Aug 24, 2008, 07:41 AM // 07:41
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#1
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Lion's Arch Merchant
Join Date: Jul 2008
Guild: Burninating the countryside
Profession: D/
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The Artisan
The artisan would be a very unique class, and would specialize in party support. Skills would be similar to binding/nature rituals, wards, traps, and even shouts and enchantments.
Attributes:
Craftsmanship - Primary attribute
What it does: For every 3 ranks in craftsmanship, Structure armor is increased by 4%, and Artisan skills cost 1 less energy (minimum 5).
What kind of skills are involved: Skills that increase casting speed, and structure quality. Skills that enhance auras in various ways.
Architechture (sp?)
What kind of skills are involved: Structure crafting skills [Very similar to binding & nature rituals, but with a few notable exceptions: longer casting time, more expensive costs and generally more powerful. Although they can be damaged, they have higher armor than spirits, and do not have a finite duration. The Catch - Multiple structures can not be within range of eachother - this means that only one structure can effect you at a time. The most recent structure set up will override and destroy any structure in range.]. Enchantment skills that modify structure effects.
Aura control
What an aura is: Basically, an aura acts like a ward, but is attached to your character, and has a 'earshot' range. Auras do not slow you like holding items would. Only one aura can be active per character at a time, and you maintain them, the same way you would an enchantment. All auras don't have the same maintainance cost - Some have larger energy degeneration, some even have health degeneration. Multiple characters can have active auras at the same time, but having multiple people use the same aura won't make them stack. Auras are generally weaker than wards.
Throwing mastery
What usable projectiles are: The Arisan's primary weapon. All things throwable. Rocks, (special kind), knives (special kind), *no spears*, disci (plural of discus). [maximum damage: 5-25 (1 handed)]
What kind of skills are involved: Preparations and enchantments that effect damage type, power, and attack speed. Also Attack Skills.
Influence
Nature rituals.
My mind is a bit blank and I'll fill in the rest later guys (and gals....?)
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Aug 24, 2008, 10:14 AM // 10:14
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#2
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Pre-Searing Cadet
Join Date: Aug 2008
Guild: Grove Of The Valiant [GtV]
Profession: Mo/E
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The idea sounds pretty cool.
The only thing i'm not so sure about is the rocks/knives.
I think a character would look really stupid throwing rocks while others are using bows, swords etc.
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Aug 24, 2008, 12:55 PM // 12:55
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#3
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Wilds Pathfinder
Join Date: May 2007
Guild: Free Wind
Profession: R/
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I'm gonna go ahead and say that you choose a great name for your CC
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Aug 24, 2008, 03:22 PM // 15:22
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#4
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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sounds good but yeah....no rocks. NINJA STARS.......but no rocks XP
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Aug 24, 2008, 11:02 PM // 23:02
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#5
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Can Assassins 'sap' said structures? Interesting idea, all around.
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Aug 27, 2008, 01:58 AM // 01:58
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#6
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Lion's Arch Merchant
Join Date: Nov 2007
Location: HELL!!
Profession: D/Mo
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I dont think so... if there was a guy just throwing ninja stars at someone it would be dumb i think ninja stars are an introductory to a barrage of quick percise attacks
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Aug 30, 2008, 02:28 AM // 02:28
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#7
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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I have a suggestion on the auras. Because of the amount of power (im assuming youre going to give them a lot) on the auras, it might be a good idea to make it so that if two auras overlap on a team, each only gives half of its benefit. If there are three, only 1/3 of the benefit and so forth. That way, you wouldnt end up with an entire aura team soloing FoW or something . Another option is to make it so it works by percentage, maybe like 5-10% off of each overlapping aura or something like that. Great ideas though.
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Sep 02, 2008, 06:26 AM // 06:26
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#8
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Frost Gate Guardian
Join Date: Apr 2008
Profession: A/
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Quote:
Originally Posted by Dean Harper
I have a suggestion on the auras. Because of the amount of power (im assuming youre going to give them a lot) on the auras, it might be a good idea to make it so that if two auras overlap on a team, each only gives half of its benefit. If there are three, only 1/3 of the benefit and so forth. That way, you wouldnt end up with an entire aura team soloing FoW or something . Another option is to make it so it works by percentage, maybe like 5-10% off of each overlapping aura or something like that. Great ideas though.
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heehee, how does a team "solo", exactly?
That is a good idea though, although the bonuses should be fine if they're spaced out enough, similar to spirits, so its not completely worthless.
And the artisans should throw chisels.
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Sep 02, 2008, 11:42 AM // 11:42
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#9
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Originally Posted by Deadshot Seven
And the artisans should throw chisels.
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Heck no, they should throw throwing hammers it's so obvious!
(is hammer throwing still an Olympic sport?)
However, how do you plan to have the buildings constructed?
Are Artisans hyper active and can lay bricks and mortar at insane speeds?
Do Artisans teleport the buildings to just plop down from the sky?(with all related squishing damage)
Do Artisans form buildings from the ground, making the artisan a kind of stone controlling mage?
Or did you think of a more original way, than I did?
I'd love to know because I got stuck on it making a second version of my builder/siege CC.
/on topic
Its a solid start for a builder, a weapon attribute and lots of area effects, it could get quite good.
However, I'd make the aura's have variable ranges; cuz earshot is a lot, perhaps have only aura's with weak effects or high costs use it, or only elite aura's.
The other aura's could use in the area and some in need of heavy balancing could use nearby.
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Sep 03, 2008, 01:58 AM // 01:58
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#10
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Frost Gate Guardian
Join Date: Apr 2008
Profession: A/
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Heh, I was thinking about the hammers but the warrior already has those (albeit larger).
Oh, being able to "implant" an aura into a construct would be pretty cool.
Having movable ones would also be interesting, like minions.
I'm guessing the weaker ones with no or one effect besides damage could be movable (They move by themselves), while the stronger ones with more useful effects would be stationary.
It'd be fun have a class that can build medieval-like sentries.
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