Feb 13, 2007, 07:54 PM // 19:54
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#21
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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@System_Crush: Thanks for the feedback and support of the Mannai! As usual, your posts are insightful and thought-out (unlike so many others on these forums). Good suggestion with the Magical Thievery. It's called Appropriation now and I made the changes (I don't really understand how Converting Demure describes the effect). I don't know about Plagiarize Arms. I think weapons spells belong more to the spirit world as opposed to the magical one (amd the Mannai doesn't really do much with Spirits). To be honest, I think it would fit in more with the Revenant (my other concept class) since that CC revolves around taking spirit form, etc.
As for the holy and shadow damage, I thought of this possible dilemma before you brought it up. According to Guildwiki's page on damage types, light and holy damage do not ignore armor when the damage is coming from a weapon. Since the projectiles are technically the Mannai's weapons, I think I've sidestepped this problem.
Just a side note: I believe you on the Ritualist thing, but how the hell do you know that? You like the gouged out eyes idea, too? I have to admit, it becomes more appealing the more I think about it...
@jademonkeyx88: Dude! These drawings are dangerously awesome... watch out you don't hurt someone with them. I dig the overall armor appearance. It's sort of Ranger/Elementalist/Assassin all rolled into one. It looks like the Mannai can rough it in the wilderness, sneak up and kill you in your sleep, and is a fiend addicted to magic. I also really like the stones or crystals or whatever you want to call them imbedded in the armor. In my mind, they sort of seem like focal points through which links are maintained. Also, the gems in the gloves could be a way around the ring dilemma posed by irCuBiC.
@irCuBiC: Just like I told System_Crush about Ritualist blindness: I'm sure you're right, but how the hell do you know this? Seriously, how do you get a hold of this information? In response, I guess I'd say I'm not too tied to the idea of the rings. jademonkeyx88's drawing makes me think that the projectile could be powered by gems or stones embedded in the gloves. Thoughts?
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Feb 13, 2007, 09:23 PM // 21:23
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#22
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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 irCuBiC
I was wondering one thing.
ANet says that skills are "carried in the form of rings on each finger", and for some reason, people in this universe cannot use their thumbs for rings nor can carry multiple rings on one finger.
Wouldn't this mean, for consistency with other lore and such, that the attack rings would take over the position of a "skill ring"?
(Not sure if this has been mentioned before...)
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Nope skills are not rings, though the idea of this may have been somewhere deep down in the bowls of early game design it was likely not implemented in the actual game.
However it does bare some truth, signets are magical abilities contained in charged ornaments(necklases, pins, gems, rings or whatever, monks likely use reliquaries as their signets) you activate them by whilling the magic in the item to activate, as the magic is in the item they cost you no energy.
as to why we only have 8, I do not know i've never seen a solid explenation as to why my assassin For instance can't remeber more than 8 ways to kill people at the same time, or why a paragon can't remeber more than 8 sentances to shout.
For warriors and mages you can sort of figure out yourself as mages need reagents to cast spells of which they can only take enough for 8 spells.
And wariors are appereanly to dumb to remeber more than 8 ways to hit someone at 1 time(no offence intended).
Don't get the limit for rangers either...
But as it makes the game balanced I guess it does not need a explenation.
@ nebojats, yes where did I get that... it was in some other CC thread for Pit Fighter in post #58.
At you asking that, I did pick up my lore book and looked at the GW site, and found that my statement was wrong, ritualists are not blind this only goes for one of the spirit henchies.
They wear blindfolds to help them consentrate.
S'cuse me
&&
Demur means resitance as in a enchantment being a resistance to defeat(resistance to defeat... indead a lacking description of what a enchantment is)
and Plagiarism means idea stealing.
&&
You are probably right about weapon spells being too spiritual to be affected by magic, that is a good way to explain why we can't remove them too.
And "for X seconds, steal enchantment and its remaning duration" still sounds unclear(for 5 seconds, you get blood bond lasting 15 seconds; 5 or 15?)
The way I understood it was that if the remaining duration is longer than X seconds, it is shortened to that number, this in order to prevent abuse.
I like the idea of gloves with a crystal on/in them shooting projectiles more than rings shooting projectiles.
As for jademonkeyx88, great job you're even better than Action Jack at consept art(xcept that girl has got the legs of a guy )
But the armor is nice, and as the attunement to lyssa has been removed for a magic leaching story, all needs for a nature looking armor are gone.
At that I only just noticed the changed magic obsession story, nice I love role playing insane people(nothing to with my own state of metal health. SCRUFFY MUST KILL!! woops that one slipped out).
But if the nature attunent is gone, are rabid persuit, silent hunter and camoflage in general still named correctly?
Last edited by System_Crush; Feb 13, 2007 at 10:15 PM // 22:15..
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Feb 14, 2007, 02:02 AM // 02:02
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#23
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Academy Page
Join Date: Jan 2007
Profession: N/Mo
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I forgot to mention it before, but I got some inspiration for the mannai from the Izzet in Magic. You can see them here: http://www.wizards.com/default.asp?x=mtgcom/arcana/1025
Just thought I should give proper credit there.
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Feb 14, 2007, 03:24 AM // 03:24
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#24
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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In the early beta design the 8 skills represented 8 rings on your fingers, limiting your skill inventory. This was just a test feature and abandon in the actual release and lore of the game. 8 skills exsist simply to limit each characters abilities and enforce teamwork. It is in the lore that the gods split magic/abilities into parts that way no one user could wield every ability, which is why we have polerized classes with a single combination.
It is rather silly that our spell casters only have 8 skills to cast, and our attackers can only execute a hand full (literally) of attacks, but that is one of the simple restraint and competative features of the game it makes characters less independant.
