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Old Nov 02, 2007, 05:25 PM // 17:25   #1
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Join Date: Oct 2007
Guild: High Performance [Lag]
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Default Wrapper

The wrapper uses his whip to attack enemies. They have 2 different types of weapons: A Short Whip and a Long Whip.

Short Whips will have melee range and is mainly the weapon for damage dealing. Weapon can be enchanted with elements dealing extra damage. These will be elites and have a long disabled time. (Comparable with the Dervish's Avatars.) These elements will bring forth conditions like burning and stunning (Target can't move for X amount of time). These elements will last for about 30-60 seconds and have a 120-150 seconds cooldown, depending on the element.
Weapon Range: 8-23
Attacking Speed: 1.75s (Same as scythes)

Long Whips will have earshot range, but their minimum range will be melee. Simply melee range is too short and you cannot attack. The Long Whips are used to wrap in your enemy, and you can either pull them towards you, or let elements flow through your whip dealing some damage. If none skill is used, it just slashes against your target. Long Whips can be enchanted with elements too. Can also be used to wrap multiple enemies into eachother with special (elite) skills.
Weapon Range: 11-17
Attacking Speed: 1.8s

Max Armor: 60

Attributes:

Whip Mastery: Same as every other Mastery. Contains most of the damage dealing skills.
Thunder Prayers: Makes your Thunder attacks stronger. Most of these skills will be used by Long Whips.
Precision: This contains many enchantsments to find the enemy's critical spot and much more enchantments to help your teammates.

Primary Attribute:

Element Master: For every rank in Element Master, you gain 2 health every time you hit an enemy with an element running through your whip and 1 energy if this attribute is above 12.

-x-

Tell me what you think I should improve on. Still looking for a more original name for this class and his attributes.

Last edited by Holy Arantor; Nov 03, 2007 at 09:25 AM // 09:25..
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Old Nov 02, 2007, 08:28 PM // 20:28   #2
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Dom mesmer with a whip and black armor...mmmmmm.
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Old Nov 02, 2007, 09:53 PM // 21:53   #3
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...
Elementalist...Dervish...Assasin..Monk ...

thats a 4 in 1-CC i see here ...

'nuff said ...

/bleh
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Old Nov 03, 2007, 12:01 AM // 00:01   #4
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Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
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Wrappers are those people who wrap packages and gifts^^!
Like Santa Clause^^!
*speaking in a childish/babyish accent*
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Old Nov 03, 2007, 09:21 AM // 09:21   #5
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Quote:
Originally Posted by Phoenix Tears
...
Elementalist...Dervish...Assasin..Monk ...

thats a 4 in 1-CC i see here ...

'nuff said ...

/bleh
Their elements have almost the same effect as Dervish so that doesn't really make them an elementalist. Everything is different except for the elements if you compare those with avatars. Also how are they in any way the same as an assassin and monk? They're rather a weak class, not made for damage. The weapons are slow and don't deal alot of damage. They're most used to infuse conditions to the enemies and their weapons have low accuracy because they're diffecult to wield. They'd be even weaker than Dervish so they aren't really a good class.

And how the frig are they a Monk? They don't even heal others... You only have an element on you like 25-50% of the time and they have low (60) armor.
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Old Nov 03, 2007, 12:52 PM // 12:52   #6
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Maybe because of Presicion, he thought that^^.
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Old Nov 03, 2007, 01:09 PM // 13:09   #7
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Elementalist > Primary Attribute, you work as you self say like 50% of your time with elemental weapons oO uhm, for a semi melee class like this i expect somethign else as primary, then this ...
It sounds more like a primary for GW2 Elementalists ...

Dervish > The fightstyle is like the one of the Dervish ..same ASPD and the Whip is a kind of a weapon, which would have the same effects of a Scythe, being able to hit more than 1 enemy with 1 attack at the same time, when you swing the whip around. Plus those elemental buffs should work like you say like Derv's Avatars...
When you say this, there must be more behind your thoughts, then only enchanting a weapon with an element.
(not to mention, that these enchants are totally senseless, for what gives it Elemental Upgrades for weapons ...and such conditions like burning can be done through skills, thefore I don't need extra to enchnt my weapon, also this kind of weapon enchant still exists in the game with the ritualists weapon spells, theres now theoretically only a rit weapon spell missing, that would enchant your weapon to let it cause burning ...)
Also the Attribute Thunder Prayers makes this CC like a Dervish Mix, with its Earth/Wind Prayers, not to meantion that in GW are Wind/Thunder prayers theoretically the same, when you look at those attributes in kind of the element and look, how GW handles those 2 elements as being 1

Assasin/Monk:

Precision sounds and looks like Criticals for the Assasin and like Buff Skills from a Support Monk ...

et voila ..4 in 1 CC...

this CC doesn't look like something totaly unique to me, other then fighting with whips and for a semi melee character, armor of 60 is too weak, it should/must have 70...
The Name also don't sounds spectacular XD
A whip class would be something, like a Grave Robber or a Relic Hunter, that would be names for a Class, that sound like something existing, but Wrapper XD lol
when I read this class name, I must think automatically somehow on food *gg* (wraps)

Also when creating a Primary attribute, this attribute should make a Class look, as if their primary is somethign very special and unque to THEm and not that it looks like as if it would be better a primary for an other class.

Attributes for a Whip Class should imo look mre like this:

(Relic Hunter)
P Sixth Sense
For each point in Sixth Sense, the Relic Hunter receives 3% Immunity to Critical Hits. Each Time when receiving no critical Hit, when the RH would receive usually one, the RH receives then + 1 Energy for every 3 points in SiSe.
This Attribute contains skills that deactivate Traps, or will detect traps (including draps in Dungeons), but also includes Skills, that will deativate Trap Skills for trappers strongly, decreasing srength of traps or getting trappers traped by their own traps by taking over the control of layed traps with control, when the trap has to activate. Also includes Skills, that help itself/party members to withstand better critical hits and general spike damage with the help of all senses

Whip Mastery
Not much to say about

Artefact Forces
Skils, which use the imbedded hidden Powers of powerful Artefacts (Artefacts = like Ash Items)
The RH will summon magical powerful Artefacts, which will emit their powers to a certain area. These effects ends only, when the Artefacts got destroyed.
Artefacts are items, when can be carried around and will exist so long, until they got destroyed.

Ancient Wisdom
This is another Weapon Mastery Attribute, that will make out of the RH a caster class, using Magical Books as Weapon.
Unlike Staffs and Rods, that Atack Power of a Magic Book does little AoE-Damage, but the ASPD is also slightly slower
This Attribute contains Weapon Spells, which goes is not to support, like Weapon Spells of the Ritualist.
The goal of RH's Weapon Spells is to do shear chaos elemental AoE damage with power.


This way, the RH ends up as a Hybrid semi ranged Meleemancer, some sort of class, GW could have more, than ever only these Black-White ... GW needs GREY ^^
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