attribute-System stays so in GW2. That combined then with the point to give the Chonomancers beneath Staffs then said magical gloves for the primary attribute, the others could stay at staffs, because it are simple magic types, which any other mage class could also learn and use.
This way woudl be guarantedd, that primary chronomancers look with their special gloves a bit unique over all the other mage classes...
Hmm, think ,there no need for more example skills, in nebojats thread are way enough of them lol XD
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Jul 30, 2009, 06:11 PM // 18:11
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#2
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Frost Gate Guardian
Join Date: Sep 2008
Location: Behind You
Guild: [RoaR]
Profession: D/
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Some pretty neat ideas ,i have always liked the concept of chronomancer and the concept art looks totally amazing imho.Like you say hopefully they will make the Chronomancer a profession in GW2 as they have already stated that theres going to be new playable professions and technology so hopefully this will be one of them
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Jul 30, 2009, 06:42 PM // 18:42
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#3
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Wilds Pathfinder
Join Date: Aug 2007
Location: aBove Empress Amarox xP
Guild: KDT
Profession: Mo/E
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chronomancer = ele?
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Jul 30, 2009, 07:10 PM // 19:10
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#4
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Desert Nomad
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just only in kind of Rune Magic, because Rune Magic allows to perform stronger elemental magic, than usual due to used Rune Stones, whihc empower magical elemental spells that are engraved in the stones with the rune language.
Rune Magic is not directly a part of being an Chronomancer, but Runology has alot to do with Astrology, which again is part of the basics to manipulate time.
This is also more of the universal attribute to just make the class itself more interesting and to increase its gameplay possibilities plus it brings into the game a missing form of a summoner...the one who summons Elementals...
when Elementalists should not do the work..then Chronomancers and with Rune Magic it would also be kind of logical, because of the empowerment due to the Rune Stones which power increase would be necessary to be able to summon the Elementals, because normal Elemental Magic of Elementalists would be simple too weak.
Therefore Rune Spells need the most longest time of any spells to prepare...because using rune stones is like a small ritual each time...
Thats the reason why i wrote, Chronomancers would be alternative Elementalists and because the attributes would look a bit similar...
both classes would have 5 attributes, where the primary one is their energy ressource...
hmm yet ive only still to think about, what the primary attribute should give my Chronomancer-version for a special effect ... surely not like Energy Storage, that it increases the maximum energy an ele gets. Somethign different ^^
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Jul 30, 2009, 07:45 PM // 19:45
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#5
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Krytan Explorer
Join Date: Nov 2006
Location: PA, USA
Guild: [COPY]
Profession: D/
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If you want "Rune Magic" and 2H staffs I suggest a game called Runescape. (a.k.a not GuildWars)
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Jul 30, 2009, 08:28 PM // 20:28
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#6
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Ascalonian Squire
Join Date: Jul 2009
Profession: E/
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Quote:
Originally Posted by vamp08
If you want "Rune Magic" and 2H staffs I suggest a game called Runescape. (a.k.a not GuildWars)
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RuneScape is srs bznz.
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Jul 30, 2009, 09:34 PM // 21:34
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#7
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Krytan Explorer
Join Date: Feb 2007
Location: In my HoM
Guild: Canthan Refugees [TOGO]
Profession: E/Rt
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Here's what I think:
GW2 won't have fast city-to-city teleportation that we have now, but will have Chronomancer skills like teleportation skills that will tele you or other person or whole group to some towns. They would also have freezing skills (not snaring, but freezing where you just stand - time stops). Or maybe they will just put Mages to choose their path (ele, necro, mez, chrono, monk etc...)
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Jul 30, 2009, 10:05 PM // 22:05
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#8
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: BloodBath & Beyond
Profession: Rt/
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I'm a little confused.
You made a class called a chronomancer, which turns out to have absolutely nothing to do with manipulating time?
You call it a "battle mage class", give it "gloves for physical fighting builds with claws", and then set up the class as a pure caster?
In the end, aren't you basically proposing the Ritualist class?
I don't get it.
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Jul 30, 2009, 10:33 PM // 22:33
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#9
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by I Will Heal You Ally
Here's what I think:
GW2 won't have fast city-to-city teleportation that we have now, but will have Chronomancer skills like teleportation skills that will tele you or other person or whole group to some towns. They would also have freezing skills (not snaring, but freezing where you just stand - time stops). Or maybe they will just put Mages to choose their path (ele, necro, mez, chrono, monk etc...)
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GW2 WILL have map travel though. On the FAQ.
not a bad idea though if it didn't.