I still wish they would consider 10 skills, but there are alot of balance factors to redevelope if they add more skill slots, and it could very well mean the difference between limited builds and unlimited builds. Still, I was hoping that some new features would be added to the game, and skills exclusive to those features be accompanied by 2 new skills slots, that way exsisting builds could function with the addition of new features instead of further competing for skill slots, but eh, nobody really considers details like that.
Hopefully Anet will step into some more creative additions in the future. Thus far, as grand and useful as our additions were in nightfall, I am still not satisified with our character options and gameplay limitations. And as much as I like Nebojats concept classes, they are also not what I'm looking for in a character.
Sadly, Assassin is one of the identities I could have attached to, but they never made their enjoyable abilities useful, so I never could enjoy playing them, and they let the ball roll way to long before making improvements to the class overall.
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Feb 14, 2007, 09:46 AM // 09:46
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#25
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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@System_Crush: I tried to capture the essence of your suggestion for Appropriation. Unfortunately, I hate being wordy with skills, so I had to cut it down some. I also made the magical projectiles powered by the gem-embedded gloves... you're right, it works better (and would probably look cooler... who wants to squint to see tiny rings?). Just a note: I don't actually envision the projectiles physically coming from the gems per se... I just imagine them giving the Mannai the power to throw/materialize them.
You noticed the change in the background story? I'm glad you like it. I enjoy having characters be sort of psychotic (you may have noticed a similar theme with the Shrift and the Revenant). On that note, I'm still wondering about the eye-gouging thing. I guess if Ritualists aren't actually blind afterall, then I wouldn't feel too cheap doing that. It's true the Mannai is no longer nature-oriented, but I still sort of like the wilderness vocabulary. I guess I think of the Mannai as a magical predator, essentially. Words that describe a sort of "survival of the fittest" situation seem to fit nicely... for me at least.
@jademonkeyx88: Ah yes, I can see the resemblence. Your drawing has a much more down-to-earth, no-nonsense feel to it, which I like. Your concept art rocks my world!
@BahamutKaiser: Sometimes, I agree that the current professions could be greatly expanded upon and we don't need any more classes... but then I wouldn't be able to come up with concept classes! So usually, I ignore that perspective and get back to imagining. I'm glad you like my CCs. Maybe someday, I will come up with one that offers what you're looking for in a character. Some day...
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Feb 15, 2007, 12:31 AM // 00:31
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#26
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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The way I think of the 8 skill limit is that it's something like the cleric or wizard (or even better, if you have the expanded material, the spirit shaman) preparing spells for the day. Basically, even though the character 'knows' all the skills that are unlocked for them, they spend some time before leaving town meditating on the specific skills they intend to use to make sure they're fresh in the character's mind.
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Feb 17, 2007, 07:11 PM // 19:11
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#27
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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Yeah, I agree with draxynnic. Particularly with magic-users, it makes sense that they would have to devote a lot of time to memorizing a few spells they think will be necessary for the upcoming event. Sort of a "curse of the magi" thing... they have great power, but they need to spend a lot of their lives just sitting their rememorizing incantations. With the fighters, it's meditating on a few key moves they think will be necessary.
And then again, it is a game...
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Feb 19, 2007, 09:47 AM // 09:47
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#28
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Academy Page
Join Date: Feb 2007
Location: Belgium, I think, but I can't actually remember it...
Guild: The Moonwailers
Profession: Me/E
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Quote:
Originally Posted by nebojats
Camouflage
There are three main innovations with this class. The first is Camouflage. Simply put, Camouflage is a condition which renders the affected character invisible and untargetable when outside of another player's aggro circle. There is no indicator of the player on the compass. If a Camouflaged player enters the aggro circle she is targetable, but remains invisible. If the Camouflaged character attacks or is attacked, the condition ends. All Camouflage skills have at least a two-minute recharge.
[/I]
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Actually, I like the idea of a profession with that Camouflage-thing
It's a really good idea...
/signed
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Feb 26, 2007, 10:35 PM // 22:35
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#29
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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Thanks for the support, Sterrekat! It seems like stealth should be included in the game, doesn't it? This particular version of it is essentially based off of draxynnic's version that he posted in the "Things Missing from Existing Professions Thread."
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Mar 14, 2007, 06:11 AM // 06:11
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#30
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Like my pic for your class^^?
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Mar 15, 2007, 07:32 AM // 07:32
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#31
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Frost Gate Guardian
Join Date: Jul 2006
Guild: the mooninites
Profession: E/Mo
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the spells that link you to another player should be a new type of spell called link spell or something instead of hexes.and i was just thinking the other in aspenwood how cool it would be to be invisible on the radar.and since i play mostly caster roles i can see alrdy how much would hate this class,possibly as much i hate mesmers.(i have an ele and a rt.)but it sounds cool and i would prolly make one just to make other ppl angry.
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Nov 08, 2007, 09:20 AM // 09:20
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#32
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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Ok, so my addiction to these forums has returned. I got this idea from Necrosity's Psion... that CC's primary attribute make the class steal energy from opponents in the area for every spell cast. This idea seems to fit in well with the Mannai.
As it is, the Mannai's primary attribute gives her energy for being targeted by spells. Should that be changed to be more like the Psion... should the Mannai inherently steal or gain magic from having spells cast near her? Gaining energy off of having spells cast through her could perhaps just be a self-enchantment rather than a whole attribute. Thoughts?
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Nov 08, 2007, 10:01 AM // 10:01
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#33
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Try checking my Sopphetio^^.
Wish I could do my Mystic, My Mystic is like an improved Sopphetio^^.
@Topic
Not really sure, I'll think of it^^.
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Dec 02, 2007, 12:06 AM // 00:06
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#34
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Ijust realize now you have n skill for yu gems^^.
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