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Jul 30, 2009, 11:39 PM // 23:39
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#10
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Wilds Pathfinder
Join Date: Jun 2009
Profession: N/A
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Quote:
Originally Posted by I Will Heal You Ally
Here's what I think:
GW2 won't have fast city-to-city teleportation that we have now, but will have Chronomancer skills like teleportation skills that will tele you or other person or whole group to some towns. They would also have freezing skills (not snaring, but freezing where you just stand - time stops). Or maybe they will just put Mages to choose their path (ele, necro, mez, chrono, monk etc...)
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So you're proposing making a specific class of runners by giving them skills to bypass all the tedious walking that all the other classes are stuck with?
No. There will be an instant travel option. Even if it's not as simple as Map Travel, there will be Asura Gates that will at the very least take you from outpost to outpost. Says so in the faq.
And time stopping will NOT work in an MMO. You have to worry about the 8+ other players that have absolutely nothing to do while their character is frozen to let the cohronomancer do their thing for however many seconds. There's a reason something like that has never been implemented.
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Jul 30, 2009, 11:40 PM // 23:40
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#11
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Frost Gate Guardian
Join Date: Oct 2006
Location: Ohio, USA
Guild: Tales of Heroes[myth]
Profession: A/Me
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Quote:
Originally Posted by I Will Heal You Ally
Or maybe they will just put Mages to choose their path (ele, necro, mez, chrono, monk etc...)
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i like this idea^^^
and the original concept art for GW:Utopia, but like everyone else i am confused. you need to pick one or the other ideas you brought up in your post. make a chronomancer and a mage non elemental like character or whatever
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Jul 31, 2009, 06:26 AM // 06:26
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#12
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Academy Page
Join Date: May 2009
Profession: E/Me
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Love this idea, I've always wanted to use Astral Magic and such. This would have to be a pure mage class however like elementalist/monk/necto etc..
I like the gloves idea, maybe the gloves could act like staves/wands when they attack, like shooting lil orbs of magic like wands/staves instead of punching? lol
Anyway, really hope this is either added to GW(yeah, like that would ever happen...but i can dream right?) or this is introduced in GW2, if not, hopefully something similar.
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Jul 31, 2009, 09:36 PM // 21:36
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#13
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Desert Nomad
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Quote:
Originally Posted by trankle
I'm a little confused.
You made a class called a chronomancer, which turns out to have absolutely nothing to do with manipulating time?
You call it a "battle mage class", give it "gloves for physical fighting builds with claws", and then set up the class as a pure caster?
In the end, aren't you basically proposing the Ritualist class?
I don't get it.
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My Chronomancer-Version also has to do with manipulating time... the two attributes mostly doing this stuff would be "Timespace Structure" + naturally "Time Magic" (Chronomancy)
I call my Chronomancer only because of the "looks" then a battle mage, because of the gloves then, which would also have then some skins with attached claws on... just as like as seen on the chronomancer concept art i posted (left one on pic)
Otherwise..the battle mage style in GW2 will surely get a revolution just by monks hopefully becoming able to make martial arts-builds or what ever melee class u would combine to the chronomancers, if the dumb 2 class-system stays so in GW2 as it is now... (but thats just still my opinion, id really like to see GW2 with 1class system and evolutions of classes with tree-system a la RO)
My CC is a pure caster..do u see in it any melee attributes like 2H Sword/Axe Mastery, Whip Mastery, Lance Mastery, Claw Mastery or whatever of the most interesting weapon masteries are all still missing in GW?
No, attributewise, my CC Chrono just looks like an elementalist twin with other magic types it uses and other clothing style ^^ ..wore wizard like..not sorcerer like as elementalists.
Ritualist ??? hell no... my Chronomancer is more of like a mixture of all other spell casters
Rune Magic
> equivalent to the Elementalist, just stronger, but much slower
> equivalent to Ranger, with the difference, its an Elemental Avatar, not an animal/beast...
Astral Magic
> equivalent to the Mesmer, with the difference that these attack spells here work work like, as if it would be elementalist aoe-spells, just with Chaos Element and have nothign to do with energy drains or interrupting...pure damage with chaos.
> equivalent to the monks protection spells, just with a different kind of working, most likely protecting versus special kinds of damage very strong, not in general agaisnt everything like monks prot spells do...
Time Magic
> equivalent to mesmers hexes in kind of doing damage, interrupting ect.
> equivalent to monks healing spells also being alot more inteded to do DoT-Healings and AoE-Healings, other than monks do mostly only very strong single character heals
Materia Magic
> originally form of "physical magic damage"
To give an example of what would be a Materia Magic attack spell for example, just think on Final Fantasy's Gravit/Gravitas/Graviga Spells
so creating a gravity field and crushing foes with it to the ground would be for example then a a Materia Magic-Spell or materializing out of nothing a spear of steel and impaling the foe with it from above, as it falls down from the sky vertically letting you have a nice "meat-chopstick" XD *oh yeah, i like brutal spells lol*, u could call this spell for example "Steel Rain" ^^
Also gravity has alot to do with astrophysics, so this kind of spells will fit to the chronomancers manipulating time to form any materia to ur likings..raising or lowering gravity as u want and so on ... gravity raising until ur bones crush XD ahhh sweet brutality lol jk
Summoning Ritual of an Elemental Avatar through Rune Magic with help of Rune Stones:
1. step: Chronomancer creates a rune circle on the ground which forms also a pentagram
2. step: on each of the five corners of the pentagram will be put a Rune Stone... (requires 10 rune stones in inventary, each one with an other rune sign on, put into a Rune Box, which will contain all 10 to save space)
fyi > Life
cai > Chaos
aoi > Air
rei > Fire
phi > Water
tai > Earth
eyi... > Ice
rai > Thunder
soi > Light
noi > Darkness
3. step: start of summoning ritual by calling the Elemental with the spell (takes roughly up to this point 10s...double as long as casting a meteor storm...)
4th and last step: form a pact with the elemental to receive its help (which will come with benefits, but also with negative things, like becoming weaker against the opposite element of the elemental avatar for example)
once a pact with an elemental avatar has been made, it will stay for the whole instance ever at your side..if its health bar goes to 0..it wont "die"..it will just only disappear for a while to regain full health back and will come back after some minutes fully recovered... because elemental avatars simple can't "die". that will be the speciality about them for their very long cast time to be summoned.
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Hmm i think ill come up later with some example skills, just to make more clear, how my mage version chronomancer should work later
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Aug 03, 2009, 04:04 AM // 04:04
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#14
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Lion's Arch Merchant
Join Date: Jul 2009
Location: Outside
Guild: Balthazars Chosen [BC]
Profession: R/P
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cool but....no.
rangers=jack of all trade
chronomancers=uber killer.
guess who everyone would be in gw2?!
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Aug 03, 2009, 06:45 PM // 18:45
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#15
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Desert Nomad
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Quote:
Originally Posted by Evasion Twenty
cool but....no.
rangers=jack of all trade
chronomancers=uber killer.
guess who everyone would be in gw2?!
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chronomancers would have their weaknesses, as all classes have them..
1. its a caster class, so has amogn the other casters the weakest base defense
2. is only strong in ranged fightign mostly, if you come too near, chronos will be helpless more or less, as long the player doesnt play a total chrono melee build, but then the player will lack against ranged classes again ...
3. healing abilities are way less powerful, than the ones of the monk or ritualist...the purpose of the healing skills are not to be a healer class with certain builds...the healing abilities of the chronomancers are for pure support only and will be of minor strength, heal over time..but less..only the self heal skills will be a bit stronger.
4. what is wrong about having more than 1 jack of all trades-class? nothing ... havign ever only the ranger in that role is boring ...heck, even the monk got more and more lesser important cause of the ritualist and the paragon, but mostly cause of the ritualist because people had enough of the monk being the only group healer...so i find it is now with the ranger as j.o.a.t.
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people will ever play the classes, which look on first view uber strong, once they realize their weaknesses, or once the balance updates come...so was it ever and so will it be ever in any game.
So was it with Assassins too...as Factions came out, the game had somewhat of an Assassin Invasion oO but the new Sins Rate quickly got lesser, once the players realized how quick the Sins can get killed and aren't the super speedy uber tanks, that never at any time will get hit, so many dreamers believed they would be... they again have their strengths, but also their weaknesses...especially mesmers can take them out very quickly and damn them into inability to do somethign without killing themselfes quickly
were we are at mesmers ...
5. mesmers will be very effective agaisnt chronomancers..as like against every caster class or whatever kind of interrupter class it will give in GW2..i hope mesmers will get fusioned with elementalists and become the Sorcerer Class together..would make more than sense i find...but thats an other topic XD
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So some Example Skills (without any Energy Cost,Cast Time and Recharge Time Suggestions, just first for the effects first, becauses thoses little quick exchangeable thigns like saying somethign about Energy Cost ect. is ever the first thing, people flame about without thinking about the point, that these points are just examples and can get exchanged in no time for more balance...
Rune Magic:
Call of Amaterasu (E)
The Chronomancer will summon the Avatar of Fire, Amaterasu out of the Dimension of Elemental Spirits with the help of his Rune Stones.
Amaterasu, the Lord of the black Soulfire will stay on Battle Field as long as you wish...if he gets defeated, Amaterasu will get automatically revived with full health after 2 Minutes. As long as Amaterasu is at your side, the maximum Energy of the player will get reduced by 15 Points.
Amaterasu will come with following unique Avatar Skills and Stats:
PS: the high damage numbers of the first skills like Hellfire will count only for the high levels of Amaterasu..so the maximum damage of Hellfire will be only made at Lvl 20+, not at level 5, just to pretend against confusion
Lvl 1-5:
Attribute: Lord of Fire 5-10
Skills:
Hellfire:
Amaterasu will form over his head a black fire ball which will grow and grow until it has the size half of an elefant (approximately the size of like 2 1/2 medicine balls). Once the ball has its max size after 3 seconds he will shoot it at his target, which will receive on impact 30-150 Fire Damage, will explode and all targets in near around the main target will also receive half of that damage doen to the main target as damage. Did the foes suffer in that moment from any physical negative condition, they will start after the impact/exploson to burn for 1-5 seconds.
Level 6-15
Lord of Fire 11-15
Hellfire
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Solaris Blades
Amaterasu will create at his arms two human long crescent like swords, which will be as burnign hot as the sun itself and will slice through everythign that comes in their way...they are so hot, that they glow and burn extreme white and their swings tear up the air. once they are out Amaterasu will rush with them into his enemies to slice with them through the rows in a wild sword dance like ambush.
Each hit will do fixed damage of 50 armor ignoring Fire Damage..the only way to reduce the damage are skills and armor which decrease direct Fire Damage.
So higher Amaterasus Level is, so more hits he will perform with this skill as long its active, meaning so longer it duration will be up to a maximum of 15 hits At maximum level Amaterasu will perform with his last hit that will hit a foe a special finisher strike, that will do double the damage and will crack the foes armor.
Level 16-20
Lord of Fire 16-18
Hellfire
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Solaris Blades
+
Crimson Stigmata
A special single target attack from Amaterasu, he will perform only, if the Solaris Blades are in action and the last hit of them was a critical.
Once this situation happens..Amaterasu will perform his special attack.
He will teleport an awesome speed to the next most ranged foe who never no one would expect to be attacked at that moment to impale that foe from behind with both of his blades andafter that tear the foe with a scissorlike move of the blades in two parts (just in words..oh noes, gw doenst show such a bloody massacre XD)
This Attack will do 100-175 damage and will inflict to the foe a deep wound and bleeding for some seconds. If there was just only the previous foe in absolutely near...uhm bad luck XDDDD ...R.I.P
PVE only with helpf of buffs/consums
Level 21-23
Lord of Flames 19-20
Hellfire
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Solaris Blades
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Crimson Stigmata
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Soul of Cerberus
Amaterasu will receive Cerberus as his Companion, which will create a bit more of chaos on the battle fields together with Amaterasu. Is Amaterasu under 25% of health, he'll fusion with Cerberus and will get once healed to full health. When fusioned, Amaterasus movement speed, attack speed and skill recharge will be all increased by 25% for the time of the fusion beign active.
Heres a picture of Amaterasu with one of his Solaris Blades and Cerberus
http://img.photobucket.com/albums/v6...g?t=1249322148
or at least, something like that should they look like ingame XD pure awesomeness ^^
Just one example of the Elemental Avatars..they would be naturally more, but all them would burst this post now lol.
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Astral Magic:
Moonlight Eclipse
The sky will become for a short moment very dark..a moon appears and shines down with his magical light at an aoe field, where all of the allies of the Chronomancer will be blessed by that light, as long they stand in that aoe, which will reduce dark damage by 5-25 points over the time of 5-15 seconds..after that comes the eclipse, the aoe field becomes darker and for 5-15 seconds the skill will do the protection against sacred damage.
Luck of the Shooting Star
An support Skill, which will increase for every ally in near of this aoe spell their luck, thus increasign the chance for critical hits and blocking physical attacks by 1-10%
Comet Impact
The Chronomancer will summon a comet from timespace of of the universe to let it crush down on earth. This thing will have like 100x the size of an ele's Meteor and it will damage all foes in its area of impact and knock them down, foes will suffer from cracked armor and will receive 50-120 Chaos Damage
Time Magic
Gate of Dimensions
The Chronomancer will open the Gate of Dimensions to perform a step through timespace warping out of the foes' sight.
Field of Rapid Aging
The Chronomancer will create a distort in time at a place, which will have aoe effects to foes...any foe, that stands in the field will suffer from life degenerations of - 3 to -7 This Skill can be hold up, as long as you wish, it will reduce your maximum Energy Regeneration by -1 as long as u hold it up
Field of Rapid Growth
The Chronomancer will manipulate the time, so that time goes by at the field much faster than normal for non human foe beings . Any ally pet, minion, spirit or avatar that will stand in this field will receive +100-200 Life Points and + 20-40 Defense against physical Damage as long as the field works.
This Skill can be hold up, as long as you wish, it will reduce your maximum Energy Regeneration by -1 as long as u hold it up
Materia Magic:
Gravitational Grenades
The Chronomancer will immaterialize out of nothing in the near of his targeted foe up to 1-5 Gravitational Grenades, which will explode and damage anyone which comes those explosions too near for 30-75 non elemental physical damage which ignores armor at 25% + 5% for every part of metal equipment on you.
Steel Rain[E]
The Chronomancer will immaterialize out of nothing countless steel needles which will rain down for 10 seconds and iwll do per second 30-45 non elemental physical damage which ignores armor at 25% + 5% for every part of leather equipment on you. Every foe which leaves the aoe of the rain will begin to bleed automatically or at 50% chance will be blinded instead.
At R16 there will be a 25% chance, that foes that leave the rain will suffer then from both negative conditions.
Mercury Web
The Chronomancer will immaterialize out of nothing a web of mercury that he iwll shoot at a foe to slow the fow and every foe that will also step into the web down by 50% Undead Creatures that step in that web will receive per second 30-50 sacred damage. Non undead beings will suffer on just 15-25 damage fixed ever per second when they move around in the web.
So, here are just some example skills without any energy cost, ct's and rt'... those who want to comment those skills..should simple say about what costs those skills should have..or which damage numbers should reduced and how far...
anything, but please no stupud one liners like:
this is imba...dumb idea ...
such stuff doesn't help anyhow here...so please only comment those example skills, if you really have the intention to suggest something that lets those skills look in your vision more balanced and how you personally would like those skills to see ingame, if you would be the one, who would have to decide the skill costs ect.
Last edited by Phoenix Tears; Aug 03, 2009 at 06:51 PM // 18:51..
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Aug 04, 2009, 09:33 AM // 09:33
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#16
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Wilds Pathfinder
Join Date: Aug 2007
Location: aBove Empress Amarox xP
Guild: KDT
Profession: Mo/E
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i love how 50% of things that have to do with chronomancer are in japaneese xD
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Aug 04, 2009, 05:37 PM // 17:37
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#17
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Academy Page
Join Date: Jul 2009
Guild: Martyrs to the Flame
Profession: Rt/Me
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I give you a 9 out of 10 for concept, though I have some issues about the practicality of the idea. It doesn't sound very feasible. Half of those ideas either sounds more like final fantasy and/or would require a complete rewrite of the guild wars engine to be able to do in addition to completely unbalancing everything else.
Remember that having a unique minion at level 26 inflict roughly 35 damage per second costs you an elite. Being able to summon a Djinn or its equivalent as a pvp skill is not going to be possible unless you're losing a lot more than an elite slot.
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Aug 12, 2009, 06:05 AM // 06:05
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#19
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Lion's Arch Merchant
Join Date: Oct 2006
Location: USA
Guild: Servants of Fortuna
Profession: W/
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looking at this picture makes me think of a D&D game that was set in the future that had a race of humaniods that were genicully cyborish... like they had these dread locks for hair and circuts mixed in with thier vains... I tried for the last hour looking for a pic/name of this, but i can find it anywhere online...
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Aug 27, 2009, 08:17 PM // 20:17
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#20
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Ascalonian Squire
Join Date: Apr 2009
Guild: DEAD [Follower of Dead]
Profession: W/E
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dota copyright
Faceless Void
Chronosphere
Faceless Void creates a rip in spacetime causing all units in that area to become trapped for its duration. Faceless Void has a mysterious connection with spacetime that causes him to be unaffected by the sphere. Casting range increases per level.
Level 1 - 3 Seconds.
Level 2 - 4 Seconds.
Level 3 - 5 Seconds.
walk in the sphere-like blue ball and u'll be freezed
Nerubian Weaver
Time Lapse
Warps time back on itself, transporting the Weaver 5 seconds into the past.
Level 1 - 150 manacost.
Level 2 - 75 manacost.
Level 3 - 0 manacost.
this skills makes u go bak to where u were 5 seconds ago, with the hp/mp u had 5 seconds ago. everything goes back including location
just ideas lol...
Last edited by c0l3m4n; Aug 27, 2009 at 08:20 PM // 20:20..
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